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Active: 5101 users

[Map] Tranquility

Forum Index > BW General
Post a Reply
1 2 Next All
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
Last Edited: 2009-10-14 14:04:53
October 13 2009 14:08 GMT
#1
Tranquility 1.3
[image loading]


Changes:
- Shifted 3 o clock's 2nd gas expo a bit higher
- 2nd gas expo's ramp is now wider
- Center adjusted a bit

+ Show Spoiler [Tranquility 1.2] +
Tranquility 1.2
[image loading]


Changes:
- Made mid slightly bigger
- Added space behind minerals at nats


+ Show Spoiler [Tranquility 1.1] +
Tranquility 1.1
[image loading]


Changes:
- Made 7 main and 3 main slightly bigger
- Made mineral-only from 8 minerals to 7 minerals


+ Show Spoiler [Tranquility 1.0] +
Tranquility 1.0
[image loading]


Concept:
- 3 player rotational symmetry macro map
- Can use both center of map or the sides for battle

Resources:
Main: 9M1G
Nat: 8M1G
Mineral-only: 8M - 7M
Gas-expo: 7M1G (9 o'clock does NOT have 2 gas, that's a doodad lol)


Initially I wanted this to be a semi-island map, but after doing a rough draft the map didn't flow well. Eventually evolved to this current form.

And no mineral-block or neutral buildings. Pure standard map, so players should enjoy this better than my other neutral-building filled maps.

Other maps: http://www.teamliquid.net/blogs/viewblog.php?topic_id=98919 (Please look and comment, especially my map pack released before this :p)

Download link: http://www.mediafire.com/?mtizgzedatz (1.0), http://www.mediafire.com/?tzi3mwmqazk (1.1), http://www.mediafire.com/?mwmhjgtjiy5 (1.2), http://www.mediafire.com/?wwjjjuwmnnu (1.3)
POGGERS
Camlito
Profile Blog Joined July 2007
Australia4040 Posts
October 13 2009 14:12 GMT
#2
Looks very very nice, i'm curious as to how defensive mech would play out vs zerg and if slow pushing would work as good as destination.
sAviOr...
Vekzel
Profile Blog Joined September 2009
Poland142 Posts
October 13 2009 14:19 GMT
#3
Red base is a bit further from remaining ones, but I guess this may even add some spice to this map. Maybe you should move ramps to 3rd Gas expo a bit further from nat entrances? The map looks very mechable anyway. Blue main should be bigger IMO, but apart from this it's quite nice job.
#1 Stork Fan II RET FIGHTING!!! II Nal_rA, Calm, UpMaGiC: GL 2U! II sAviOr: recover PLZ!
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
October 13 2009 14:23 GMT
#4
On October 13 2009 23:19 Vekzel wrote:
Red base is a bit further from remaining ones, but I guess this may even add some spice to this map. Maybe you should move ramps to 3rd Gas expo a bit further from nat entrances? The map looks very mechable anyway. Blue main should be bigger IMO, but apart from this it's quite nice job.

The distance is actually roughly the same. Yeah blue should be slightly bigger, I guess I'll make it bigger at the bottom.
Not sure about position of 2nd gas expo ramp though.
POGGERS
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
October 13 2009 14:44 GMT
#5
Updated to 1.1
POGGERS
Spenguin
Profile Blog Joined November 2007
Australia3316 Posts
Last Edited: 2009-10-13 15:00:58
October 13 2009 15:00 GMT
#6
Are you deliberately making the nats a bitch to defend against mutas?

EDIT: Also is that a triforce I see
< TeamLiquid CJ Entusman #46 > I came for the Brood War, I stayed for the people.
AzureEye
Profile Blog Joined December 2008
United States1360 Posts
October 13 2009 15:06 GMT
#7
On October 14 2009 00:00 Spenguin wrote:
Are you deliberately making the nats a bitch to defend against mutas?

EDIT: Also is that a triforce I see


I don't think Mutas are a problem, look at the amount of gas he put on the map, 1k gas on each geyser. 3 gas isn't enough for hive tech. If anything, T >> Z on this map. As expected from a Terran player who made the map of course
Terrans who whine: http://www.teamliquid.net/blogs/viewblog.php?topic_id=107788
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
October 13 2009 15:09 GMT
#8
On October 14 2009 00:06 AzureEye wrote:
Show nested quote +
On October 14 2009 00:00 Spenguin wrote:
Are you deliberately making the nats a bitch to defend against mutas?

EDIT: Also is that a triforce I see


I don't think Mutas are a problem, look at the amount of gas he put on the map, 1k gas on each geyser. 3 gas isn't enough for hive tech. If anything, T >> Z on this map. As expected from a Terran player who made the map of course

???

1k gas?

they're all 5k
POGGERS
flothefreak
Profile Joined March 2006
Germany77 Posts
October 13 2009 15:14 GMT
#9
-on first glance, teal's minonly is farer away comparing to blue and red, and it's likely to have pathing issues when larger armies move there. overall, it seems to me you did a decent job on balancing distances.
-your naturals are very tight, did you test pathing in and out once you've build up an expansion and its defensive structures there? also, you NEED space behind the minerals. right now, neither turrets nor marines can do anything against mutalisks.
-the double gas expansions are ridiculous. they are SO precious and SO easy to defend. that isnt a good combination for dynamic gameplay.
-check mineral formations in every main. it's been a while that i've made maps, but i am quite sure your main minerals mine awkward and have unfortunate mining paths
-overall, pretty standard map, but i like 3player maps.
-decorate your map!

you can also visit BWMN for more suggestions and ideas
at least when i was active, there were many many skilled mappers. i used to visit that site very often.
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
Last Edited: 2009-10-13 15:27:28
October 13 2009 15:19 GMT
#10
On October 14 2009 00:14 flothefreak wrote:
-on first glance, teal's minonly is farer away comparing to blue and red, and it's likely to have pathing issues when larger armies move there. overall, it seems to me you did a decent job on balancing distances.
-your naturals are very tight, did you test pathing in and out once you've build up an expansion and its defensive structures there? also, you NEED space behind the minerals. right now, neither turrets nor marines can do anything against mutalisks.
-the double gas expansions are ridiculous. they are SO precious and SO easy to defend. that isnt a good combination for dynamic gameplay.
-check mineral formations in every main. it's been a while that i've made maps, but i am quite sure your main minerals mine awkward and have unfortunate mining paths
-overall, pretty standard map, but i like 3player maps.
-decorate your map!

you can also visit BWMN for more suggestions and ideas
at least when i was active, there were many many skilled mappers. i used to visit that site very often.

- gonna fix that
- not yet tasted (but i purposely added no space behind minerals)
- i said there's NO double gas expansion, read -_-
- ...? mineral layouts at the mains are from Destination (which have one of the best mineral pathing) (except for 3 o clock main, which is untested)
- ok
- needs moar doodad i guess

and bwmn barely help anyway
POGGERS
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
October 13 2009 15:19 GMT
#11
flothefreak!? where have you been?
Treatin' fools since '87
Starparty
Profile Blog Joined December 2004
Sweden1963 Posts
October 13 2009 18:45 GMT
#12
On October 14 2009 00:19 konadora wrote:
Show nested quote +
On October 14 2009 00:14 flothefreak wrote:
-on first glance, teal's minonly is farer away comparing to blue and red, and it's likely to have pathing issues when larger armies move there. overall, it seems to me you did a decent job on balancing distances.
-your naturals are very tight, did you test pathing in and out once you've build up an expansion and its defensive structures there? also, you NEED space behind the minerals. right now, neither turrets nor marines can do anything against mutalisks.
-the double gas expansions are ridiculous. they are SO precious and SO easy to defend. that isnt a good combination for dynamic gameplay.
-check mineral formations in every main. it's been a while that i've made maps, but i am quite sure your main minerals mine awkward and have unfortunate mining paths
-overall, pretty standard map, but i like 3player maps.
-decorate your map!

you can also visit BWMN for more suggestions and ideas
at least when i was active, there were many many skilled mappers. i used to visit that site very often.

- gonna fix that
- not yet tasted (but i purposely added no space behind minerals)
- i said there's NO double gas expansion, read -_-
- ...? mineral layouts at the mains are from Destination (which have one of the best mineral pathing) (except for 3 o clock main, which is untested)
- ok
- needs moar doodad i guess

and bwmn barely help anyway


You have a doodad geyser put in 9expo that makes it look like a 2xgas exp
The artist formerly known as Starparty
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
October 13 2009 22:18 GMT
#13
On October 14 2009 03:45 Starparty wrote:
Show nested quote +
On October 14 2009 00:19 konadora wrote:
On October 14 2009 00:14 flothefreak wrote:
-on first glance, teal's minonly is farer away comparing to blue and red, and it's likely to have pathing issues when larger armies move there. overall, it seems to me you did a decent job on balancing distances.
-your naturals are very tight, did you test pathing in and out once you've build up an expansion and its defensive structures there? also, you NEED space behind the minerals. right now, neither turrets nor marines can do anything against mutalisks.
-the double gas expansions are ridiculous. they are SO precious and SO easy to defend. that isnt a good combination for dynamic gameplay.
-check mineral formations in every main. it's been a while that i've made maps, but i am quite sure your main minerals mine awkward and have unfortunate mining paths
-overall, pretty standard map, but i like 3player maps.
-decorate your map!

you can also visit BWMN for more suggestions and ideas
at least when i was active, there were many many skilled mappers. i used to visit that site very often.

- gonna fix that
- not yet tasted (but i purposely added no space behind minerals)
- i said there's NO double gas expansion, read -_-
- ...? mineral layouts at the mains are from Destination (which have one of the best mineral pathing) (except for 3 o clock main, which is untested)
- ok
- needs moar doodad i guess

and bwmn barely help anyway


You have a doodad geyser put in 9expo that makes it look like a 2xgas exp

there's one at 6 too

but they aren't mineable rofl
POGGERS
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
October 13 2009 22:22 GMT
#14
The Fuhrer is here! ALL HAIL!

Map is pretty standard and nothing wrong with it except:

Holy crap fix the area behind the naturals.
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
October 13 2009 22:23 GMT
#15
On October 14 2009 07:22 neobowman wrote:
The Fuhrer is here! ALL HAIL!

Map is pretty standard and nothing wrong with it except:

Holy crap fix the area behind the naturals.

;; okay...
POGGERS
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
Last Edited: 2009-10-13 22:33:57
October 13 2009 22:33 GMT
#16
Updated to 1.2, added space behind minerals at naturals

Hmm I think 3 o clock nat is siegable? I guess I'll fix that later when I return home.
POGGERS
3clipse
Profile Blog Joined September 2008
Canada2555 Posts
October 13 2009 23:40 GMT
#17
I like it. Looks simple and very playable. I do wonder about how easily Terran will be able to take a 3rd, though.
Chef
Profile Blog Joined August 2005
10810 Posts
October 14 2009 00:17 GMT
#18
It's a little too much like Athena without being any better.

[image loading]
LEGEND!! LEGEND!!
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
October 14 2009 01:00 GMT
#19
On October 14 2009 08:40 3clipse wrote:
I like it. Looks simple and very playable. I do wonder about how easily Terran will be able to take a 3rd, though.

Maybe making 3rd's ramp wider and away from nat?
POGGERS
3clipse
Profile Blog Joined September 2008
Canada2555 Posts
Last Edited: 2009-10-14 02:06:44
October 14 2009 02:06 GMT
#20
On October 14 2009 10:00 konadora wrote:
Show nested quote +
On October 14 2009 08:40 3clipse wrote:
I like it. Looks simple and very playable. I do wonder about how easily Terran will be able to take a 3rd, though.

Maybe making 3rd's ramp wider and away from nat?

I wasn't implying that the 3rd would be too easy to take (even though I'm protoss, I swear I'm trying to be unbiased xD). I honestly have no idea. It's just a pretty big factor in balance and should be one of the first things to test, imo. Making it wider might be a good idea, but if it were further away I think it would be hell for terran to hold on to.
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