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[M] The Butterfly Effect - Page 2

Forum Index > SC2 General
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Prev 1 2 3 Next All
thezergk
Profile Joined October 2009
United States492 Posts
June 11 2010 20:12 GMT
#21
It looks really empty. But I'm sure once u put in doodads and stuff it will look a lot more filled.
Nada vs. TLO Results: "Nada 1 TLO 1 Bnet 2 KESPA 1"
USn
Profile Joined March 2010
United States376 Posts
June 11 2010 20:23 GMT
#22
Interesting analysis... I also noticed, looking at the map, that if you squint right it looks like a butterfly! Just a heads up.
onmach
Profile Blog Joined March 2009
United States1241 Posts
June 11 2010 20:24 GMT
#23
I'm a bit worried about what mineral only expansions will do to play. As long as z and p can only use them for zerglings and zealots, while terran can use them for both hellions and marines, that's potentially hard to deal with. I hope it turns out that it isn't too much of a problem.
dogabutila
Profile Blog Joined December 2009
United States1437 Posts
June 11 2010 20:33 GMT
#24
anti-zerg map.
Baller Fanclub || CheAse Fanclub || Scarlett Fanclub || LJD FIGHTING!
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
June 11 2010 20:36 GMT
#25
On June 12 2010 05:24 onmach wrote:
I'm a bit worried about what mineral only expansions will do to play. As long as z and p can only use them for zerglings and zealots, while terran can use them for both hellions and marines, that's potentially hard to deal with. I hope it turns out that it isn't too much of a problem.

In theory the mineral only expansions actually help Zerg more than the other races, as zerg can build armies based on little gas and have them been effective especially since taking a mineral only expo boosts your larva count as well. in practice it's likely the zerg will try to take the mineral only expo + the high yield gas expo. the gas expansions tend to be low on minerals, and as such force even more expanding, and that kind of play favors zerg.

protoss benefits greatly from the forcefields as they can break them VERY early with hallucinations and that gives them an expansion advantage early on.
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
June 11 2010 20:38 GMT
#26
this map looks awesome!

however, I think it would be cooler if both sides were the same color

butterflies are the same colors on both wings -.-
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
Last Edited: 2010-06-11 20:46:39
June 11 2010 20:42 GMT
#27
On June 12 2010 05:38 travis wrote:
this map looks awesome!

however, I think it would be cooler if both sides were the same color

butterflies are the same colors on both wings -.-

actually they will be the same color, i'm doing textures in layers, what you see on the right is actually PRE final layer, and what you see on the left is the final layer.
rS.Sinatra
Profile Joined May 2010
Canada785 Posts
June 11 2010 21:04 GMT
#28
so far looks like moth effect...
www.rsgaming.com
Manit0u
Profile Blog Joined August 2004
Poland17506 Posts
June 11 2010 21:07 GMT
#29
That's one ugly ass butterfly...

But I have to commend you on your work. I tried to make some maps for a while in WC3 and it's damn tough business (I'd rather polish my AI's).
Time is precious. Waste it wisely.
Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
June 11 2010 21:09 GMT
#30
On June 12 2010 05:36 PrinceXizor wrote:
Show nested quote +
On June 12 2010 05:24 onmach wrote:
I'm a bit worried about what mineral only expansions will do to play. As long as z and p can only use them for zerglings and zealots, while terran can use them for both hellions and marines, that's potentially hard to deal with. I hope it turns out that it isn't too much of a problem.

In theory the mineral only expansions actually help Zerg more than the other races, as zerg can build armies based on little gas and have them been effective especially since taking a mineral only expo boosts your larva count as well. in practice it's likely the zerg will try to take the mineral only expo + the high yield gas expo. the gas expansions tend to be low on minerals, and as such force even more expanding, and that kind of play favors zerg.

protoss benefits greatly from the forcefields as they can break them VERY early with hallucinations and that gives them an expansion advantage early on.


i say its opposite, terran will destroy the destructible rocks easy with 3-6 marauders // reapers and still have FF at the ramp to block early agression while the other factions will rather opt to have the ffs present but destroying the rocks much later than what terrans are capable off.
"Mudkip"
phyre112
Profile Joined August 2009
United States3090 Posts
June 11 2010 21:16 GMT
#31
I'm not sure how I feel about how limited the resources on the map seem to be. I get that you're trying to force us to expand, but I feel like there are other ways to accomplish this.

Also, something should be done to stop Terran from lifting their way into the fourth - placing a forcefield in the position at which the CC would land would make sense, that way terran is forced to expose the expo to a zerg if they want to use it... because lets face it, having to tech to hive and get ultras (especially on limited resources) just to be able to attack a base with ground is slightly ridiculous.
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
Last Edited: 2010-06-11 21:26:07
June 11 2010 21:20 GMT
#32
The protoss are able to break into the 4th/optional third quicker and get a third full expo, while terran could only quickly break into the mineral only expansion.

also the forcefield IS covering where the CC would land.

There are actually more resources than blistering sands (as well as similiar rush distances) but.

Blistering sands has Main, Natural, full Third, High Yield. for each player, this map gets: Main, Natural, full third, high yield, full mineral only, a partial mineral only, a partial regular expo. for each player. just decisions have to be made: riskier expansions and more resources, or safe expansions and fewer resources.
Christmastaflex
Profile Joined May 2010
United States35 Posts
June 11 2010 21:47 GMT
#33
My opinion is bias coming out the gate due to symmetry, but I will do my best to ignore that and produce constructive criticism. It looks like you've invested a lot of time into this map, and it looks pretty. However, as a competitive map I just don't see any half-life. Borderline coercion, forcing players to produce massive units or drop capabilities in order to take an expo. Playing Zerg I would be exhausted after 1 game on this map. Spending 200/200 for overlord to drop a drone, or Hive Tech and waste money on Ultralisk . Not to mention being attacked by siege from multiple angles. What if Ultralisk, Thor, or Colossus isn't conducive to the on-going game? If it was just one of the several flaws I mentioned (Siege Tank Harass) it wouldn't be a problem. Instead of proceeding with negativity, I can ask that you continue to create and post. It definitely gives me something to divert my attention to during these slow times, and eventually a map will get through. Who knows maybe I don't know what I'm talking about and this will be at WCG. gl
All you know about me is what I've sold you.
Doc Daneeka
Profile Joined March 2010
United States577 Posts
June 11 2010 21:57 GMT
#34
looks very interesting... it'd probably be a lot of fun to play on but it's tough to tell if it's balanced or not. at worst i guess it'd be one of those maps with a very distinct flow of play.
payed off security
FarbrorAbavna
Profile Joined July 2009
Sweden4856 Posts
June 11 2010 22:00 GMT
#35
Alot of impressions going through my head when looking at this map but I'd have to agree on the part of coercing players into getting massive units. But then again why couldnt that be a theme of the map(as long as the map dont suck that is, which one never knows untill having played quite a few games on it). I think it has potential for some interesting and different play.

Oh and if it were all black against a white background it would pretty much look like a rorschach pic :D
Do you really want chat rooms?
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
Last Edited: 2010-06-11 22:46:56
June 11 2010 22:44 GMT
#36
well the only benefit that massive units give is access to one expansion, and a backdoor into the main/mineral only expo. you could never get massive units and access every part of the map and only be unable to take two of the 12 bases. the reason that "third" isn't a gas base, is for this very reason, it would be too strong to have an unattackable (except by air or massive unit) gas base, while mineral only bases are much weaker, and will only see alot of use from a zerg player, or in long drawn out games, in which massive units were most likely created.

for the siege tank issue, look at the alternate version ans tell me if that would be better as a map?

For instance you can take the high yield Gas expo + the partial expo located here:
[image loading]
high yield in white and partial in red. and those two expansion areas are easily protected by a single choke.
yarkO
Profile Blog Joined September 2009
Canada810 Posts
June 11 2010 22:54 GMT
#37
As another poster mentioned, the mains (and protected 3rds) seem a little bit too big.

Personally, I'm 100% opposed to minerals on the edge of cliffs like on this map, also seen in Desert Oasis. I think it promotes cheesey builds and really takes away from the experience. Especially now, where the high ground advantage is only vision.

Not sure if it's like that or not, but the left path seems a bit narrower at the top than the right path. May mean nothing because I can't see actual scale, but it seems pretty tight on the left. Almost enough that sieged Tanks on the other side of the water could cut units off trying to hug the cliff to get out of the main.
When you are prepared, there's no such thing as pressure.
7mk
Profile Blog Joined January 2009
Germany10157 Posts
June 12 2010 00:39 GMT
#38
On June 11 2010 06:58 Madkipz wrote:
Show nested quote +
The third expansion is connected to the main by two stacked destructable rocks, and protected from the ground by three forcefields, which last until crushed by a massive unit. However protected this third is, it is strictly a mineral only expansion.



JESUS H CHRIST you go long ways to prevent an easier third expo and to top it off its mineral only? what was going trough your head?

Not only that but the main is siegeable? as zerg i would most likely downthumb this map


While I certainly think you have a point you could make the same statement without sounding like a dick
beep boop
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
June 12 2010 01:37 GMT
#39
On June 12 2010 07:54 yarkO wrote:
As another poster mentioned, the mains (and protected 3rds) seem a little bit too big.

Personally, I'm 100% opposed to minerals on the edge of cliffs like on this map, also seen in Desert Oasis. I think it promotes cheesey builds and really takes away from the experience. Especially now, where the high ground advantage is only vision.

Not sure if it's like that or not, but the left path seems a bit narrower at the top than the right path. May mean nothing because I can't see actual scale, but it seems pretty tight on the left. Almost enough that sieged Tanks on the other side of the water could cut units off trying to hug the cliff to get out of the main.

it's not i checked. look at the alternate version at the bottom of the OP and tell my what you think about it.
Tazza
Profile Blog Joined May 2009
Korea (South)1678 Posts
June 12 2010 01:39 GMT
#40
First I thought this looked gay, but looking at it closely it is actually a very well designed map. Kudos to you
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