Description: Booma uses the Purifier tileset which hasn't been used since Central Protocol. The layout is inspired by the map Dusk Towers. A pocket expansion and a open Third base. Several 4th options. One is on the lowground but can be harassed from the highground close to it, while the other 4th base options are saver and on a highground but also further away. The closest choke to the opponents lower 4th base is very tight while the middle area is wider.
Distinctive Features:
Inbase natural
Close third to third distance, like on Dusk Towers
Third base has 2 ramps
Xel'Naga Watch Tower at 3,9 o'clock 4th bases
Main to Main: 42 sec Main-Ramp to Main-Ramp: 34 sec Inbase Nat to Inbase nat: 50 sec
I really like the map! Looks like one where its fairly easy to take three bases, something that isnt seen that often lately (Proxima Station <3). I also really dig the tileset and the aesthetics, well done!
On June 29 2017 07:45 IIEclipseII wrote: what don't you like, could you be more specific? thx
The bases seem very clustered. I think everyone would take the same 4-5 bases first with not a ton of punishment. There is air space, but provided the opponent can defends drops, then there are only two branches out of a central path for the attacker to take. Defending 5 bases is made easier with an assisting high ground, but it will still be imbalanced due to the fact that you get so close to the opponent with this expansion pattern. The side bases are also very close together, yet far away from most of the action, certainly the more mobile army will take these uncontested if the game gets to that point.
I can see a lot of though went into the main, nat, 3rd, and 4th set ups, but I think for it to work the pathing around the map must be more dynamic. Just my opinion.
On June 29 2017 07:45 IIEclipseII wrote: what don't you like, could you be more specific? thx
The bases seem very clustered. I think everyone would take the same 4-5 bases first with not a ton of punishment. There is air space, but provided the opponent can defends drops, then there are only two branches out of a central path for the attacker to take. Defending 5 bases is made easier with an assisting high ground, but it will still be imbalanced due to the fact that you get so close to the opponent with this expansion pattern. The side bases are also very close together, yet far away from most of the action, certainly the more mobile army will take these uncontested if the game gets to that point.
I can see a lot of though went into the main, nat, 3rd, and 4th set ups, but I think for it to work the pathing around the map must be more dynamic. Just my opinion.
Thank you for your detailed Feedback. Now I get a better clue. Yes I thought carefully about it and I agree with you. I'm already thinking about replacing the gold by a normal blue and moving the base infront of the inbase natural (12/6 o'clock) closer to the edge so it would become more a 5th base or a quite far away 4th base option. This would also reduce the air space infront of the inbase natural.
On June 29 2017 07:45 IIEclipseII wrote: what don't you like, could you be more specific? thx
The bases seem very clustered. I think everyone would take the same 4-5 bases first with not a ton of punishment. There is air space, but provided the opponent can defends drops, then there are only two branches out of a central path for the attacker to take. Defending 5 bases is made easier with an assisting high ground, but it will still be imbalanced due to the fact that you get so close to the opponent with this expansion pattern. The side bases are also very close together, yet far away from most of the action, certainly the more mobile army will take these uncontested if the game gets to that point.
I can see a lot of though went into the main, nat, 3rd, and 4th set ups, but I think for it to work the pathing around the map must be more dynamic. Just my opinion.
Thank you for your detailed Feedback. Now I get a better clue. Yes I thought carefully about it and I agree with you. I'm already thinking about replacing the gold by a normal blue and moving the base infront of the inbase natural (12/6 o'clock) closer to the edge so it would become more a 5th base or a quite far away 4th base option. This would also reduce the air space infront of the inbase natural.
Do that, and move the now blue gold closer to the 3rd and you can create real choice for a 4th.
Get rid of gold base you have and change it to low ground and make another regular base could then be another option for a 3rd/4th, move gold to the forward base. Add rocks, make smaller ramps to make it harder to hold. More risk!
Do the single/double wide ramp style where I drew the pink ramps. The light red color = line of sight blockers.
Overall, pretty awesome map. If anything at all, get rid of the current gold base you have, it's no good imo. <3
- replaced gold base by normal base and moved closer to third - moved the 4th base which is infront of the inbase natural further away, also reducing air space - added 2nd Watch Tower at this 4th base, both Watch Towers are covering key areas around the inbase natural and third base - connected corner base with a highground and added an additional ramp
Low gm player here This map is pretty good for the macro games, the only problem is that its gonna to be really hard to take a fourth and fifth base and in middle of third and fourth base you can siege up into main base with tanks there is alot of dead space soo air units will be very nice When it comes to late games its gonna be really hard to attack each other otherwise its pretty fun map to play in