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Map preview: (725x702)
![[image loading]](http://img686.imageshack.us/img686/773/medusasmall.png) High quality image (1444x1371) Original SC1 Medusa
Players: 3 Size: 128x128
Money Main: 8 mineral, 2 gas Natural: 8 mineral, 2gas Backdoor: 5mineral, 1gas 3rd: 7 mineral, 2 gas
Concept u start off with ur main base which got a nice way to the natural, quite wide choke but enough to make a decent wallin.
behind the main minerals theres cliff with a ramp up towards it where alot of harassment can go on.
on the backdoor cliffs theres a backdoor expansion with low money but very safe to take.
these cliffs follow a long path with leads around the main base into the middle where there is a ramp down. on each of these ramps sits a destructible rocks of 2k hp that u must destroy to get acces into or out of the cliffs
by the natural is a very standard way out but outside the natural is some unbuildable area. out to the middle a bit and to the side u got a way into the 3rd base which leads quite a bit in and is quite open for air harass but is rather easy to defend vs ground harassment. the chokes of the 3rd bases are aswell unbuildable.
the middle is very large and very open, but also unbuildable with a few small locations around it where u still can build on the grass.
macro oriented map that encourages harass by drops and aerial attacks. having control of ur cliffs around the main base is very important and if your opponent get access to it he can pretty much destroy your main base from the cliffs.
Personal notes i was not a huge fan of medusa1.0 in sc1 because i was a terran user. but once it reached the later versions it became a really brilliant and really popular map, then i started loving the map and now i just wanted to bring it back because i think it has huge potential for sc2 gameplay. the map is a 3 player map so it took quite a while to make and its not on exact symmetry as medusa but i think we all can agree its close enough 
Pointers creep will spread on the unbuildable terrain, its just impossible to put down creep tumors at them. so in this map u can put creep tumors in the small grass areas that u have between the rocks.
please help me if u got any suggestions if i need high grass/towers or if i dont need them then where should i put them etc, personally i kinda feel theres no obvious xel naga tower place for this map and high grass kinda doesnt fit in anywhere on the map.
Image Links Destructible rocks in the middle 3rd base with unbuildable choke Main base and cliffs hugging it Middle of the map with unbuildable rocks Natural with unbuildable rocks outside
Line of sight blocker (los): none Watch Tower: none Destructible debris/rocks: on the ramps in the middle
Poll: Do this map need Watch Tower(s)?Every map don't need watch towers, its fine (46) 57% I think thats a good idea (27) 33% I don't think it needs it but it would be nice addon (8) 10% 81 total votes Your vote: Do this map need Watch Tower(s)? (Vote): I think thats a good idea (Vote): I don't think it needs it but it would be nice addon (Vote): Every map don't need watch towers, its fine
Download Map: no download available
Other maps: Argutaris Othello Byzantium City of Mengsk Torrasque Landscape Black Rainbow Gaia Medusa
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What if you move the natural expansions more to the center (harder to def)
and give the small back-door expo 8 patches, and make it that there are destructible rocks, so the map will have some diversity and uniqueness.
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On July 25 2010 08:24 Mutaahh wrote: What if you move the natural expansions more to the center (harder to def)
and give the small back-door expo 8 patches, and make it that there are destructible rocks, so the map will have some diversity and uniqueness. actually im normally up for uniqueness and diversity but this is the medusa from sc1 man, i cant change this because its pure awesomeness and i wanna keep it as i remember it from sc1 with a few changes thats required for sc2 
edit: added image links in the OP so u can have a closer look at stuff
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Looks really good, hmm looking at it again in HQ could this map favor terran?
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Wow, sick I wanna play it. :-(
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On July 25 2010 08:31 Merikh wrote: Looks really good, but possibly a little terran favored? it used to to be t>z, p>t and t>z in sc1 but this was like at super high pro level. i think it might be a little to call which race is imba this early just out the pictures dont u think? could u explain how u think please?^^
On July 25 2010 08:31 Merikh wrote: Looks really good,
Is the minerals at the top just "extra" that's there, not actually considered a 2nd/3rd/4th? aha, those expansions we call backdoor expansions. it can act as a natural or as a 3rd base so its easier just to call it a backdoor expansion ^^
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I do think a watchtower would be a good addition, even if it's just a solitary one in the center of the map.
On July 25 2010 08:32 MorroW wrote:it used to to be t>z, p>t and t>z in sc1 but this was like at super high pro level. i think it might be a little to call which race is imba this early just out the pictures dont u think? could u explain how u think please?^^
Well from what I see, tanks on the plateau above the main essentially cover the ramp to the 3rd, and the main/nat entrance by themselves. Plus if zerg FE's to nat, they have to deal with pressure -> harass from plateau, and if they FE to the plateau then they don't get the double gas they need. Cutting down on how far that plateau extends so tanks on it don't cover the main entrance might help but this is more of a general racial issue with zerg having difficulty handling cliffs than anything else.
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On July 25 2010 08:32 MorroW wrote:Show nested quote +On July 25 2010 08:31 Merikh wrote: Looks really good, but possibly a little terran favored? it used to to be t>z, p>t and t>z in sc1 but this was like at super high pro level. i think it might be a little to call which race is imba this early just out the pictures dont u think? could u explain how u think please?^^ Show nested quote +On July 25 2010 08:31 Merikh wrote: Looks really good,
Is the minerals at the top just "extra" that's there, not actually considered a 2nd/3rd/4th? aha, those expansions we call backdoor expansions. it can act as a natural or as a 3rd base so its easier just to call it a backdoor expansion ^^
Control main and natural with tanks on that ledge. Then your units would be outside your third since it's really close, jut seems easily defend-able. Guess I can't really judge right now, but that's just an idea. Guess we'll have to see.
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Very nice looking map. Some concerns:
The bottom left expansion's choke is longer and narrower than those of the others.
The unbuildable areas may make it unreasonably hard for a Zerg to spread creep.
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On July 25 2010 08:35 Goobus wrote: Very nice looking map. Some concerns:
The bottom left expansion's choke is longer and narrower than those of the others.
The unbuildable areas may make it unreasonably hard for a Zerg to spread creep. well give me a break man its like that in sc1 map too :S the smallest areas of the choke of natural are same size of all
the unbuildable areas creep will spread on, but u cant build on them. so lets say u have a creep tumor. u can put it down the edge of the rocks and it will spread to the other side of the rocks then u can put down creep tumor there. so its great u point that out, awesome observation but ive thought this through and creep will spread on the rocks so its all good 
On July 25 2010 08:35 Merikh wrote:Show nested quote +On July 25 2010 08:32 MorroW wrote:On July 25 2010 08:31 Merikh wrote: Looks really good, but possibly a little terran favored? it used to to be t>z, p>t and t>z in sc1 but this was like at super high pro level. i think it might be a little to call which race is imba this early just out the pictures dont u think? could u explain how u think please?^^ On July 25 2010 08:31 Merikh wrote: Looks really good,
Is the minerals at the top just "extra" that's there, not actually considered a 2nd/3rd/4th? aha, those expansions we call backdoor expansions. it can act as a natural or as a 3rd base so its easier just to call it a backdoor expansion ^^ Control main and natural with tanks on that ledge. Then your units would be outside your third since it's really close, jut seems easily defend-able. Guess I can't really judge right now, but that's just an idea. Guess we'll have to see. well yea its kinda easy to defend if u think it like that. but in the early stages zergs and toss has map control most of times and they can use that to destroy the rocks before u get tanks up on the ledge. its an impossible call right now but i think u have a solid ground behind ur thoughts, they might be true but that would only mean terran can turtle up 3 bases which doesnt necessarily mean its imbalance since the other races can contain u then. but in all honesty i believe the rocks will be taken down in the early stages of the game so i wouldnt worry about it^^
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MorroW, if you put watchtowers you'd have to decide where to put them.
Not accessible from the mains, that's E Z mode. Perhaps right outside the rocks (as in to the right of the bottom set of rocks and same for all bases. This would mean you could see most of two natural exits (gives a better of army movement) but mainly lets you see inside your enemy's base (tech maybe, but mostly imba in favour of Mutas knowing just where the defenses are weakest). OUTSIDE ROCKS NO
In the middle. This is obvious, too obvious. It would let you see army movements across the entire central plain, so much for flanking unawares. It would also be unfair, only 1 watchtower to control ("Oh haha u suck u don't have the only watchtower") IN THE MIDDLE NO
My suggestion for where to put the watchtowers, if you really want them, is right inside the 3rd gas expansion, right across the bridge, on the side furthest from the nearest natural (so at 9 o'clock, at the top half of the exop, right in on the left of the bridge)
This would let you see army movements in and out of the natural, but not too much of the opponent's base (preferably they'd be placed in such a way that you would not see if an expo is being warped in.) This would also let you see if an army is moving along the top ridge, but hopefully not let you see too much of the main lowground.
The idea of having the watchtowers is to warn you of army movements. If they are at the 3rd expo positions ( 1, 5 and 9 ) they'd let you see an army moving out of a natural and an army moving out the back-door, which IMO is pretty useful and rather balanced. AT 3RD BASE LOCATION YES
It does not really matter all that much if they're at the top or the bottom of the bridge (refer to 9 o'clock), at all depends on how far their vision reaches. It'd be nice MorroW if you could upload some SS's with the sight-ranges of watchtowers at the different locations I suggested (outside rocks, middle, top and bottom of 3rd) so that we could vote, and make this port of Medusa complete, democratic and a community effort.
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I think a watch tower for the middle would be nice, overall amazing map :D
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On July 25 2010 08:38 MorroW wrote:Show nested quote +On July 25 2010 08:35 Goobus wrote: Very nice looking map. Some concerns:
The bottom left expansion's choke is longer and narrower than those of the others.
The unbuildable areas may make it unreasonably hard for a Zerg to spread creep. well give me a break man its like that in sc1 map too :S the smallest areas of the choke of natural are same size of all the unbuildable areas creep will spread on, but u cant build on them. so lets say u have a creep tumor. u can put it down the edge of the rocks and it will spread to the other side of the rocks then u can put down creep tumor there. so its great u point that out, awesome observation but ive thought this through and creep will spread on the rocks so its all good  Show nested quote +On July 25 2010 08:35 Merikh wrote:On July 25 2010 08:32 MorroW wrote:On July 25 2010 08:31 Merikh wrote: Looks really good, but possibly a little terran favored? it used to to be t>z, p>t and t>z in sc1 but this was like at super high pro level. i think it might be a little to call which race is imba this early just out the pictures dont u think? could u explain how u think please?^^ On July 25 2010 08:31 Merikh wrote: Looks really good,
Is the minerals at the top just "extra" that's there, not actually considered a 2nd/3rd/4th? aha, those expansions we call backdoor expansions. it can act as a natural or as a 3rd base so its easier just to call it a backdoor expansion ^^ Control main and natural with tanks on that ledge. Then your units would be outside your third since it's really close, jut seems easily defend-able. Guess I can't really judge right now, but that's just an idea. Guess we'll have to see. well yea its kinda easy to defend if u think it like that. but in the early stages zergs and toss has map control most of times and they can use that to destroy the rocks before u get tanks up on the ledge. its an impossible call right now but i think u have a solid ground behind ur thoughts, they might be true but that would only mean terran can turtle up 3 bases which doesnt necessarily mean its imbalance since the other races can contain u then. but in all honesty i believe the rocks will be taken down in the early stages of the game so i wouldnt worry about it^^
Where are the rocks XD?
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On July 25 2010 08:17 MorroW wrote: macro oriented map that encourages harass by drops and aerial attacks..
If you want to keep this play, I suggest no watchtower. Thanks for the work on new maps/convertions. I hope map upload will work on europe at the release.. I can't wait to play sc2 on other maps
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the only change i would make is putting the temples back in so much cooler then rocks but ya awsome map will enjoy it in sc2 i hope
oh also i miss clicked on the vote meant to click on no watchtowers
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No ability to stack the destructible rocks in the back? As a zerg user, any destructible rocks on any map has been very awkward to defend against. Especially since breaking the rocks gives the high-ground advantage to the attack and it is a long way ground-wise to get to that area.
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Seems really disproportionate, and way smaller than the original. That or it could just be the fact that sc1 maps look like shit when converted to sc2 for some reason.
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i personally love this map =]
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Are you going to remake Paranoid Android? Peaks of Baekdu? Python?
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