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2p Melee map: (4)Parallelism.scm

Forum Index > BW General
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1 2 Next All
Excel Excel
Profile Blog Joined February 2010
142 Posts
Last Edited: 2010-02-16 00:09:04
February 08 2010 21:58 GMT
#1
This has been changed so much that I'll have to relabel it "Neo Parallelism" now.

-Center is highground and 3500 gas each, 750 minerals each.
-Top/bottom gas expos are 2500 each.
-Center still has two 2x4 patches of creep and is completely walkable. \
-Min-only expansions are now accessible by second ramp.

Neo Parallelism 1.0: (Final unless enough interest is generated to modify it)
[image loading]


DL link:
http://www.mediafire.com/file/lnnittdmy3k/Neo Parallelism 1.0.scm

+ Show Spoiler [Other old post] +
Version 1.34 and 4 replays between C ranked players:
http://www.repdepot.net/map.php?id=1821

[image loading]


Rush distance has been fixed, and reduced turret space in the corner expos. Some Z players are expressing concern that muta harass is impossible but I have no idea how I should fix that.

I'm working on v1.36 right now, will release after some tinkering and adding doodads :D.


+ Show Spoiler [Old post] +
[image loading]


Hello TLnet! Since I'm still only an amateur mapper, my maps are probably not precariously balanced for matchups, so I decided to ask around here to see if anyone could give some advice as to how balanced this map actually is, and how to fix any glaring imbalances. I attached a picture and if anyone wants to playtest, the map files are here:

UPDATE: v1.2 is up; addressed unbalanced walling issue for P and also fixed some minor terrain blending issues.

Parallelism 1.2.zip

Thanks for your time, and please post feedback as needed.
"SCREW OBSERVERS MUST HAVE MOAR ARBITERS!!!11one1" - Famous last words
Scorch
Profile Blog Joined March 2008
Austria3371 Posts
February 08 2010 22:00 GMT
#2
Looks nice. What's the creep in the middle supposed to accomplish?
hasuprotoss
Profile Blog Joined March 2004
United States4690 Posts
February 08 2010 22:01 GMT
#3
Can tanks be dropped in those areas between the cliffs beside the 3/9 expos?
http://www.teamliquid.net/forum/index.php?viewdays=0&show_part=5 <--- Articles Section on TL
JL13
Profile Blog Joined December 2008
United States1384 Posts
February 08 2010 22:03 GMT
#4
Rush distances between 4 and 7 o'clock are dangerously close. The same goes for the two top bases as well. You may want to keep the distances between bases the same. Then again, similar to Parallel Lines, you may have different ways to play out the game based off where your opponent spawns. I'm not sure if that is what you were aiming for.
Favorite Progamers in order: JangBi, Kwanro, Really, DarkElf
LordWeird
Profile Blog Joined November 2007
United States3411 Posts
February 08 2010 22:04 GMT
#5
Just me or are 3rd (and even 4th) gas incredibly easy to get and defend???
Chains none
HaIf
Profile Joined January 2010
Canada234 Posts
February 08 2010 22:04 GMT
#6
If you put an expansion straight in the middle (if possible, can't really tell), one player would be able to have an expansion with 4 gas? While I agree this would be horrible to defend, Im sure it would be possible, since it reduces the number of other expansions you need to your main and an island or something. Hmm.
life of lively to live to life of full life thx to shield battery
Excel Excel
Profile Blog Joined February 2010
142 Posts
Last Edited: 2010-02-08 22:07:44
February 08 2010 22:06 GMT
#7
The creep is 2x4 (so holds every zerg building that needs creep). I haven't actually developed an "obvious" use for it, but some potential ones are:
-Hidden tech
-Nydus
-On-site spore colonies? I don't think this is important.

Tank holes... yeah. That's a problem (see thread for a illustration of all existing tank holes). I put the cliffs there to make tanks unable to hit your main gas, but there are still huge tank holes. Should I replace it with water and get it over with?

EDIT> Quadruple gas is impossible, worker buildings don't fit there.
"SCREW OBSERVERS MUST HAVE MOAR ARBITERS!!!11one1" - Famous last words
MorningMusume11
Profile Blog Joined November 2007
United States3490 Posts
February 08 2010 22:08 GMT
#8
In Korea you would get sued for plagarism cuz of the name =P (Parallel Lines) Cuz Koreans are so nitpicky about things....

Why do I see Eye of teh Typhoon and Namja iiyagi on a forest tileset...
HaIf
Profile Joined January 2010
Canada234 Posts
February 08 2010 22:10 GMT
#9
On February 09 2010 07:06 Excel Excel wrote:
EDIT> Quadruple gas is impossible, worker buildings don't fit there.


I see.

However, one could set up an expansion there, claiming gas 1 and 2, and distance mine 3-4, which wouldn't require that much workers for 100% efficiency.

Not much of an issue though
life of lively to live to life of full life thx to shield battery
crate
Profile Blog Joined May 2009
United States2474 Posts
February 08 2010 22:12 GMT
#10
On February 09 2010 07:10 404.Half wrote:
Show nested quote +
On February 09 2010 07:06 Excel Excel wrote:
EDIT> Quadruple gas is impossible, worker buildings don't fit there.


I see.

However, one could set up an expansion there, claiming gas 1 and 2, and distance mine 3-4, which wouldn't require that much workers for 100% efficiency.

Not much of an issue though

My guess is the additional worker cost to distance mine 3+4 efficiently is enough that you might as well just toss up an expo there anyway (especially for zerg).
We did. You did. Yes we can. No. || http://crawl.akrasiac.org/scoring/players/crate.html || twitch.tv/crate3333
Excel Excel
Profile Blog Joined February 2010
142 Posts
Last Edited: 2010-02-08 22:13:24
February 08 2010 22:12 GMT
#11
"Parallel Lines"
"Eye of teh[sic] Typhoon"
"Namja iiyagi"

I have honestly never heard of these maps; must be a really scary coincidence O.o The only maps I really know are the ones in the iCCup mapset and the "special" concept ones like DMZ. I just went "hmm a symmetrical map would be nice" and just sketched everything out.

You know, I could make quadruple gas possible... but that would make T contains incredibly OP.
"SCREW OBSERVERS MUST HAVE MOAR ARBITERS!!!11one1" - Famous last words
StylishVODs
Profile Joined December 2005
Sweden5331 Posts
February 08 2010 22:12 GMT
#12
mech on this map yummy;)
According to Reach, he is the fastest learner he has ever seen. He start bw only like 2/3 years ago. Infact, his bw history knowledge is so limited, he didn't even know what the map Guillotine was.
prototype.
Profile Blog Joined July 2009
Canada4215 Posts
February 08 2010 22:13 GMT
#13
i don't see those 9+3 oclock expansions ever get taken
( ・´ー・`)
HaIf
Profile Joined January 2010
Canada234 Posts
Last Edited: 2010-02-08 22:29:59
February 08 2010 22:13 GMT
#14
On February 09 2010 07:12 crate wrote:
Show nested quote +
On February 09 2010 07:10 404.Half wrote:
On February 09 2010 07:06 Excel Excel wrote:
EDIT> Quadruple gas is impossible, worker buildings don't fit there.


I see.

However, one could set up an expansion there, claiming gas 1 and 2, and distance mine 3-4, which wouldn't require that much workers for 100% efficiency.

Not much of an issue though

My guess is the additional worker cost to distance mine 3+4 efficiently is enough that you might as well just toss up an expo there anyway (especially for zerg).


I was thinking along the same lines.

I'm testing right now how many workers you need to get those 4 gases running, will edit post accordingly.

EDIT: They're actually quite far, 3-4 workers for the close ones, and 7 for the far ones, using drones.
life of lively to live to life of full life thx to shield battery
Excel Excel
Profile Blog Joined February 2010
142 Posts
February 08 2010 22:19 GMT
#15
A Z player probably won't mind having 4 hatcheries there anyways, if you are ahead enough to keep the enemy out of the center.

But seriously, should I just get rid of the cliffs and replace them with water? Tank holes might make this even more T-favored than it is already.
"SCREW OBSERVERS MUST HAVE MOAR ARBITERS!!!11one1" - Famous last words
MorningMusume11
Profile Blog Joined November 2007
United States3490 Posts
February 08 2010 22:41 GMT
#16
On February 09 2010 07:19 Excel Excel wrote:
A Z player probably won't mind having 4 hatcheries there anyways, if you are ahead enough to keep the enemy out of the center.

But seriously, should I just get rid of the cliffs and replace them with water? Tank holes might make this even more T-favored than it is already.


If you have tank holes then yeah put em with water =P Also gets rid of the ghost nuking there all the time stuff that was kinda exploited by Boxer on Longinus
laLAlA[uC]
Profile Blog Joined May 2009
Canada963 Posts
February 08 2010 22:41 GMT
#17
Imo, ghost holes are incredibly awesome ;D
I'm an old man now
NiGoL
Profile Joined September 2008
1868 Posts
February 08 2010 22:43 GMT
#18
Wow that one looks really amazing, i will try this one later on!
thanks btw, and keep up the good work dude, make more maps.
http://www.twitter.com/NiGoLBW playing league on a competitive level
Excel Excel
Profile Blog Joined February 2010
142 Posts
Last Edited: 2010-02-08 22:57:34
February 08 2010 22:43 GMT
#19
There is actually 1 ghost hole on that tiny platform near the natural. A HT also fits, but you need pixel-perfect shuttle micro (there is a 0-pixel margin of error for HT placement. LOL.)

EDIT> What I'm talking about:

[image loading]
"SCREW OBSERVERS MUST HAVE MOAR ARBITERS!!!11one1" - Famous last words
FusionCutter
Profile Joined October 2004
Canada974 Posts
February 08 2010 23:10 GMT
#20
Nice. Maybe one day foreigner maps can be used in a future TSL!
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