|
Map preview: (690x660)
![[image loading]](http://img822.imageshack.us/img822/1701/blackrainbowsmall.png) High quality image (1360x1360)
Players: 3 (designed for 1x1) Size: 128x128
Money Main: 8 mineral, 2 gas Natural: 8 mineral, 2gas 3rd: 7 mineral, 2 gas Gold: 5 rich, 1 gas
Concept main base is on high ground, then a ramp which sticks quite a bit aggressively out on the map. if u walk backwards u reach high grass and behind that is a ramp which leads up to the natural base.
the natural base got a pretty wide second ramp which reaches out for the middle. so in other words, taking the natural should be pretty difficult in some situations. the distances to each others main bases is quite long which could potentially make up for the distant natural.
outside the natural ramp and ahead comes a xel naga tower that sits on high ground with a wide ramp.
the other way leads to the 3rd base which is on high ground aswell and also with a wide ramp.
behind the watch towers is a pathway from ur mainramp to the counter-clockwise position 3rd base.
on the sides of the watch tower cliffs is gold expo with 5 patches and 1 normal geyser, very low resource place but will probably come into good play later stages of the game
Personal notes making 3 player maps is hard :d
Image Links Xel tower Path behind watch tower cliffs From 3rd base out to middle 3rd base and rich base Main and natural layout
Line of sight blocker (los): between main ramp and natural ramp Watch Tower: 3 in the middle each one places on a high ground with a wide ramp Destructible debris/rocks: in natural wide ramp
Version 1.1 - Made the natural ramp that looks out to middle a little smaller - Added a destructible debris (2k hp) on the large natural ramp - Made the watch tower areas longer but tighter. - Ramp to watch towers are smaller - Added a gold expansion on the side of the watch tower cliff
Version 1.0 Old Version
Download Map: Published to Europe server. Read more about how to download the map.
Other maps: Argutaris Othello Byzantium City of Mengsk Torrasque Landscape Black Rainbow Gaia Medusa
|
I am failing to see a reason for the title other than the fact that it is "black". The natural seems pretty hard to keep with the 2 ramps one being uber large, unless the ramp from main to natural is a small easy wall off i think that the 2nd large entrance to nat is a problem
|
I really like it. And I don't give a shit about reasoning behind a name. This is really well done imo. I can't wait to test it out. Is there a way to play vs cpu when testing a map via editor?
|
On July 03 2010 10:12 Indignation wrote: I am failing to see a reason for the title other than the fact that it is "black". The natural seems pretty hard to keep with the 2 ramps one being uber large, unless the ramp from main to natural is a small easy wall off i think that the 2nd large entrance to nat is a problem for which race and why? if this turns out to be the case then ill definitely make it easier to defend. just wanted to hear the general opinion about it because my goal is to stay on the very edge to put pressure on the defensive player 
On July 03 2010 10:14 prOxi.swAMi wrote: I really like it. And I don't give a shit about reasoning behind a name. This is really well done imo. I can't wait to test it out. Is there a way to play vs cpu when testing a map via editor? i dont think so, or maybe u can just change in the properties to ai instead of user or unused. if you really wanna play it vs the ai i could upload a "vs-ai ver" so u could have acloser look, altough im not sure if it works
|
I like how it looks, but I think you need to make the natural easier to defend. I don't understand why everyone wants to make maps with hard or impossible to defend naturals.
|
On July 03 2010 10:16 Whiplash wrote: I like how it looks, but I think you need to make the natural easier to defend. I don't understand why everyone wants to make maps with hard or impossible to defend naturals. again i ask - for which race will it be troubling and why?
just because its hard to defend and sticks out of the ordinary doesnt mean its not suitable, if u wanna say what u think i wanna hear a reason why other than "other maps dont look like that". in sc1 they couldnt be designed like this but who says sc2 is anything the same
i look at scrap station, blistering sands, kulas ravine, do u consider these maps to be suitable for high level play? because i dont see them being any different from this
|
This is a good looking map, but i think it need a little more going on in the center. We need more good 3 player maps being made. Good work, a couple of things though:
- Maps with naturals that aren't really naturals are hard to play as most people are used to playing with natural naturals, you know what i mean? Could you find a way to make one of the bases more standout as a 3rd and the other as a natural?
|
It looks really good. It's hard to tell by the image, but it seems like the two expansions on the left side of the map have larger front ramps than the other expos. The top positions natural also looks smaller than the other two starting positions.
I think a couple tweaks though and this would be a great 1v1v1 map. I really like it. They are hard to make and you are doing a great job with it.
|
On July 03 2010 10:18 konicki wrote:
- Maps with naturals that aren't really naturals are hard to play as most people are used to playing with natural naturals, you know what i mean? Could you find a way to make one of the bases more standout as a 3rd and the other as a natural?
I agree with this. Interesting map, but at this point the third with only one ramp looks a little more attractive as a natural than the actual natural and it has more synergy with the watchtower.
|
I think you should 100% NOT change the terrain of this map. The natural positioning looks fine to me, it's an aggressive map economically, but it should still work out similar to the maps we currently have. If you need to make any changes to the map's flow then all you need is destructible rocks on the forward facing ramp. I know this is probably not what you want to go for, but if there is an issue (a big if) then I think that's the solution. With rocks there you'd have a very Scrap Station like map where there's a nasty divide between your main and natural along with a tricky wall that can open up further entrances.
|
Hmmm, natural with a high ground advantage. This could be interesting.
|
On July 03 2010 10:17 MorroW wrote:Show nested quote +On July 03 2010 10:16 Whiplash wrote: I like how it looks, but I think you need to make the natural easier to defend. I don't understand why everyone wants to make maps with hard or impossible to defend naturals. again i ask - for which race will it be troubling and why? just because its hard to defend and sticks out of the ordinary doesnt mean its not suitable, if u wanna say what u think i wanna hear a reason why other than "other maps dont look like that". in sc1 they couldnt be designed like this but who says sc2 is anything the same i look at scrap station, blistering sands, kulas ravine, do u consider these maps to be suitable for high level play? because i dont see them being any different from this
Zerg.
Toss can build a fast gateway on the low ground followed by cannons blocking both ramps. Terran can build bunkers there. Zerg can not easily place static defense to hold off 1 base aggression and thus the natural will be much much harder to secure.
|
On July 03 2010 10:17 MorroW wrote: again i ask - for which race will it be troubling and why?
With all due respect to the previous poster, he doesn't know what he's talking about.
This is a very Zerg favored map.
Since there is no central choke to the main and natural it is impossible for protoss to 2gate FE, likely course of action will be to 1base tech so that they can gain some semblance of map control to protect their expo since there is no clean follow up to a 2gate outside of a 4gate allin. This leaves the Zerg player relatively safe to expand early and guard with speedlings.
Terran mech could potentially hold the main and expo by tanking up in the expo to protect it and the choke to the main, but they get stuck in this position and are completely vulnerable to mutalisk harassment. The openess of the map means a meching terran cannot leave his base ever because there are no chokes to control.
Edit: Edited to add that Terran bio would be my second favorite for winning this map because of the mobility medivacs provide the Terran army. However, there is a long period of vulnerability here before you get enough medivacs where harassment would be very strong.
|
|
This map isn't named after a song, is it?
As for the nat, I really like the idea of walling off the choke between main and nat and then using the nat's big ramp as the entrance, blistering sands-style; that leaves zerg in a bad spot without a walling tool, and also the potential wall spots are different sizes for each base.
|
Nat ramp is too far from main ramp.
|
On July 03 2010 16:26 jasp wrote: This map isn't named after a song, is it?
Ronnie James Dio?
|
Map looks really awesome, nice work. First lava map that doesn't make my eyes cry.
|
really nice. 3 player maps are hard to make without mirror tools. gj!
|
|
|
|
|