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![[image loading]](http://www.panschk.de/mappage/pics/4081.jpg) Melee Obs
All high ground except the mains is unbuildable. Drop spots also unbuildable. I'm actually trying to find a good way to deco the top and bottom paths while still keeping it unbuildable. Will work on that when I'm actually trying to deco well.
Backdoor power generator has 800 hp. Low HP is compensated by the fact that it's repairable by Terran. No stacking. I was going to leave it open Bifrost style, but decided against it. I'm relatively certain there are no pathing issues. I'd be very surprised if there were.
Main gas has 6000 to compensate for lack of quick third gas. All other resource values are standard. I'm thinking Zerg might have some trouble here, securing a third gas.
Tried to reduce the space the top and bottom paths took up a bit.
Top and bottom paths also have nearly the same space taken up, and nearly the same space for units to pass through.
I sincerely wish I had an sc2 beta key so I could make sc2 maps. I've been making Brood War maps for a long time and I want to make maps for sc2 as well. If anyone would be so kind as to donate, I will love you forever.
Edit: Whoops, forgot pic and download links.
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Forgive me if I am a n00b here... but how can Protoss survive a 9 pool speed with zerglings that simply run to the backdoor of the Protoss base to destroy the power generator?
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On April 24 2010 02:17 vOddy wrote: Forgive me if I am a n00b here... but how can Protoss survive a 9 pool speed with zerglings that simply run to the backdoor of the Protoss base to destroy the power generator? Yeah, I don't see how fe is possible.
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PvZ: P is forced to 1 base this: FE is not possible. On the other hand the third gas is pretty open so a 2-gate -> Nexus build might work ala Outsider. But I predict PvZ to be very hard for Protoss.
TvP: T gets 3 free bases essentially, if he places tanks in his main. Also a fairly easy 4th+5h at the min only and corner respectively. Also the center seems somewhat cramped to me. I'd expect 2 base carrier: a lot, seeing as how the late game looks pretty damn hard against a T who turtles on 4 gas/5 bases.
TvZ: I think this could work: muta harass at the nat seems fairly strong (no room for turrets behind the minerals), but close rush distances means that taking a 3rd as Z is pretty hard, as T can fairly easily push you. I also fear that Z might be spread to thin if he tries to grab a 3rd. I'm a protoss player so I don't really know for sure, though.
Overall the map has issues and I'm not sure they're fixable with the current layout.
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On April 24 2010 04:09 Qeet wrote: look at his icon
Lmao, good point.
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On April 24 2010 04:09 Hans-Titan wrote: PvZ: P is forced to 1 base this: FE is not possible. On the other hand the third gas is pretty open so a 2-gate -> Nexus build might work ala Outsider. But I predict PvZ to be very hard for Protoss.
TvP: T gets 3 free bases essentially, if he places tanks in his main. Also a fairly easy 4th+5h at the min only and corner respectively. Also the center seems somewhat cramped to me. I'd expect 2 base carrier: a lot, seeing as how the late game looks pretty damn hard against a T who turtles on 4 gas/5 bases.
TvZ: I think this could work: muta harass at the nat seems fairly strong (no room for turrets behind the minerals), but close rush distances means that taking a 3rd as Z is pretty hard, as T can fairly easily push you. I also fear that Z might be spread to thin if he tries to grab a 3rd. I'm a protoss player so I don't really know for sure, though.
Overall the map has issues and I'm not sure they're fixable with the current layout. I agree with all this, but I think ZvT will be too hard. If Z spawns on the right side he pretty much has to take 1 o clock as his 3rd gas, which will be insanely hard to hold since Terran can kill the generator in his main and easily harass/flat out kill it. Even if Z manages to hold that, taking a 4th gas looks even harder. Perhaps put a 3rd gas at the min only in the main, but only with 1000 resource count or something?
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I really like the game but it doesn't encourage standard play at all. I wish they would implimant a map like this in pl, the more I think about the more I can't decide whether or not this map would be balanced. My thoughts on the mu's I play.
ZvT: I think its pretty obvious that 2 hatch muta will be strong on this map, especially because you can bring lings around to the neutral generator. Then again any sort of timing like 5rax no fac can go and break the zerg's back... assuming it got through mid-game I really like the expanding dynamic, as Zerg I would probably always the bottom left if I spawned at the right and visa-versa since it's in the opposite direction of my main, defends my back and seems pretty defensible. Taking a fourth looks absolutely impossible and then again taking a third as T will be equally difficult. Mech on this map looks absolutely unstoppable. Camping the pod in front of that nat seems like an easy way to secure 4.5 bases and I can't imagine anyway to stop the a mech push down the top or bottom of the map into the main. Maybe you can flip-flop the directions of the pods so the two on top open to the left side and the ones on the bottom open to the right. I probably have more but I'd need to play it.
ZvP: Look's like toss will have to 1gate and expand to the mineral wall unless they want to cannon the front and the back. That'l work out though cause zerg can't easily get his third so when ever toss gets to pushing down his ramp he'll be in good shape. Seems like Lurker contain would be the way to go, I might try and throw down a hatch in front of the nat but toss can always breakout the back way... I think ZvP will be very dynamic on this map.
Overall I really like the map dynamic. I think Zerg will have to play aggressively but should have a fair chance in both mu's. Nice work
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god you just love making maps that scream cheese me more
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wait why cant you forge fe?
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On April 24 2010 04:51 Kenpachi wrote: wait why cant you forge fe? Break the back, it's just one 800hp building; zerg can just send his first 6 lings directly to it and bust
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Ok, the backdoor ling bust is the main problem here that I forgot about. I'll be stacking the power generators. It's not actually too hard to expand to your third as Zerg since the corner bases are so far away from the other main. You can also secure that extra mini-expansion more easily.
The middle is a bit tight, but it's harder to secure the four expos than it looks. Nonetheless, I'll be moving the fifth expo a bit further from the main, and make it more neutral.
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So P has to be able to FE against Z or its not a good map? Zomg I can't 14CC, horrible map
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On April 24 2010 07:11 Catch]22 wrote: So P has to be able to FE against Z or its not a good map? Zomg I can't 14CC, horrible map I don't think anyway one said it was a bad thing or that they didn't like the map...
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In all honesty, I'd prefer a map that lets P 1 base but unless I have pros testing, I won't be able to balance that at all so I gotta let forge FE happen. 1 base is just not really viable much anymore.
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You can make maps without a key if you download SC2; patch to patch 9 and then run the editor in the SC2 main folder.
Map looks good, but definately remove the back door imo
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I dunno if it's just me, but that visually looks awesome. Well played sir.
Reminds me of HBR, or is that also just me?
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On April 24 2010 07:54 Duckvillelol wrote: I dunno if it's just me, but that visually looks awesome. Well played sir.
Reminds me of HBR, or is that also just me?
No, I got the same feeling too immediately. Its like heartbreak with the ring of expos except the backdoor goes the opposite side.
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map looks sweet. only thing that bugs me is the backdoor generators, but stacking them is a good solution. Anyone wanna play games on this right now? on iccup as tootsieroll ..
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Edit: Stacked backdoor power generator 10 times to help forge FE. Moved mineral only a bit. Made low ground outside natural unbuildable. Tried to widen centre a bit by moving one of the high groudn areas further and making it smaller. Started on my terrible deco but got tired halfway through.
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