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[M] (2)Polar Night

Forum Index > BW General
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1 2 Next All
OnceKing
Profile Blog Joined January 2009
United States939 Posts
Last Edited: 2010-07-11 23:11:08
July 11 2010 23:10 GMT
#1
[image loading]
Hi TL, my friend recently made a melee map and asked me to critique it.
However, seeing as how I am often not a mapper myself and only a D rank terran I thought I'd ask for some input here from other users.
So, map info:

Polar Night
Players: 2
Size: 128x96
Tileset: Twilight
- Mains at 3ish and 9ish
- Backnats: 7M 1G, standard values
- Fronts are min only with 7 mineral patches
- Another mineral next to each main
- 12 and 6 have both a 5M outsider/GBR-ish expo as well as a cliff expo with 2 ramps (7M 1G)
- Corners have 6M 1G but the geyser has only 1250. There is a spider mine that has to be detected and removed before an expansion can be placed there.
- Center is pretty much unbuildable.

The backnats have been made purposely, as far as I know, to be rather harassable by mutalisks. As far as we've checked there are no tank holes but any tank abuse locations you find would definitely be appreciated. The doodads beneath the ramps at each corner expansions are there to prevent tanks from sieging up behind there to hit the mineral only.

Thanks in advance for your help!
"Every man has his follies - and often they are the most interesting thing he has got."
Zeburial
Profile Blog Joined May 2009
Sweden1126 Posts
Last Edited: 2010-07-11 23:42:22
July 11 2010 23:39 GMT
#2
I really liked that you have 2 easy expansions from your main and that your natural is a mineral only. It puts at least me in a spot where I have to think a bit more about my strategies... but I'm high atm so... ^_^
Empires are not brought down by outside forces - they are destroyed by weaknesses from within
jamesr12
Profile Blog Joined April 2010
United States1549 Posts
Last Edited: 2010-07-11 23:56:31
July 11 2010 23:55 GMT
#3
opps i was wrong
http://www.teamliquid.net/forum/viewmessage.php?topic_id=306479
GenesisX
Profile Blog Joined February 2010
Canada4267 Posts
July 11 2010 23:59 GMT
#4
Try posting it here. (Under the SC1 Melee mapping projects forum). You will get some very good critique
133 221 333 123 111
Kenpachi
Profile Blog Joined August 2009
United States9908 Posts
July 12 2010 01:53 GMT
#5
Protoss will dominate because they can go 1 or 2gate vs Zerg and get away with it.
Terran would most likely siege expand because 2fact or FD would be too hard since Protosses would take their inside nat.
Nada's body is South Korea's greatest weapon.
Issor
Profile Blog Joined April 2010
United States870 Posts
July 12 2010 02:27 GMT
#6
Looks like a very very very hard map for zerg. Difficulty in getting 3rds and 4ths with gas etc.
AppleTart
Profile Blog Joined March 2010
United States1261 Posts
July 12 2010 02:47 GMT
#7
It seems like holding 4 bases would be very easy for terran...
always tired -_-
terranissharin
Profile Joined July 2010
37 Posts
Last Edited: 2010-07-12 03:30:17
July 12 2010 02:59 GMT
#8
On July 12 2010 11:47 AppleTart wrote:
It seems like holding 4 bases would be very easy for terran...


Looks like camping HALF the map would be reasonable, too.

I really liked the design of the map and its layout EXCEPT: Very short rush distance (4/5 pool ftw?)
which makes hydra busts seem easy but that doesn't mean that will always guarantee a win, seeing that a 3rd/4th gas is pretty hard to get.Also the short rush distance allows terrans to pull off a timing attack very easily and contain/kill the nat.

My take on this map:
-Z v P: Zerg weak (Pretty hard to get a 3rd/4th gas)
-Z v T: Zerg weak (Pretty hard to get a 3rd/4th gas)
-T v P: Protoss weak (Camp, Camp, Camp)

[image loading]
Flash will is taking all of Chuck Norris' facts.
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
July 12 2010 03:01 GMT
#9
What?? Watchtower at the natural?? (haha)

But seriously, the concept seems really good. Only thing I don't like is that it seems veeeery close, hence having a very short rush distance. I'd prefer the Mains to be in a corner or at least change the center so you can't just walk right through.

Also I can't decide for myself whether there are too few or too many pandabear guys :D
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Waffles
Profile Blog Joined July 2009
Romania605 Posts
July 12 2010 03:47 GMT
#10
7 base flash build go?
laLAlA[uC]
Profile Blog Joined May 2009
Canada963 Posts
July 12 2010 04:00 GMT
#11
4 base terran will not be as effective as you think due to only being on 2 gas.
I'm an old man now
tree.hugger
Profile Blog Joined May 2009
Philadelphia, PA10406 Posts
July 12 2010 04:11 GMT
#12
I actually like this map quite a bit. It does a good job of balancing narrow spaces to open ones.

The mineral only natural and the gas backdoor is interesting as well. The backdoor at 2 has a very open roof to aerial harass and attack however, but it doesn't seem too dire, as terran should mostly have dealt with mutalisks before taking that gas.

I think the bases at 12 and 12' and 6 and 6' are too tied together though. I can't see one player controlling one, while a separate player controls the other. I feel like that extra expansion could be handled better, perhaps pushed against the dead space in the upper right and lower left corners. I would like that too, because it makes a fourth gas much more plausible for a zerg. Otherwise, I think we'll see zergs having a ton of trouble securing that elusive fourth geyser.

The rush distances appear to be a bit of an issue. What's the timing on that?

Also, I could draw a line across any map and call terran imba, but saying it won't make it so. The most terran favored element of the map is the amount of minerals lying around. It seems like an awkward push anywhere on this map for terran. The backdoor expansion is virtually impossible to guard from recalls.

Overall, a strong effort.
ModeratorEffOrt, Snow, GuMiho, and Team Liquid
hacklebeast
Profile Blog Joined April 2010
United States5090 Posts
July 12 2010 05:36 GMT
#13
What I see when I look at this map is an overwhelming number of air harras posibilities. If we look at a game where a player has the backdoor and the natural, I dont see how they will defend muta harras. Because there is space between those expantions and the edge of map, there must be sufficent defences in all four directions. And because of those strips, a player must also set up deffences on all sides of the main, because the defences at the expantions cannot also protect the main.

I don't like the odd 12 and 6 double expantions. It seems if one is defended, they both are. I think it might be interesting if the back expantion was eliminated, and the raised platform was a double gas expo. It would be hard to defend if an attacker comes behind, but posibly worth it.
Protoss: Best, Paralyze, Jangbi, Nal_Ra || Terran: Oov, Boxer, Fantasy, Hiya|| Zerg: Yellow, Zero
Iplaythings
Profile Blog Joined August 2009
Denmark9110 Posts
Last Edited: 2010-07-12 06:53:05
July 12 2010 06:51 GMT
#14
Imma go ahead and call this a PvT nightmare, Z graveyard outside of 2hatch muta (which will wtf-pwn the backyard expos).
Seems like a solid map for sair reaver and 2port wraith too
I dont know about P having so easy access to 2 min onlys...
Though I swear to god this is a vulture map...
Nice job, like it
more random thoughts:
Z will have an easy time getting 4 gas vs P if they know how to lurker - scourge - sunken - spore camp. After that get 2 min onlys and make a bazillion zerglings.
In the woods, there lurks..
Quakecomm
Profile Joined April 2012
United States344 Posts
Last Edited: 2013-07-29 19:32:09
July 29 2013 19:31 GMT
#15
Edit: nvm
gorkey island is the only good map
wingpawn
Profile Blog Joined June 2013
Poland1342 Posts
Last Edited: 2013-07-29 19:59:49
July 29 2013 19:57 GMT
#16
Main problem with this map is that once Terran takes control over 12/6 o'clock hills, he has three free expansions protected from a single position. I can see many games (if there will be any) turning into total map-splitting stalemates, as there are currently no real expansions to fight for.

Changes I'd make:

- Turn the corner expansions into island ones.
- Move 2nd mineral only further away from main cliff, maybe next to the cliff surrounding 'inside' expo.
- Perhaps turn water corners into cliffs/back entrances leading to 12/6 o'clock areas.
- Open the center or make one central unbuildable/unreachable cliff instead of 4 stripes.
Mutaller
Profile Blog Joined July 2013
United States1051 Posts
July 29 2013 20:15 GMT
#17
Any downloads? I hate judging a map at only looks.
"To practice isn't for you to get better now in the present. Practice will never betray you and will always come back for you in the future." -Jaedong
traceurling
Profile Joined December 2012
United States1240 Posts
July 29 2013 21:38 GMT
#18
Epic bump confused me too I was about to type up critique....
"Appreciate the things you have before they become the things you had."
zw1er
Profile Joined February 2012
Poland81 Posts
July 29 2013 21:40 GMT
#19
A now its back !
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
July 29 2013 22:02 GMT
#20
Rofl I'm guessing he somehow confused it with the new SC2 ladder map Polar Night:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=423175
vibeo gane,
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