![[image loading]](https://i.imgur.com/FbNOHMI.jpg)
The size of the map: 136x156 : 21216 area
Category: Macro
Description: This map uses the bridge choke feature to its fullest. All the bridges are unbuildable and can be blocked like a regular ramp. The double bridges encourage players to micro more their armies to go through both bridges at the same time. As usual, longer paths give better attack angles. Expanding horizontally and vertically are both viable depending on how aggressive your game plan is.
Why the map fits the category you selected: The long distance between the two naturals and the defensive power of bridges make the map more macro oriented.
List and describe any distinctive features of the map: Widespread use of bridges and doubles bridges which makes optimal attacking through these chokes more micro intensive.
Main to Main distance: 48s
Top of main ramp to top of main ramp distance: 39s
Natural to Natural distance: 37s
Details:
Third base A interactions:
https://i.imgur.com/096u4XK.jpgThird base B interactions:
https://i.imgur.com/4nHoHFY.jpgLategame A interactions:
https://i.imgur.com/Qs0Rd5m.jpgLategame B interactions:
https://i.imgur.com/EIPc2wP.jpgLategame C interactions:
https://i.imgur.com/glLlThz.jpgResponse to the feedback:
- First feedback point: All of the judges felt that this map was misplaced in the macro category. In particular, the third bases were too inaccessible for it to be included in the category.
I am extremely surprised by the fact that all the judges think this map has been misplaced in the macro category. Here is my thought process as of why it is a macro map.
It has a longer natural to natural distance than the macro map Blackpink which on top of it, it has a double bridge in front of the natural which is a huge defensive point. Imagine these are two ramps next to each other that have the same width as the ramp to the main without the vision disadvantage. If the defender has some army behind the bridge, he can make two small concaves that will destroy armies that are even a bit superior in size.
Then there is the third base next to the natural where there are two ways of getting into for the attacker, through the double bridges or a tight path that require the attacker’s army to pass through the corner of the map. At this point of the game, the defender can make a sim city that will make this entire area very tight and hard to attack for the attacker.
The total width of all the chokes when a player has the third base next to the natural (natural’s double bridge + third base double bridge + third base back path) is smaller than on macro maps like Blackpink and Ascension to Aiur. The third base on Hephaistos is also closer than on these two ladder macro maps.
While i do not agree with your feedback of the third base being too hard to take, i made the following changes:
The map dimension have been changed to 136x156 from 136x148. This makes the natural to natural distance similar to Ascension to Aiur.
The third base is closer by ground and it can now be linked with only one creep tumor from the natural.
The natural’s double bridge have been moved closer to the natural because of the shorter path from the natural to the third.
Added 6x6 destructible rocks on the third base’s back path. This reduces the width of the back path choke by a half while letting the player to take the corner expand as his 4th base. This makes the total width of the chokes leading to the natural and the third similar to other ladder macro maps (with the rocks taken down) but split into 3 parts
With these changes, the natural + third base setup is more defensive than most ladder macro maps while having a main to main and natural to natural distance on par with ladder macro maps. In the midgame, once the defender has a decent army, it will be very difficult for the attack to pass the bridges. This will force the attacker to find a better attack route which will give time for the defender.
https://i.imgur.com/096u4XK.jpg and
https://i.imgur.com/4nHoHFY.jpgThe general layout of Hephaistos promotes macro games thanks to the large number of bridges where armies couldn’t cross without heavy losses with the opponent is on the other side. This causes the players to look for alternative paths where they can cross safely.
This makes the map very different from all the current ones while still being totally playable. And for the lategame, there are multiple very defensive points that both players can use. Here are three lategame scenarios picture depending on how the players expanded:
https://i.imgur.com/Qs0Rd5m.jpg /
https://i.imgur.com/EIPc2wP.jpg /
https://i.imgur.com/glLlThz.jpgLegend: Square = base / Circle = army / Arrow = army movement / Dotted arrow = air/drop paths / Curved lines = conflict lines
- Second feedback point: One judge suggested that the bridges connecting to the third should be replaced with regular terrain.
This contradicts the first feedback point. Changing the double bridge to open terrain would make the third a lot harder to defend.
- Third feedback point: Another judge commented that the lack of non-bridge paths may make this map frustrating to play on.
I would like to point out something about 99% of all ladder maps. In all these maps, 200/200 armies can pass through all the chokes unhindered. In a scenario where there is no opponent army nearby, there is no downside for a maxed army to move through a choke. Currently, a choke is a tight path of 6 to 8 squares wide where the only danger is when the opponent takes a great concave and the attacker can retreat his entire army entirely.
What i want to do in Hephaistos is to make players think about their army movements. I want them to ask themselves if it is safe to pass the bridges on the shortest route or if they should pass their army further away without danger. In the case of a retreat of a large army, it will not be able to pass the choke instantly and the fleeing army will suffer losses. This rewards the players that pay more attention to their army movements and tactics. To reduce any potential frustration, all the wide paths are very wide. An other upside of the large use of bridges on this map is that it prevents split map scenarios because the defender cannot reinforce quickly all the attacked part of his turtle. Otherwise he would have to sacrifice a large part of the map that contain expands.