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[Map] Efreet - Page 3

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Pholon
Profile Blog Joined March 2008
Netherlands6142 Posts
January 27 2010 23:41 GMT
#41
On January 28 2010 06:23 Julmust wrote:
I'm in bed right now so it's a no go from me, sorry :/ but check with pholon when he comes back... if he comes back! he was in a pretty hard ragemode after that loss


IM NOT DONE WITH YOU YET
Moderator@TLPholon // "I need a third hand to facepalm right now"
Toolshed
Profile Blog Joined July 2009
337 Posts
January 27 2010 23:54 GMT
#42
I really like how this map looks like but it seems to be very imbalanced in TvP:

[image loading]



If T decides to take high ground A (which is very likely) than he has 4 save expansions? You'll need Dropships / Recall but since the distances are somewhat close between those expansions this is not an option at all :/ -> GG

Also if Terran manages get to highground B than he cuts the map in 2 halfs with a single push an this makes it impossible for P to connect his Units or to break free because you have to fight uphill:/ -> GG


I'd really like to see an PvZ or TvZ though. Someone got a replay? =)



Pholon
Profile Blog Joined March 2008
Netherlands6142 Posts
January 28 2010 14:04 GMT
#43
http://www.teamliquid.net/staff/Pholon/Efreet.zip

4 games me vs Julmust.
Managed to win none.

Discussion:
+ Show Spoiler +

Pholon zegt:
?
I dunno what I was doing wrong
but
Jesper/Julmust zegt:
my shoulder is aching lol
Pholon zegt:
I'm not sure I'm entirely to blame
Jesper/Julmust zegt:
haha nope
that map is sooooo imba for zerg
I mean ok you cant get your 4th gas that easy
but third is sooo easy
liked my swarms did you?
Pholon zegt:
hm?
they were ok
Jesper/Julmust zegt:
the comment "OH FOR FUCKS SAKE" (think you wrote that)
Pholon zegt:
oh that
I was just pissed off at my control
I had
10 raxes going?
or something
insane
and then trying to select rines
and hotkeying them
and
I had an SCV stuck behind a sup dep
and everytime I'd go to base I'd see it
and be like
FFFFUUUUUU °A°
Jesper/Julmust zegt:
lol
but I just want to make this map more balanced... but I dont know how
cause its a fun map
Pholon zegt:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=110944&currentpage=3
those circles, red and yellow
those expos make no sense
Jesper/Julmust zegt:
how come?
Pholon zegt:
it's like the middle expo on Andor
only it has one choke
*Andro
and they'refull expansions
the templas are a nice touch
but like
when I tried to take one down you caught on immediately
Jesper/Julmust zegt:
I was just gonna say he could remove one temple
will give a much bigger choke
Pholon zegt:
2nd game you'd even put a lurk there preemptively
maybe
for top left
put the left-most temple on the left side
er
left most to the right
Jesper/Julmust zegt:
I dunno man... that sounds a bit too tricky. I mean its a third exp, its not suppose to be IMPOSSIBLE do defend
Pholon zegt:
I'm just really wondering about this "third"
"third" on desti
Jesper/Julmust zegt:
the thing about this map is taht all the fights are located at the sides of the maps, that's what I've noticed. there's hardly any fighting in the middle
Pholon zegt:
is maybe easier to defend than this one
but desti isn't imba
Jesper/Julmust zegt:
hmm yeah
Pholon zegt:
well ok
lets say I take the min only at 5
and try to push to top left
then my army will be out of position
and you can get to my third in like
4 ways or smth
hey
maybe that's it
your expos
are all on the sides of the maps
map*
so I have to walk really far to get somewhere
and there'really no fighting in the middle as you said
Pholon zegt:
hmm well the problem here for the terran is that you really cant split the map all that well... cause I mean with zerg its fine if I keep some lurkers here and there, but you need that big ball
and that's where the terran wants to fight, the middle
since if you move up to the top expo at mid left, I can flank you sooooo well
but I dunno, it might just be because we're... BAD
lol
Pholon zegt:
I think the map's too big
Jesper/Julmust zegt:
but from a zergs POV I can seal off the left off that map soooo easely and get 123456 base
Pholon zegt:
it's square
128 x 128
how big is oddeye?
Jesper/Julmust zegt:
same
Pholon zegt:
hm
but for that map
all the expansion are closer to your enemy than your main base is
Jesper/Julmust zegt:
gah I really dont know what to say
but I do feel that removing one of the temples at the third gas would make it easier
for a terran to push up
but at the same time, these games I did go VERY lurker heavy
Pholon zegt:
no
the temples in last game were just a delay
but the lurkers defended there anyway
Jesper/Julmust zegt:
well yeah cause I ran them there once I heard you coming. 5 of them and 1 already planted there. if the leftmost temple was gone I'd just devide them 3 there and 3 in the other choke
and that'd delay you even more then the temples
Pholon zegt:
yes
I need to get a third dcanner
I missed so many
Jesper/Julmust zegt:
just a question, for you third couldnt you just take the one gas right outsider your base? get two bunkers up or something?
Pholon zegt:
nah I did em
I got the one north from my nat
seriously though
don't worry about my money
I had plenty
lol
Jesper/Julmust zegt:
now when I come to think of it I think you're right. the problem is the width of the map
Pholon zegt:
yeah em
if you look at that A platform
a tank cannon shoot across that
is how big it is
I wanted to set up defenses there
but it's jsut too big
Jesper/Julmust zegt:
yeah
Pholon zegt:
I went to black circle
but nothing to do there
and onto B
but I get raped on B
flank from two natural sides
you don't even have to set it up
how about
hm
if you have square B
there'way out of your base on the left and right side
none small enough to go as a funnel
Jesper/Julmust zegt:
?
Pholon zegt:
I can't contain-pressure
cause you can still get out on all sides
Jesper/Julmust zegt:
yeah
hmm
sec
Pholon zegt:
should I upload our reppack?
Jesper/Julmust zegt:
do it if you want
but I think I might have a solution
make the A and B areas smaller, would that help you setting up a contain?
but that makes it easier for me to hold them aswell...
maybe disconnect them from the path to the third base?
like this: http://i47.tinypic.com/25hoeub.png black line = cant move over, grey line = ramp ends here
I wont submit it though, since I dont know what the hell I'm talking aout
Pholon zegt:
no em
I atually like
the grey line thing
maybe connect the platforms left and right of the middle
into one
still
map need less width
Jesper/Julmust zegt:
well yeah but you cant go in there saying "loldude start over from scratch"
Pholon zegt:
oh yes I can
ok so
Jesper/Julmust zegt:
haha
Pholon zegt:
do you want a shit map that noone will play
of do I tell you what's up
and maybe
you wont fuck up as badly next time
Jesper/Julmust zegt:
haha I like the map as it is right now but upload the reppack first and see what others have to say about it


gl!
Moderator@TLPholon // "I need a third hand to facepalm right now"
Julmust
Profile Blog Joined November 2008
Sweden4867 Posts
January 28 2010 15:09 GMT
#44
now I should add those are just ideas. I guess they can be worked around
AdministratorI'm dancing in the moonlight
Pholon
Profile Blog Joined March 2008
Netherlands6142 Posts
January 28 2010 17:07 GMT
#45
Yeah it's based on bad D players playing bad TvZs - shouldn't take it too seriously lol
Moderator@TLPholon // "I need a third hand to facepalm right now"
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
January 28 2010 21:53 GMT
#46
I'm thinking of making the mains smaller. They're rather big ATM ingame
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
Pholon
Profile Blog Joined March 2008
Netherlands6142 Posts
January 28 2010 22:53 GMT
#47
remake it for 96 imo. Lose 2 of the side expos and just make the whole thing less wide. If you want it for Arena be sure to have a version (don't care what kind lol) ready in time for a testrun.
Moderator@TLPholon // "I need a third hand to facepalm right now"
seRapH
Profile Blog Joined April 2009
United States9795 Posts
January 28 2010 22:56 GMT
#48
basing off pholon's games, it seems fighting does take place near sides, quite similar to destination. maybe TvZ with mech will be much better balanced?

i'm sure you'd rather have a bio TvZ, but sometimes it just can't be helped =P
boomer hands
NeoOmega
Profile Blog Joined September 2008
United States495 Posts
January 28 2010 23:20 GMT
#49
7 bases (6 of them with gas) seems like a shitload to me. Cool design though.
Pholon
Profile Blog Joined March 2008
Netherlands6142 Posts
January 28 2010 23:26 GMT
#50
On January 29 2010 07:56 majesty.k)seRapH wrote:
basing off pholon's games, it seems fighting does take place near sides, quite similar to destination. maybe TvZ with mech will be much better balanced?

i'm sure you'd rather have a bio TvZ, but sometimes it just can't be helped =P


Yea Jul and I discussed how I should probably have done a mid-game Mech switch. It'd be better at holding off the masses of Ultras and you can spend your resources more easily but it'll become even harder to push anywhere.
Moderator@TLPholon // "I need a third hand to facepalm right now"
Two_DoWn
Profile Blog Joined October 2009
United States13684 Posts
January 28 2010 23:46 GMT
#51
Hmm. I think there are way too may expos available for a two player map. I would eliminate either the red circled expo or the yellow one, and then get rid of the min only above the blue circle. It would create more confrontations in a fight for resources.
"What is the air speed velocity of an unladen courier?" "Dire or Radiant?"
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
January 29 2010 02:38 GMT
#52
wtf i thought i posted yesterday lol

anyway, posting from school:
Nat needs to be MORE MOOOREEEEEEEEEEEEEEEEEE closer to the main.

Also, the exansion at 3/9, I'll push them a bit further from the 4/10 expansions that are close to the center of the map. Maybe push 3 o'clock's expansion closer to 1 oclock main and the same for the 9 o'clock expansion.
POGGERS
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
Last Edited: 2010-01-29 03:21:11
January 29 2010 03:17 GMT
#53
Update:

fucking massive changes

(2)Efreet 2.0

[image loading]


Changes:
- Changed width of the map from x128 to x96, so obviously lots of obvious changes along the sides.
- Changed the 5th expo location to on the cliff.
- Made mains smaller as well as distance to natural.
- A few other minor things for wallin issues and such

Efreet 2.0 Melee Download
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
seRapH
Profile Blog Joined April 2009
United States9795 Posts
January 29 2010 03:25 GMT
#54
D:

i liked the last one better. the 3rd gas is now easy as fuck to hold. i'm shouting T imba.

also, isnt it a bit unfair that top's geyser's are nearly all optimal while only bottom's main is?

PvT terrans can secure their 3rd, wait for 3/3 200/200, then push down/up the side of their 3rd, on the low ground, securing a 4th, and get to the platform with a small ramp towards the toss base. simply matter from there to break the base, eventually cutting off the nat from other toss bases. alternatively, they can secure their center platform and have 5 gas, and just overrun the toss that way, but tosses should be able to stop them from doing at least that much.
boomer hands
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
January 29 2010 04:13 GMT
#55
Change the main's mineral/gas formation back and lower (or raise, for 1 o'clock) the starting positions.

Also, the close 2500gas geyser expo should be reverted back to the original position.

Tbh i don't really like the changes, 5 gas Mech Turtle Terran ftw?
POGGERS
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
Last Edited: 2010-01-29 04:46:26
January 29 2010 04:44 GMT
#56
Update

(2)Efreet 2.1


[image loading]


Changes:
- Changed mains mineral/gas formation to prevent sieging it from below to for positional issues.
- Changed low resource expo to put it on the other side of the path(by tar)
- Also fixed a couple minor things I forgot to do on earlier versions.

Efreet 2.1 Melee Download
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
Pholon
Profile Blog Joined March 2008
Netherlands6142 Posts
January 29 2010 11:13 GMT
#57
Gas placement seems really weird at some expos
Moderator@TLPholon // "I need a third hand to facepalm right now"
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
January 29 2010 11:48 GMT
#58
played this map as P vs a t and got rolled. He pushed up the side, and i had no answer. Also the main feels a bit small tbh.
Writer
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
Last Edited: 2010-01-29 23:37:56
January 29 2010 23:26 GMT
#59
Update:

(2)Efreet 2.2

[image loading]



Changes:
- Increase size of the mains.
- Slightly increased the size of the choke point at the 3rd gas.

For PvT I would recommend killing the temples before the Terran moves out to take his 3rd gas, so you will have more room to flank. To be honest, I think if you do this you have more than enough room for a successful attack.

Efreet 2.2 Melee Download

Efreet 2.2 OBs Download
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
BlackMesa
Profile Blog Joined February 2008
Kenya338 Posts
January 30 2010 02:10 GMT
#60
Looks interesting, gonna try it.
Need a Light
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