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[Map] Armagus

Forum Index > BW General
Post a Reply
1 2 3 Next All
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
Last Edited: 2009-10-23 06:58:42
October 20 2009 05:11 GMT
#1
Armagus 1.4
[image loading]


Changes:
- Made nat smaller. made mains bigger

+ Show Spoiler +
Armagus 1.3
[image loading]


Changes:
- Changed 11/5 main's mineral positioning
- Shifted 5's main's minerals up by 1 square
- All area beyond troy gates are now unbuildable

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


Changes:
- More aesthetic changes
- Removed center expansion
- Added center ramp
- Removed water boundary near nat's ramp

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


Changes:
- Just some aesthetic changes
- Made some small change near ramps at nat (added some water doodad for smaller center entry)

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


Details:
- Standard 4-player macro map, nothing too spectacular
- Narrow choke
- Backyard expansion
- Harass-able backyard expansion
- Troy gates that can be destroyed early on to prevent early backyard harass, but may harm you when it gets to shuttle/dropship/lurker/hydra drops. Hence, choice of first expansion and timing of destroying the assimilators play a key role.
- Cliff overlooking backyard is unbuildable

Resources:
Main: 9M1G
Backyard: 6M1G (Gas is 2000 gas)
Nat: 7M1G
Center expansion: 10M2G (Gas is 3000 gas)

Download link(s):
- http://www.mediafire.com/?m4j2dyjnmdy (Version 1.0)
- http://www.mediafire.com/?mwjfznmju03 (Version 1.1)
- http://www.mediafire.com/?yn2ymd0emjm (Version 1.2)
- http://www.mediafire.com/?mdztn22442m (Version 1.3)
- http://www.mediafire.com/?zzyhiwzmhyy (Version 1.4)


Comments and feedback always welcome!
POGGERS
Vasoline73
Profile Blog Joined February 2008
United States8069 Posts
October 20 2009 05:14 GMT
#2
I think the backdoor harrass concept is sweet :D. Looks cool
ghermination
Profile Blog Joined April 2008
United States2851 Posts
October 20 2009 05:18 GMT
#3
You are getting way too good at making these maps. This map looks great and although there will always be cries of T IMBA, its a really nice effort and i don't see anything massively wrong with it.
U Gotta Skate.
Crunchums
Profile Blog Joined December 2008
United States11144 Posts
October 20 2009 05:20 GMT
#4
The middle could be more interesting, especially given how similar it is to Fighting Spirit.
brood war for life, brood war forever
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
Last Edited: 2009-10-20 05:22:49
October 20 2009 05:22 GMT
#5
On October 20 2009 14:20 Crunchums wrote:
The middle could be more interesting, especially given how similar it is to Fighting Spirit.

I was thinking of using a design similar to God's Garden (with expansions at the center)

then i realised how people may scream this is a GG remake :<
POGGERS
Cu(oCo)
Profile Blog Joined March 2008
Italy358 Posts
October 20 2009 05:41 GMT
#6
love ungoro like maps. n1
Goons? just vulture toys 휴.휴
29 fps
Profile Blog Joined March 2008
United States5725 Posts
October 20 2009 06:31 GMT
#7
the troy gates with unbuildable high ground is a good idea. we should really get some of the mapmakers here to join forces with the kespa mapmakers. or at least have them try some of our ideas
4v4 is a battle of who has the better computer.
MuffinDude
Profile Blog Joined November 2008
United States3837 Posts
October 20 2009 07:01 GMT
#8
Pretty interesting with what you did with the backyard expansion, but its only really viable for terrans, because tanks can shoot up the cliff with no problem and shoot down the cliff with no problem too. So tanks can easily protect the backyard expansion or harass it.

Hell tanks are imba.
Zerg can be so abusive sometimes | third member of the "loli is not a crime club" PM konadora to join!
EvilTeletubby
Profile Blog Joined January 2004
Baltimore, USA22259 Posts
Last Edited: 2009-10-20 07:20:47
October 20 2009 07:19 GMT
#9
Very nice concepts on the backdoor expo kona, but aesthetically it looks very unremarkable, especially in the middle. As some others have pointed out, dressing it up a little might go a long way.

Edit - does look very fun though, I like a map that makes it riskier to go straight into macro mode.
Moderatorhttp://carbonleaf.yuku.com/topic/408/t/So-I-proposed-at-a-Carbon-Leaf-concert.html ***** RIP Geoff
Badjas
Profile Blog Joined October 2008
Netherlands2038 Posts
October 20 2009 07:29 GMT
#10
If the backyard expansion is making things too easy for the terran, how about making the nat more easy for the zerg/protoss respectively. Perhaps make the nat min line muta harassable or such.
I <3 the internet, I <3 you
Vekzel
Profile Blog Joined September 2009
Poland142 Posts
October 20 2009 07:29 GMT
#11
Wow, Kona, you indeed are mapping addict.

I think super-tight chockes to mains at 12 and 6 o'clock will be annoying, though.
#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 20 2009 07:33 GMT
#12
On October 20 2009 16:29 Vekzel wrote:
Wow, Kona, you indeed are mapping addict.

I think super-tight chockes to mains at 12 and 6 o'clock will be annoying, though.

they're present at 3 and 9 mains too

the reason why there are small chokes is to give the player the choice to play three ways

1) expand at backyard with risk of early harass while walling in with very little buildings/units
2) expand at a more risky nat
3) wall-in and go 1-base play
POGGERS
PH
Profile Blog Joined June 2008
United States6173 Posts
October 20 2009 07:39 GMT
#13
I'm really liking your maps more and more as you go along. (:
Hello
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
October 20 2009 13:03 GMT
#14
Did some small changes
POGGERS
Spenguin
Profile Blog Joined November 2007
Australia3316 Posts
October 20 2009 13:53 GMT
#15
You really love those assimilators don't you?
< TeamLiquid CJ Entusman #46 > I came for the Brood War, I stayed for the people.
Ryuu314
Profile Joined October 2009
United States12679 Posts
October 20 2009 17:41 GMT
#16
i'm a bit of a noob so wat are troy gates?
Railxp
Profile Blog Joined February 2008
Hong Kong1313 Posts
October 20 2009 17:46 GMT
#17
On October 21 2009 02:41 Ryuu314 wrote:
i'm a bit of a noob so wat are troy gates?


The two gas assimilators that function as "doors", when both are destroyed, will make it impossible for any ground units to pass through. Same idea is seen on the map (4) Troy. If only one side is destroyed, then only small/medium units can fit through.
~\(。◕‿‿◕。)/~,,,,,,,,>
Kingsp4de20
Profile Blog Joined February 2007
United States716 Posts
October 20 2009 19:04 GMT
#18
Nice looking map, looks more interesting then most of the pro maps i see now days.
StorrZerg
Profile Blog Joined February 2008
United States13919 Posts
October 20 2009 19:15 GMT
#19
konadora to korea yes? to be on the map making team?

i really enjoy playing these with my friends

thanks again
Hwaseung Oz fan for life. Swing out, always swing out.
RebirthOfLeGenD
Profile Blog Joined November 2008
USA5860 Posts
October 20 2009 19:23 GMT
#20
Maps like this make me wish ICCup brought in a MOTS like PGT had.
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