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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
+ Show Spoiler [Version 2.1] +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
+ Show Spoiler [Version 2.0] +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
+ Show Spoiler [Version 1.1] +Changes:- Purple circle: 2 power generators(destructible) added to help narrow the naturals choke(also extended the cliff a bit that makes up the other side of the naturals choke - Blue circle: Narrowed the terrain some more here for help defending your 3rd gas - Green circle: 3 Temples(destructible) added to narrow the large ramp. Helps defend the 3rd more easily as well. - Yellow circle: Edited terrain where Julmust suggested. - White & red circle: Expo at white circle was moved to where the red one is. - Black circle: Shortened the ramp here like Julmust suggested. Of course I changed the same things for the other side, it would just be pointless to point everything out twice. Efreet 1.1 Melee download
+ Show Spoiler [Version 1.0] +
This is going to be my map submission for TL Arena V, so please critique and comment, so if it gets pick it will be as enjoyable as possible ^_^
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shit, one of the expos is missing a gas, fixing at the moment
edit: fixed
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Best summon evar imo. Hellfire ftw.
From what I see, this looks like a terran map, if all those ledges in the mains and natural, are droppable, not to mention how much high ground there is? Incredbly open natural is going to make it hard to wall for PvZ, or I'm just bad a sizing it up but those look like huge gaps there. This looks very similar to moon glaive, in how you can basically siege your opponents ramp/main base while still not being in their natural. Actually I don't think you can do that in moon glaive.
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um..-_ -...... maybe you need to consider pvz?,,, as a toss player i dunno how the hell i am gonna double nex with such a wide entrance + huge space on the expo.. its just simply impossible to neither double nex nor go 1 gate ..
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Very expansion heavy. Gogo Flash style.
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United States4796 Posts
Expansion heavy, which I like. Unfortunately very easy for terran to siege against natural and secondary.
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I think the point is to make it difficult for toss. Its a protoss player in the Arena remember. Want to make it as difficult as possible for them
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Went in-game and took a couple screenshots:
PvZ forge FE.
Hmm. I supposed I could extend the compound to be a little closer if the nat entrance size still appears to be an issue.
Distance from nat entrance to cliff.
Rather large actually IMO, and this is with protoss buildings sticking out even more like a forge FE which you would never have.
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its nice yo
yeah the natural choke should be smaller... like standard size, so the terran can wall with rax + 2 supplies
edit: nvm just tested on single player terran can do standard wall out natural...
the chokes always seem too big, yet when you test it out the wall always works..
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Because of the low resource numbers and resource count in them , then mineral only @ 12 & 6 are intended for 3rds most commonly, or you could extend yourself a little further and take the gas expansions in the corners instead.
Yes there is a lot of high ground, so I made sure there were multiple paths for flanking and that there were places Terran cannot build mass turrets/walls. I hope it sort of evens out. As you can tell from the in-game screenshots, the distance and size comparison are actually pretty big compared to the picture in the OP, so there aren't exactly small chokepoints for Terran t abuse either. I also ensured that Terran cannot tank the 3/9 expos from the mains or from the middle either, so it should only be a major thread if you someone allow him to waltz right up to your expansion.
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Valhalla18444 Posts
very interesting! i really like the deceptively vulnerable third gas. i could see this map being a lot of fun in tvp and tvz
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in PvZ it looks like this map was made for hydra breaks. the open space outside the natural lets you fit a bunch more hydras than usual to break.
as for TvP, i'm trying to figure out how a terran's supposed to take a 3rd gas. the one at 11 has waaay too big of a choke to defend at the point in the game when you need to take it, and the inner 12 has high grounds to either side of it, with a moderate choke leading straight to it. it doesnt seem possible, and terrans with 2gas and a min only aren't going to be able to fight too well against 3gas +min only toss. vulture play does look quite plausible, with such huge chokes everywhere and various highgrounds to abuse mines with, but it doesnt quite make up for the fact that terrans can't play defensively, which is their biggest strength.
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On January 27 2010 12:21 Nal_rAwr wrote: its nice yo
yeah the natural choke should be smaller... like standard size, so the terran can wall with rax + 2 supplies
edit: nvm just tested on single player terran can do standard wall out natural...
the chokes always seem too big, yet when you test it out the wall always works.. Actually Terran can wall with 1 barracks 2 rax at the natural and main currently. You'd be surprised from the screenshots, but I just tested it lol
edit: oh you ninja edited me =]
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On January 27 2010 12:30 majesty.k)seRapH wrote: in PvZ it looks like this map was made for hydra breaks. the open space outside the natural lets you fit a bunch more hydras than usual to break.
as for TvP, i'm trying to figure out how a terran's supposed to take a 3rd gas. the one at 11 has waaay too big of a choke to defend at the point in the game when you need to take it, and the inner 12 has high grounds to either side of it, with a moderate choke leading straight to it. it doesnt seem possible, and terrans with 2gas and a min only aren't going to be able to fight too well against 3gas +min only toss. vulture play does look quite plausible, with such huge chokes everywhere and various highgrounds to abuse mines with, but it doesnt quite make up for the fact that terrans can't play defensively, which is their biggest strength. Possibly add neutral temples/generators on the huge curved ramp at the 3rd gasses to make it less vulnerable?
Could help with ZvT as well, since it's helpful to have a choke at your 3rd gas as well.
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Netherlands6142 Posts
The distance CC-ramp feels kind of long. Only played vs cpu so far but seems like a fun map.
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Can't imagine how zerg will be able to take a third gas in ZvT if going 3 hatch muta. Although I like the effort for symmetry. With a few tweeks I think it has a lot of potential.
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nvm lol just noticed it's 2 player map ;D.
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wow that's a low of expos.
i'm not sure what to call the gas in the top left, cause the one below it is the 10 o'clock expo and 11 o'clock is a min only.
My first thought was that this is a very strong mech map, mostly because of the gas 3rd in easy push distance, and all the siege-able expos right in tank range from high ground. However, it with all the wide ramps I can see a few areas that can destroy a push pretty easily. The middle low ground (the L area) has 4 different flanks that can all be reached pretty easily. On the reverse, if they can get tanks on the high ground outside their naturals (the J area), it's pretty much over. so a mech push is either going to be very strong or very weak, depending on how easy it is to kill off the push before it gets into position.
The only gripe i have is it looks like this will be terrible for toss. pvz has an easily hydra bust-able natural, and an open area you have to go through that's murder for a push, without the benefit of having siege tanks. pvt has a bunch of expos begging to be sieged, and a nat that's easy to contain with tanks but not with goons.
had lots of fun with the map, but I can see it being absolute murder for toss. throw them a bone or two (like a high ground natural, they love those) and it'll be great
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nice map although i hate terrans
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Naturals don't seem balanced; the 12 o'clock is more Toss friendly than the 6.
I feel like a lot of 2hatch play here
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