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[M] Orbital Divide v2.0 (balancing)

Forum Index > SC2 General
Post a Reply
Channel56k
Profile Joined June 2010
United States413 Posts
Last Edited: 2010-07-02 23:06:45
July 02 2010 20:47 GMT
#1
2.0 up
2.1 up


Another map im interested in balancing.

I had another version relased about a week back and one of the main suggestions was to:
-"widen" the map (less small chokes),

-make the gold playable,

-take out the back doors,

-make the 3rds defensible.

Here is the original:

+ Show Spoiler +
[image loading]


And here is V2.1:
+ Show Spoiler +
[image loading]


Changes:
+ Show Spoiler +
[image loading]


The areas of worry are the following:

The 2 ramps leading to the lower south choke have doodad street signs above them. Possible vision blocker?

Secondly, how close should the terrian below the gold be the the golds outer edge? Should there be cliff access?

Influence via SC2 map analyzer:
+ Show Spoiler +
[image loading]


Some new features include:

2nd level drop backdoors:
(garages are destructible)
+ Show Spoiler +
[image loading]


Multi level North, tower, and north gold access:
+ Show Spoiler +
[image loading]


South tower and gold access:
+ Show Spoiler +
[image loading]


Again, im interested in continuing to balance the map so any comments or suggestions are well noted.
"Do yourself a favor, and don't listen to me."
TheAngelofDeath
Profile Blog Joined May 2010
United States2033 Posts
July 02 2010 20:50 GMT
#2
Tbh I like this map A LOT. I would love to play this when phase 2 boots up. It looks good man. Although is the expo at the far south an island? That I don't like if it is. I hate islands. Lol. But it looks great otherwise.
"Infestors are the suck" - LzGamer
Channel56k
Profile Joined June 2010
United States413 Posts
July 02 2010 20:55 GMT
#3
Thanks!

About the island, i was thinking it may not be necessary either though if its decided that it stays, i may move it back slightly and lower the mineral count by one to 15.5k min.

Im also a little worried about the 2nd lvl back doors. I remember liking them in SC1, but it may have an imba tendency towards nydus worms.
"Do yourself a favor, and don't listen to me."
dimfish
Profile Blog Joined February 2010
United States663 Posts
July 02 2010 21:12 GMT
#4
What's wrong with the island? TAoD, you don't like having to scout them? Islands are probably a feature that could be included on almost any map because the choice to expand there is always interesting.
TheAngelofDeath
Profile Blog Joined May 2010
United States2033 Posts
July 02 2010 21:21 GMT
#5
On July 03 2010 06:12 dimfish wrote:
What's wrong with the island? TAoD, you don't like having to scout them? Islands are probably a feature that could be included on almost any map because the choice to expand there is always interesting.


I just don't like em. I always forget to scout the island, and Terran are the only race who can just fly their command center over to the island. It's just personal preference. Like I said, I just don't like em. Lol.
"Infestors are the suck" - LzGamer
ckw
Profile Blog Joined February 2010
United States1018 Posts
July 02 2010 21:50 GMT
#6
This map is sexy broski
Being weak is a choice.
Channel56k
Profile Joined June 2010
United States413 Posts
July 02 2010 21:51 GMT
#7
How do people feel about the chokes and access to gold? Is the gold expo playable/defensible?
"Do yourself a favor, and don't listen to me."
Chizambers
Profile Joined June 2010
United States126 Posts
July 02 2010 22:32 GMT
#8
I love the changes you made to that map man! This is definitely turning out to be one of the best user created maps I have seen on these forums.

- I like the new 12 and 6 expos.
- I like the new positioning of the Watchtowers
- I like how the 3rds are tucked back a bit now, and a little more defensible.
- I like the drop back doors as well. Cool little unique feature to the map.

Only a couple things I would change, and they are very minor

- I would make the choke on the lower side of the 3rds slightly more narrow.. maybe just 1 chunk.
- I think the entrance at the top of the gold is too accessible. I would say remove it completely, or at least make that top choke very narrow and throw some destructible rocks in there.

Overall, amazing job. I think yours is probably the only map I like better than the one I made. Keep up the great work man!
yup, I'm a nub.
Channel56k
Profile Joined June 2010
United States413 Posts
July 02 2010 22:36 GMT
#9
On July 03 2010 07:32 Chizambers wrote:
I love the changes you made to that map man! This is definitely turning out to be one of the best user created maps I have seen on these forums.

- I like the new 12 and 6 expos.
- I like the new positioning of the Watchtowers
- I like how the 3rds are tucked back a bit now, and a little more defensible.
- I like the drop back doors as well. Cool little unique feature to the map.

Only a couple things I would change, and they are very minor

- I would make the choke on the lower side of the 3rds slightly more narrow.. maybe just 1 chunk.
- I think the entrance at the top of the gold is too accessible. I would say remove it completely, or at least make that top choke very narrow and throw some destructible rocks in there.

Overall, amazing job. I think yours is probably the only map I like better than the one I made. Keep up the great work man!


Thanks a lot, i appreciate the support and your recomendations are noted!

I think rocks on a narrower ramp in back of the gold is a clever thought, ill have another version up shortly.

Thanks again!
"Do yourself a favor, and don't listen to me."
Channel56k
Profile Joined June 2010
United States413 Posts
July 02 2010 23:06 GMT
#10
2.1 up
"Do yourself a favor, and don't listen to me."
dimfish
Profile Blog Joined February 2010
United States663 Posts
Last Edited: 2010-07-02 23:23:18
July 02 2010 23:21 GMT
#11
konicki, is the issue with the gold expo that the lower level nearby is across a gap on the east/west and the size of the gap determines which units have enough range to hit workers at the expo?

If that characterizes the issue, then my feeling is it should be a sort of all-or-none situation. Either make the gap skinny or completely fill it in so lots of ranged units can, with vision, attack targets at the gold expo, or place a seige tank on the map and turn on the range circles so you can make the gap too wide for even tanks to fire over.

And now that I'm thinking about it, even if tanks and maybe some spellcasters are the only units with enough range to harass the gold expo it's probably not too big of an issue at all. If we're talking about a natural, then yeah let's get into ranges hardcore. But really, the center expo on a map is in general better protected with a strong offense, not plopping units right on it for defense. Right?
Channel56k
Profile Joined June 2010
United States413 Posts
July 02 2010 23:32 GMT
#12
On July 03 2010 08:21 dimfish wrote:
konicki, is the issue with the gold expo that the lower level nearby is across a gap on the east/west and the size of the gap determines which units have enough range to hit workers at the expo?

If that characterizes the issue, then my feeling is it should be a sort of all-or-none situation. Either make the gap skinny or completely fill it in so lots of ranged units can, with vision, attack targets at the gold expo, or place a seige tank on the map and turn on the range circles so you can make the gap too wide for even tanks to fire over.

And now that I'm thinking about it, even if tanks and maybe some spellcasters are the only units with enough range to harass the gold expo it's probably not too big of an issue at all. If we're talking about a natural, then yeah let's get into ranges hardcore. But really, the center expo on a map is in general better protected with a strong offense, not plopping units right on it for defense. Right?


I agree, and yea that is the issue put into better words. It is indeed all or none. The second, slightly less important issue, is whether there is enough room to manuever outside the nat choke and the 3rd choke.
"Do yourself a favor, and don't listen to me."
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