|
This map has been revised multiple times, but the thread unfortunately has not.
Below is an image of the current version:
iCCup Sanshorn Mist 2.3 + Show Spoiler +
Change log: -Mains widened -Ramp to 3rd widend and interior widened -4th minerals and gas reversed to clear up and issue with the gas -xel'naga towers now show only the 4th and entrance to the gold, but not the actual gold itself -islands made larger and no longer seigable from land -cleared up some pathing issues -removed doodads for better performance
Further map discussion is held at the actual map thread here!
Thanks again for all the support!
Maps only available on NA server, though I have some nice volunteers ready to upload maps to EU and SEA.... i just need to not be lazy and send them the files.
|
dezi
Germany1536 Posts
Natural Ramp could be a bit wider, anyway a very nice map
|
On July 08 2010 00:50 dezi wrote:Natural Ramp could be a bit wider, anyway a very nice map 
Noted, ty.
|
if its possible to hit the mineral line from the lowground mid that could be an issue, but actually i'd like it.
damn i dont even know if its possible to shoot up to a 2level higher ground. is it?
edit: i like the myst style guess that looks awesome ingame
|
Would love to try the CC lift to gold! Assuming the mid right/left are the mains that is.
Looks nice though
|
On July 08 2010 00:57 Stripes wrote: Would love to try the CC lift to gold! Assuming the mid right/left are the mains that is.
Looks nice though Ty and yes that is something i am considering.
The gold nearest the spawn is technically the more risky to take. I was debating putting rocks there to prevent a cc landing, but the corner gas is scoutable by the lower xel'naga and i believe that is enough prevention as of now along with the double wide ramp.
It is certainly something to keep in mind.
|
I love the positioning of bases 1, 2, and 3, good distances and all, but the nat ramp needs to be a double or there should be 2 close together, because how does anyone assault Terran here?
Also, the gold seems completely unviable. Too close to your opponent, too far from everything. I am pretty sure you can Blink attack the gold from the main, and definitely Siege Tank it. I wouldn't be surprised if Colossi could shoot over the gap even (with the range upgrade).
I really think that you should eliminate the mnerals just down the cliff from the Gold, those seem even more tenuous and it is a mineral only expo.
The more I look at this map, the more it seems like the southeast Gold and mineral would only really be reasonable to hold by the northeast starting position. You seem to be pushing this expand clockwise theme REALLY hard in your last few maps, which I can't say is usually easy to balance.
What if you eliminate the mineral only, and instead of the base at 6 and the Gold being simply connected, what if they both kept their shapes and height but were not connected directly, and had ramps from the flat central area heading North/South a little ways away from one another to get up. That way it will be reasonable for each person to expo, the obvious 1, 2, and 3, with you having to take the Gold in the corner near you, which is a nice tension between risk and reward because of the distance.
10 possible base locations is MORE than enough. I'd say as few as 8 or 7 is possible.
|
Impressive! Im not seeing the Xel'Naga tower that should be on the bottom side like it is on the top tho but thats an easy fix
|
|
Terrans can assault the main from low ground without needing *any* flying units using the xelnaga. They can also take the gold expansion very easily with a floating CC. Aside from those two flaws, it looks pretty balanced.
|
This looks like your best designed map to date. My only suggestion is to add rocks to the high yield and I think it's perfect!
Where is the download link?
|
|
+ Show Spoiler +On July 08 2010 01:13 Sleight wrote: I love the positioning of bases 1, 2, and 3, good distances and all, but the nat ramp needs to be a double or there should be 2 close together, because how does anyone assault Terran here?
Also, the gold seems completely unviable. Too close to your opponent, too far from everything. I am pretty sure you can Blink attack the gold from the main, and definitely Siege Tank it. I wouldn't be surprised if Colossi could shoot over the gap even (with the range upgrade).
I really think that you should eliminate the mnerals just down the cliff from the Gold, those seem even more tenuous and it is a mineral only expo.
The more I look at this map, the more it seems like the southeast Gold and mineral would only really be reasonable to hold by the northeast starting position. You seem to be pushing this expand clockwise theme REALLY hard in your last few maps, which I can't say is usually easy to balance.
What if you eliminate the mineral only, and instead of the base at 6 and the Gold being simply connected, what if they both kept their shapes and height but were not connected directly, and had ramps from the flat central area heading North/South a little ways away from one another to get up. That way it will be reasonable for each person to expo, the obvious 1, 2, and 3, with you having to take the Gold in the corner near you, which is a nice tension between risk and reward because of the distance.
10 possible base locations is MORE than enough. I'd say as few as 8 or 7 is possible.
Yea, I am definitely pushing the clockwise expansion... and it gets a little confusing at times. Later tonight im going to release another version with a gold set up that tries to push for that clockwise expansion, but opens up the possibility for the play style your suggesting risk/reward; i like that.
The gold will stay positioned more or less in the same sector of the map, but i think the terrain around it will be greatly changed.... possibly taking away the lower mineral expo only and adding a ramp.
This always seems to be a real tough issue and it cant be solved as it was in SC1.
|
I wasn't advocating moving the gold. Just eliminating the mineral only and using that area to ramp up to the Gold (with the ramp mostly North/South), and making so the 3rd and gold are only accessible to one another by first going down to the central area and then back up. I think that encourages expansion to the Gold because you can skip expo'ing at the 3rd and just go for the Gold because you can't get backstabbed from the 3rd this way.
|
A pair of expansions in the center of the map might be interesting. Put some tension into choosing to move into the center rather than expand around the periphery. I didn't see too many games on this map but I'm thinking of something katrina-esque?
|
It looks really good
|
I think that the mineral-only expansions can be scrapped or turned into normal expansions. IMO games are more about gas than crystals and I don't see the point of crystal only bases. They really only come into play when everywhere else is mined out.
Otherwise I really like this map. Choke from the main to the nat, a wider choke from the nat to the middle, like Steppes of War, a third base that looks like the thirds in Fighting Spirit (and Steppes of War as well). The differences between Steppes of War and your map is that there is a lot more space in the center of the map, making army placement more important. Also, the way that players will expand from their mains forms a crescent around your enemies expansions. This means that your high yield expansion has a really close air distance to your enemy's main.
This map is awesome!
|
I think that Terrans would have a significant advantage over the other races.
You should put the natural expansion on the same hight level as the middle part.
|
On July 08 2010 07:45 Melt wrote: I think that Terrans would have a significant advantage over the other races.
I disagree.
As soon as the Terran moves out from his natural, he's in trouble cause Zerg can get a surround.
|
|
|
|
|