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konadora
Singapore66071 Posts
Here's something I worked on yesterday. Somehow ended up looking like a 4-player Outsider lol.
Still in beta testing, no balance testing done yet, no doodads/deco added as well.
Resources: Main: 9M1G Nat: 7M1G First expo: 9M1G (600/2500) Second expo: 4M1G (3000/2500) Gas towards center (along 4M wall): 1G (5000)
Concept: What sets this apart from Outsider is that firstly, this is a reverse high-ground map. You can wall off your natural with 1 depot 1 rax, but that will leave you very vulnerable to early attacks due to the reverse ramp. Aggressive play is recommended here. However, you can wall off at your main and take the other expansions, but with only one way out, you will also be facing lots of trouble if you turtle too long. Therefore, your expansion choices will be ever more important on this map. Second, unlike Outsider where you can eventually get around the sides, the 4M wall on this map has the minerals valued at 3000, meaning it will take a very long time for a player to use that path. Of course, this may change once balancing starts being tested. Also, neutral CC in center of the map for the lulz. (Thanks to Holy World for that star as well)
Download links:
Feedback and comments are all welcome
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Is it just me or are bases 7 oclock and 1 oclock smaller? im a noob does that matter?
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Is the choke placement to 4 and 8 o'clock wrong? I mean, the choke is facing the middle of the map and there is no second choke so you can walk down there from your main.
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I think that's just because the reverse ramp looks funny on this tileset. There is a second ramp.
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ya some bases are bigger then others but thats easily fixable. and you can't get out of your base it seams....or is my vision that bad?
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Wait, does each base have 3 naturals and no further expansions?
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4 gas, 1 choke. Bad idea.
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konadora
Singapore66071 Posts
lol the reverse ramps look terrible on minimap.
yes you can get out of all the bases. All starting positions have a 2nd ramp.
Hmm it does seem like 7 and 1 oclock seems smaller. Should fix that.
On March 07 2010 09:10 Chairman Ray wrote: Wait, does each base have 3 naturals and no further expansions?
yup
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Looks a lot like holy world imo, don't see how it's outsider  Like those expos with the unsafe min line (and ofc the neutral cc :D)
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Is it me or does 10 and 5 o'clock mains seem to be closer to their naturals than the other two?
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i didnt even look at map, but i know 100% its terran favored.
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konadora
Singapore66071 Posts
On March 07 2010 10:02 ghrur wrote: Is it me or does 10 and 5 o'clock mains seem to be closer to their naturals than the other two? it's pretty even. I'll just shift the 1/7 mains a bit closer I guess.
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I keep thinking there is something totally messed up then the more I think of it the more balanced it seems.. Map actually seems pretty cool. Though the fact that the 3, 6, 9, and 12 o'clock bases are so easy to harass is a bit messed up.
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konadora
Singapore66071 Posts
On March 07 2010 13:11 sArite_nite wrote: kona play after my work? having dinner outside
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Love the concept, but the lack of terrain and features to navigate around in the centre makes the map boring imo. All around the edge of the map is really nice and would facilitate creative play, but when you get out in the middle its like, open plains D:
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konadora
Singapore66071 Posts
On March 07 2010 16:02 dethrawr wrote: Love the concept, but the lack of terrain and features to navigate around in the centre makes the map boring imo. All around the edge of the map is really nice and would facilitate creative play, but when you get out in the middle its like, open plains D: haha yeah, as i mentioned earlier, no decos yet :p
any suggestions for what to put in the middle?
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On March 07 2010 16:03 konadora wrote:Show nested quote +On March 07 2010 16:02 dethrawr wrote: Love the concept, but the lack of terrain and features to navigate around in the centre makes the map boring imo. All around the edge of the map is really nice and would facilitate creative play, but when you get out in the middle its like, open plains D: haha yeah, as i mentioned earlier, no decos yet :p any suggestions for what to put in the middle?
Maybe a large rampthing like Acro had in the center http://www.teamliquid.net/tlpd/images/maps/234_Acro.jpg
But big.
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konadora
Singapore66071 Posts
hmm.
i'm thinking of something similar, but low ground instead of high ground.
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On March 07 2010 16:03 konadora wrote:Show nested quote +On March 07 2010 16:02 dethrawr wrote: Love the concept, but the lack of terrain and features to navigate around in the centre makes the map boring imo. All around the edge of the map is really nice and would facilitate creative play, but when you get out in the middle its like, open plains D: haha yeah, as i mentioned earlier, no decos yet :p any suggestions for what to put in the middle?
Some cliffs?
The current wide open middle is going to cause some serious balance issues
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