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Hey guys!
I was recently hanging out on TubbyTheFat's (GM Canadian Protoss) stream, when the conversation came up about how game tactics and styles would change under the influence of all resources being rich minerals and rich vespene. After a fair bit of discussion, I decided to chip in and contribute by converting the season six map pool into all rich fields. That being said, I have published the other seven maps (woefully, even the ones I have vito'd) up for play to encourage interesting matches and odd ways of thinking, just for fun!
Let me know what you guys think, or if there are any errors on the maps (or you can't access maps for some reason) that need adjusting and I'll make the adjustments as best I can (definitely not a pro at map editor) and republish them.
To find these maps: When selecting map, enter +gold +edition into the search field, under the author Tyrian.
You can discuss strategy ideas or concerns below!
Hope this contributes to some interesting plays and thought processes, as well as some entertaining matches! Enjoy!
EDIT: Anyone who tried and failed to access the maps on the first day, fret not, as the publishing has been updated and now correctly displays maps when searched for.
Also, Tal'darim Altar has been fixed and added to the map pool.
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very cool i guess just to have around. i don't see how it would do anything but just speed the game up. but idk
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This is pretty cool. Personally I've always been interested in how it would play if only the gas was high yield, or if the gas returned 5 per trip instead of 4.
I think it would allow players to have fewer workers and a bigger army if the minerals are all high yield, and you wouldn't need as many bases but you'd mine out faster so you'd still have to expand quite a bit.
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It would not just speed the game up, but there would be so many minerals compared to gas that we'd see A LOT more mineral heavy units, perhaps more T1 units like lings/rines/zeals (we see enough rines already but O.O). Terrans would be slightly nerfed since mules would not be able to mine gold as quickly as they could before, but I think the strength of marines more than makes up for that.
What I'd like to see in future maps is perhaps expansions with mostly blue minerals but maybe 1-2 gold minerals in them, would create a very interesting dynamic on which expansions to take, how much to saturate it, etc.
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Now that mules don't gain an extra bonus from this, it could be much more interesting than previously. I suppose the most obvious thing would be that 1 and 2 base pushes would become even more viable...Or maybe just anything would be more viable.
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are these maps up on europe aswell?, sounds fun to try, if not please publish them there asap !
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On March 06 2012 16:35 Superiorwolf wrote: It would not just speed the game up, but there would be so many minerals compared to gas that we'd see A LOT more mineral heavy units, perhaps more T1 units like lings/rines/zeals (we see enough rines already but O.O). Terrans would be slightly nerfed since mules would not be able to mine gold as quickly as they could before, but I think the strength of marines more than makes up for that.
What I'd like to see in future maps is perhaps expansions with mostly blue minerals but maybe 1-2 gold minerals in them, would create a very interesting dynamic on which expansions to take, how much to saturate it, etc. I think the gas is increased from 4 to 6 and minerals from 5 to 70. That's %25 increase in gas and %20 increase in minerals, so there should be a decrease in mineral-heavy units.
One thing this would do is increase the speed at which things are produced but not the speed at which units move or attack, so you'd be able to make more units during a battle, or more units while moving across the map. It increases the defenders advantage somewhat with the same rush distances.
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What would change? The timing of normal builds would just come sooner because you have the same amount of resources sooner.
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On March 06 2012 16:41 Mrvoodoochild1 wrote: What would change? The timing of normal builds would just come sooner because you have the same amount of resources sooner. Armies would be bigger, less worker count, more expansions (to contribute from maynarding)
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I think this would give day[9] a good funday monday topic...maybe it could help lower leaguers to learn to spend resources faster? I dunno...
fun idea nonetheless^^
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fastest mal possible Ladder Edition. cool stuff =)
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These maps are available on all servers across the world, if I published them right. Though the names will all be in english. Also, I would give anything to see this as a funday monday topic. Day[9] makes me a better gamer, I'd love to contribute a good monday to him in return 
I just played a game on it, and it feels interesting. The builds are different, and the mineral counts didn't feel too off as there is rich gas as well, though they still felt like min crept up a little quicker than gas (though maybe I messed up my harvesters keeping up with everything else). It's very fast paced, trying to keep up with macro since your income comes in quickly, and you need to expand quicker. Two bases worth of SCVs makes for more than enough for me to keep up with, but I'm a lowbie anyway, so it's a challenge for me.
Ladder seems easier after doing this o.O easier to keep up with macro.
Though there has been a complaint to me that they can't find the maps, though I can - can anyone else confirm whether or not they show up when searched for as explained above?
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Two rax now a three rax! rofl I'm not sure if this would work very well in the long-run. It really depends on how you can spend your money and expanding would be quicker + macroing.
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On March 06 2012 16:41 Gfire wrote: I think the gas is increased from 4 to 6 and minerals from 5 to 70. That's %25 increase in gas and %20 increase in minerals, so there should be a decrease in mineral-heavy units.
5 to 70?? I guess you mean 5 to 7? But thats 40% so that still doesn't make sense. 20% is just an increase of 5 to 6... Which one is it?
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I'm thinking of Qxc's DBZ reference to playing under extreme conditions to get better. Imagine keeping your macro under control in this setting?!
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On March 06 2012 16:59 Morphs wrote:Show nested quote +On March 06 2012 16:41 Gfire wrote: I think the gas is increased from 4 to 6 and minerals from 5 to 70. That's %25 increase in gas and %20 increase in minerals, so there should be a decrease in mineral-heavy units. 5 to 70?? I guess you mean 5 to 7? But thats 40% so that still doesn't make sense. 20% is just an increase of 5 to 6... Which one is it? Sorry. It's an increase to 7, %40. and the increase to 6 gas is %50.
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I just searched for them on NA, couldn't find them.
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I think the math for resources works as such:
Per return trip, Reg: 8 patches, 5 minerals on return 2 geysers, 4 gas on return 8x5 = 40 Minerals 2x4 = 8 Gas
Gold: 8 patches, 8 minerals on return 2 geysers, 6 gas on return 8x8 = 64 Minerals 2x6 = 12 Gas
So... 40/64 = 62.5%, or 37.5% mineral increase with gold 8/12 = 66.6%, or 33.3% gas increase with gold
That's compared balance at 1 worker per resource, without math for diminishing returns when you start adding workers. I'd imagine that at 2.5 workers per patch and 3 per gas, the numbers wouldn't fluctuate too much... Those numbers seem almost negligable when I look at it that way... I think the math is right though.
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On March 06 2012 17:04 Cylluus wrote:I just searched for them on NA, couldn't find them. 
Edit: The maps were unproperly published as unlocked maps, and wouldn't show up publicly. This has been rectified now, and all maps should display properly when searched for as above.
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