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![[image loading]](http://static.curseforge.net/thumbman/images/25/367/600x90/axis-of-industry-banner.png.-m1.png)
Update: The main bases have been widened so tanks at the 3-gas expansions (low ground in the center) cannot hit the main buildings anymore. Other parts of the base are still exposed to low-ground attacks if the attackers can get sight up into the main. This change is live on the US and SEA servers.
Update: This map has been customized for the USD500 : US & SEA : VISTA Cataract Cup : Malaysia tournament. Details of the customized version in the spoiler below.
+ Show Spoiler [VISTA Axis of Industry R] +The annotated image below shows the locations of these changes: - Destructible rocks are now blocking the high-yield expos, circled in green.
- LoS blockers in NW and SE can hide proxy buildings and provide a place for attackers or defenders to set up at the center expansions, marked with magenta.
- I created a custom doodad with the sponsor's logo, which does not affect the pathing of units, placements are circled in yellow. See a close-up of the doodad below.
A custom doodad I made for the VISTA sponsor: A summary from the map analyzer of the VISTA map version: The information in the rest of the post also applies to the VISTA version as well.
(4) Axis of Industry 1.1
Take up position along the porous center line to protect your commercial interests.
Axis of Industry is a melee map with four starting locations. The concept at the heart of this map is a porous line of unpathable cliffs across the otherwise open center. The line (axis) creates a unique battlefield with different tactical opportunities for early, mid and late-game armies.
![[image loading]](http://static.curseforge.net/thumbman/images/25/493/600x600/AxisOfIndustry.png.-m1.png)
Summary
- 140x140 playable bounds
- 14 bases (4 mains, 4 nats, 4 center expos, 2 gold expos)
- Center expos are non-standard: 7 mineral patches and 3 gas geysers, one gas blocked by destructible debris. (More about this below)
![[image loading]](http://static.sc2mapster.com/content/images/25/495/AxisofIndustry-summary.png)
Rush distances on this map are comparable to the Blizzard ladder map pool:
- In cross-positions the rush distance is about 170 units like cross-positions on Metalopolis.
- In close positions the rush distance is about 120 units like the shortest distances on Delta Quadrant or Lost Temple.
Details Axis of Industry is all about the center, it has valuable bases and a terrain set up for interesting battles.
The main mineral line is very close to the map boundary, making it relatively safe. One end of the main is bordered by high ground that is unpathable; this reduces the amount of cliff-walking space to a long-but-manageable border. The unpathable cliff is also a place for either player to hide air units.
![[image loading]](http://static.curseforge.net/thumbman/images/25/494/600x430/main.png.-m1.png)
Three production buildings or four small buildings are enough to wall in the natural choke, making fast expand builds at least a possibility on this map.
![[image loading]](http://static.curseforge.net/thumbman/images/25/369/600x418/nat-chokes.png.-m1.png)
3-Gas Expansions You can't put a 3-gas expansion on a competitive melee map, that's crazy!
Of course we can, its early and we should experiment. But here's an argument why the 3-gas expos are not really so crazy:
- The 3-gas expo has only 7 mineral patches.
- One geyser is blocked by destructible debris. 3-gas might be really awesome but you have to invest in enough army to get all three running.
- They are in the center of the map, a significant distance by ground from any main+natural. Even a defense-oriented strategy has to come up with a plan for protecting the main base and a 3-gas base, so lazy turtlers, you'll have to work.
- If you take a 3-gas that is not the one nestled against your own main, then it is cliffable.
Other Notes
- This map has many minor asymmetries, but I carefully balanced it with the map analyzer.
- When deciding on the ratio between gaps and cliffs for the center line I decided to err on the side of a little more open and a variety of "dot" sizes. The opportunity to block chokes or use them to reduce your attackable surface area is there, but they are open enough that armies can move through them quickly.
Comparison to Lost Temple Posters have voiced concerns that the close spawns on this map are too close together, or that in cross-spawns a Terran player can easily turtle at the choke between close spawns and happily take five bases. These concerns are valid, a good map should not have any spawns too close or allow too many bases to be easily protected. However, I believe this image comparing Axis of Industry to Lost Temple shows that, on a 1-to-1 scale, the maps have similar close-spawns with plenty of space in between for army movement. Consider this: what can a tank/turret blob on Axis of Industry do that the same blob cannot at the watchtower on Lost Temple?
![[image loading]](http://static.curseforge.net/thumbman/images/25/498/600x328/Compare-LT-AoI.png.-m1.png)
Change Log 1.1 -Reduced unpathable cliffs adjacent to mains and water-filled pits to open the choke in the SW and NE from large to very large. -shifted 3-gas expos in the center slightly, and rotated their placement
Download Axis of Industry.
Or search "Axis of Industry" to play, currently on the US server and on EU thanks to d4d. Please PM me if you are willing to commit a map slot on a different server.
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I love the three gas expansion idea. In fact, I like every little detail on this map. It has high-yield bases in reasonable locations, an easy to wall in natural, small locations with LoSBs, large mains, and the little spokes coming up in the center make this map totally awesome!
Q: Is it better to have a natural choke 12 squares wide? I always made my maps with nat chokes 8 squares wide. Is that too small in your opinion?
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On September 18 2010 03:59 Antares777 wrote: Q: Is it better to have a natural choke 12 squares wide? I always made my maps with nat chokes 8 squares wide. Is that too small in your opinion?
Let's assume that everything from 8-square nat chokes all the way up to Metalopolis 359-degrees open naturals are balanced in all match ups. Probably the best thing mappers can do is try to use all sorts of chokes so the community has the biggest variety to test on, and over time we'll find out that, say, the Metalopolis nat is ridiculous or 8-squares is too easy for to Terran to go 14 CC 14 Barracks nat-wall in, which is probably what Flash will do with an 8-square nat when he switches over.
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On September 18 2010 04:07 dimfish wrote:Show nested quote +On September 18 2010 03:59 Antares777 wrote: Q: Is it better to have a natural choke 12 squares wide? I always made my maps with nat chokes 8 squares wide. Is that too small in your opinion? Let's assume that everything from 8-square nat chokes all the way up to Metalopolis 359-degrees open naturals are balanced in all match ups. Probably the best thing mappers can do is try to use all sorts of chokes so the community has the biggest variety to test on, and over time we'll find out that, say, the Metalopolis nat is ridiculous or 8-squares is too easy for to Terran to go 14 CC 14 Barracks nat-wall in, which is probably what Flash will do with an 8-square nat when he switches over. 
^Okay.
I personally despise one-base all-ins etc, and love players who play like everyone did in BW, expanding all over the place. That is why I made my chokes small, so that fe builds are possible. I rarely put backdoor entrances on my maps, but I might have to if I encourage all of this fe stuff. I am also a very indolent person and DO NOT want to change all the chokes on my maps *groan* that would take forever. I'll just continue to test them and improve my designs based on what went wrong with previous ones and try to decide what size is good for a choke.
Thx.
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I'm not against FE! All I'm saying is we gotta test out what exactly is too big or too small. Too big encourages one-basing, but how big is too big?
And I believe there is a threshold for too-small natural choke, say 3 squares. With a choke that small, you could just tell me before the game "I'm fast expanding, you can't stop it" and your forge makes a ling-tight wall-in faster than I can 6-pool you, and then cannons before I can even dream of doing a roach bust--I did not do the math, but I don't think this is an exaggeration.
If there is any ~8-minute strat you can do while completely ignoring the opponent then the game or the map is broken, in my opinion. So yeah, don't change all your chokes, let's test them!
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This looks really good from aesthetics-point-of-view. The theme with the mid is interesting, too, and seems fairly balanced.
Some other parts bug me, though. First of all, the High-Yield seems a fair bit too easy to protect. Even if players spawn in close ground positions, it is much safer third than any other expansion on the map, and don't let me get started about how safe it is if you are in cross or close air positions.
Another issue is that when people spawn cross positions, your whole side is safe behind one choke. There are absolutely zero flanking options for Zerg, and Five bases are going to be all Terran will ever need.
These two facts do not encourage only fast expanding. They also encourage turtling. If you can turtle at 5 bases with fairly high safety, you can bet your asses off that every Terran will be doing it. This really capitalizes on effectiveness of dropships and air harassment, since no one in their right of mind attacks a well-defended choke.
Basically, this is a map where spawning cross-positions is potentially harmful for the zerg player. They do not benefit from defending a choke like the other two races do, due to their mass not fitting there. Therefore Zergs will prefer to be ready to defend/flank in the open mid, whereas Terran players will be defending the choke and keeping their side's 3-gas expansions closed with tanks. I doubt Zergs can really break that defense lategame.
While I like people expanding like crazy just as much as you do, making closed maps that encourage turtling is not the way to go.
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dezi
Germany1536 Posts
Mh, if you spawn cross or not on the same side this map gonna be a late game macro monster. I see the possibilty that T gonna try to sit on 5 bases and try to camp till victory but as zerg you can grab your 3 gax expos and drop him on those mains.
But if both start on the same side i don't see a chance there'll be any late game (only i hidden expo could work there due to the map size). This is also an issue on LT but there the middle area between both players is bigger. Looks like you can easily trap one player inside and prevent any expos outside going up Oo
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On September 18 2010 05:05 Amadi wrote: This looks really good from aesthetics-point-of-view. The theme with the mid is interesting, too, and seems fairly balanced.
Thanks for the feedback. I'd like to know what you think of my responses to your concerns, too.
Some other parts bug me, though. First of all, the High-Yield seems a fair bit too easy to protect. Even if players spawn in close ground positions, it is much safer third than any other expansion on the map, and don't let me get started about how safe it is if you are in cross or close air positions.
My thoughts on gold expos are enough to start a whole new thread, but here's a summary: high-yield expansions are not the end-all, be-all! There has been a lot of discussion on TL about the exact effectiveness of high-yield, especially with regard to MULEs, but I think we can all agree on the obvious stuff:
1. You gather minerals at a higher rate, but the current standard is six patches. This means your actual rate of mining isn't 1.4x normal, because there are less patches to mine from, and high-yield patches have the same 1500 minerals as a normal patch, so a gold expo is in long run less rich. Essentially, you can saturate mineral mining with less workers, which is good but not game-breaking.
2. You cannot mine gas any faster from a HY expo, so let's simplify a bit to say HY doesn't push you into high-tech any faster.
3. I purposefully gave it a wide ramp and lots of space around the outside for air-born harass.
I honestly don't think the HY expos are out of control on this map.
Another issue is that when people spawn cross positions, your whole side is safe behind one choke. There are absolutely zero flanking options for Zerg, and Five bases are going to be all Terran will ever need.
I'd argue that this is a monster choke. If you look at the openness in the map analyzer image you'll see that it is as wide as any open space on Lost Temple. Additionally, the sides of the choke are unpathable cliffs--meaning a ground-based army committed to plugging the gap needs something to protect against mutas or void rays or drops.
But I understand your concern, I could take a little off of the unpathable cliffs to make the choke to the center even wider.
These two facts do not encourage only fast expanding. They also encourage turtling. If you can turtle at 5 bases with fairly high safety, you can bet your asses off that every Terran will be doing it. This really capitalizes on effectiveness of dropships and air harassment, since no one in their right of mind attacks a well-defended choke.
Basically, this is a map where spawning cross-positions is potentially harmful for the zerg player. They do not benefit from defending a choke like the other two races do, due to their mass not fitting there. Therefore Zergs will prefer to be ready to defend/flank in the open mid, whereas Terran players will be defending the choke and keeping their side's 3-gas expansions closed with tanks. I doubt Zergs can really break that defense lategame.
While I like people expanding like crazy just as much as you do, making closed maps that encourage turtling is not the way to go.
If a Terran player bottled himself up behind the center choke then he is ceding two of the 3-gas expos to the other player, and yes he could use tanks to neutralize the 3-gas on his side. That's just it, though, two 3-gas bases is like three 2-gas bases; Zerg has a lot of nasty options with that much gas! Bro lords would be my personal choice. And even if a Terran holds the large choke and defends his main, it is a tall order to turtle all the way across the diagonal of this 140x140 playable map.
I am not convinced one way or the other, but I do think it is non-trivial to try and play a map-cut turtle strategy here.
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dezi
Germany1536 Posts
I used all my paint skills to paint this awesome image how i would change the map.
![[image loading]](http://image-upload.de/image/sopsUe/cfda51ef69.jpg) red lines = new path (could be initially blocked if needed) red semi circle = new elevated area (if needed walk/dropable)
The other lines should be clear ^^ Also i would turn gold into blue (or scrap it) and turn the 3 gas blue into 3 gas + gold < high rish but high reward there.
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Just noticed, no watch towers. On purpose?
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Map seems a little terran favored, 1 ramp base with rear only entrance, cliffside that can watch 2 expansions and high yield mins at the top of a ramp, and several chokes for sensor towers.
However, I really like the overall design and the line in the middle is an awesome idea.
Looks very fun for 2v2.
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One thing I got wrong on my first look is that I thought dark semi-circles near unpathable cliffs were made out of sight blockers. Apparently they are not, but it'd be food for thought. They would be fairly interesting if they were. Good spot to wait for an ambush or to launch a counterattack to enemy base once he runs past you. At least something I'd think about.
On September 18 2010 06:00 dimfish wrote:Show nested quote + Some other parts bug me, though. First of all, the High-Yield seems a fair bit too easy to protect. Even if players spawn in close ground positions, it is much safer third than any other expansion on the map, and don't let me get started about how safe it is if you are in cross or close air positions.
My thoughts on gold expos are enough to start a whole new thread, but here's a summary: high-yield expansions are not the end-all, be-all! There has been a lot of discussion on TL about the exact effectiveness of high-yield, especially with regard to MULEs, but I think we can all agree on the obvious stuff: 1. You gather minerals at a higher rate, but the current standard is six patches. This means your actual rate of mining isn't 1.4x normal, because there are less patches to mine from, and high-yield patches have the same 1500 minerals as a normal patch, so a gold expo is in long run less rich. Essentially, you can saturate mineral mining with less workers, which is good but not game-breaking. 2. You cannot mine gas any faster from a HY expo, so let's simplify a bit to say HY doesn't push you into high-tech any faster. 3. I purposefully gave it a wide ramp and lots of space around the outside for air-born harass. I honestly don't think the HY expos are out of control on this map.
The ramp still makes it easier to defend than your natural. Only thing going for your natural over it is proximity to your mainbase allowing for faster reinforcements.
It might not be out-of-control, but comparing to blizzard maps, it is very risk-safe. I kind of like how it creates a race for control if the players spawn in close positions, though.
You still might want to look at the mineral amounts in each gold patch there, though, or something.
Another interesting fact is how decreasing the size of the hole next to the HY actually makes the high yield harder to hold, since the aggressor can more easily threaten both natural and the high yield.
On September 18 2010 06:00 dimfish wrote:Show nested quote + Another issue is that when people spawn cross positions, your whole side is safe behind one choke. There are absolutely zero flanking options for Zerg, and Five bases are going to be all Terran will ever need.
I'd argue that this is a monster choke. If you look at the openness in the map analyzer image you'll see that it is as wide as any open space on Lost Temple. Additionally, the sides of the choke are unpathable cliffs--meaning a ground-based army committed to plugging the gap needs something to protect against mutas or void rays or drops. But I understand your concern, I could take a little off of the unpathable cliffs to make the choke to the center even wider.
The main issue here is that once terran has 3 bases, it is not very expensive for them to throw down one or two Planetary Fortresses in that choke. Suddenly, it turns into a very tight defense position that is really hard if not impossible to break through. On most maps this is not really an option due to the cost of the fortresses compared to the area they are holding, but on this map I can see it being a legitimate strategy. Defending five bases with those two buildings suddenly makes them very cost efficient.
I don't want to jump the gun here, cause it might just be my bad experiences attacking chokes speaking, but I think it could be a bit wider considering its' importance.
On September 18 2010 06:00 dimfish wrote:Show nested quote + These two facts do not encourage only fast expanding. They also encourage turtling. If you can turtle at 5 bases with fairly high safety, you can bet your asses off that every Terran will be doing it. This really capitalizes on effectiveness of dropships and air harassment, since no one in their right of mind attacks a well-defended choke.
Basically, this is a map where spawning cross-positions is potentially harmful for the zerg player. They do not benefit from defending a choke like the other two races do, due to their mass not fitting there. Therefore Zergs will prefer to be ready to defend/flank in the open mid, whereas Terran players will be defending the choke and keeping their side's 3-gas expansions closed with tanks. I doubt Zergs can really break that defense lategame.
While I like people expanding like crazy just as much as you do, making closed maps that encourage turtling is not the way to go.
If a Terran player bottled himself up behind the center choke then he is ceding two of the 3-gas expos to the other player, and yes he could use tanks to neutralize the 3-gas on his side. That's just it, though, two 3-gas bases is like three 2-gas bases; Zerg has a lot of nasty options with that much gas! Bro lords would be my personal choice. And even if a Terran holds the large choke and defends his main, it is a tall order to turtle all the way across the diagonal of this 140x140 playable map. I am not convinced one way or the other, but I do think it is non-trivial to try and play a map-cut turtle strategy here.
The issue with zerg is that while they are supposed to reinforce faster, and therefore throwing units at a wall and reinforcing seems legit, it really isn't since the defender doesn't have to reinforce as much. They are not losing as many troops.
Adding more secluded locations for Nydus entrances might help, too.
It might be fine, though. Turtling terrans already cause problems to zerg in any maps where they can secure multiple bases and still turtle up until their army is ready to steamroll, so this is nothing special. It might just be a logical outcome of the current balance. It might be interesting to see how thigns change with the patch, especially if the "leaked" notes are true, as that would increase efficiency of both Nydus play (allowing cancels) and Overlord Drops (speed upgrade.).
You are probably right that it is fine now. It can't be worse than Kulas Ravine, and that is on the current rotation. I do love that map but Zerg is at a severe disadvantage.
Perhaps the issue isn't with the maps, but with zerg's inability to adapt.
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Tons of great feedback, thanks everyone! Responses to many people mixed in below:
On September 18 2010 06:14 dezi wrote:I used all my paint skills to paint this awesome image how i would change the map. ![[image loading]](http://image-upload.de/image/sopsUe/cfda51ef69.jpg) red lines = new path (could be initially blocked if needed) red semi circle = new elevated area (if needed walk/dropable) The other lines should be clear ^^ Also i would turn gold into blue (or scrap it) and turn the 3 gas blue into 3 gas + gold < high rish but high reward there.
Your changes definitely result in a map with more routes and therefore solve problems that folks are bringing up in this thread.
There are two reasons why I am going to try and find other solutions than what you proposed, dezi, and again not because your altered map isn't good.
1. I'd like the central theme of a line across almost the entire diagonal of the map to stay intact, it gives the map a unique feel.
2. The new paths you propose are not bad, but they alter the purpose of the unpathable cliff attached to the mains. Compare the mains on Axis of Industry to Lost Temple or Metalopolis--those maps really don't have a very long cliff-walk border. If we cut new paths like you said, then there is a much longer cliff to defend, as well as tanks being able to hit lots of area in the main. I'm not saying that breaks a map, but I really meant for the unpathable cliff to break up the main's exposure as well as being an offensive or defensive hiding spot for flyers.
On September 18 2010 06:18 BoomStevo wrote: Just noticed, no watch towers. On purpose? Yep. In general I think towers need to be placed carefully. If I placed them somewhere in the NE/SW then it would make the cut-the-map/turtle problem worse, and if I placed them in the center then I believe it would reduce the amount of maneuvering players will do in the center if towers end up giving them a focal point to stage on.
On September 18 2010 06:49 Amadi wrote: One thing I got wrong on my first look is that I thought dark semi-circles near unpathable cliffs were made out of sight blockers. Apparently they are not, but it'd be food for thought. They would be fairly interesting if they were. Good spot to wait for an ambush or to launch a counterattack to enemy base once he runs past you. At least something I'd think about.
They are LoS blockers! And I agree they are along good paths for ambushes/run-bys.
Show nested quote +On September 18 2010 06:00 dimfish wrote: Some other parts bug me, though. First of all, the High-Yield seems a fair bit too easy to protect. Even if players spawn in close ground positions, it is much safer third than any other expansion on the map, and don't let me get started about how safe it is if you are in cross or close air positions.
My thoughts on gold expos are enough to start a whole new thread, but here's a summary: high-yield expansions are not the end-all, be-all! There has been a lot of discussion on TL about the exact effectiveness of high-yield, especially with regard to MULEs, but I think we can all agree on the obvious stuff: 1. You gather minerals at a higher rate, but the current standard is six patches. This means your actual rate of mining isn't 1.4x normal, because there are less patches to mine from, and high-yield patches have the same 1500 minerals as a normal patch, so a gold expo is in long run less rich. Essentially, you can saturate mineral mining with less workers, which is good but not game-breaking. 2. You cannot mine gas any faster from a HY expo, so let's simplify a bit to say HY doesn't push you into high-tech any faster. 3. I purposefully gave it a wide ramp and lots of space around the outside for air-born harass. I honestly don't think the HY expos are out of control on this map. The ramp still makes it easier to defend than your natural. Only thing going for your natural over it is proximity to your mainbase allowing for faster reinforcements. It might not be out-of-control, but comparing to blizzard maps, it is very risk-safe. I kind of like how it creates a race for control if the players spawn in close positions, though. You still might want to look at the mineral amounts in each gold patch there, though, or something. Another interesting fact is how decreasing the size of the hole next to the HY actually makes the high yield harder to hold, since the aggressor can more easily threaten both natural and the high yield. Okay, I'll think about making some changes there. Would it matter if that HY was a normal expo? I mean, would you want a regular expo in the same spot to be less safe?
Show nested quote +On September 18 2010 06:00 dimfish wrote: Another issue is that when people spawn cross positions, your whole side is safe behind one choke. There are absolutely zero flanking options for Zerg, and Five bases are going to be all Terran will ever need.
I'd argue that this is a monster choke. If you look at the openness in the map analyzer image you'll see that it is as wide as any open space on Lost Temple. Additionally, the sides of the choke are unpathable cliffs--meaning a ground-based army committed to plugging the gap needs something to protect against mutas or void rays or drops. But I understand your concern, I could take a little off of the unpathable cliffs to make the choke to the center even wider. The main issue here is that once terran has 3 bases, it is not very expensive for them to throw down one or two Planetary Fortresses in that choke. Suddenly, it turns into a very tight defense position that is really hard if not impossible to break through. On most maps this is not really an option due to the cost of the fortresses compared to the area they are holding, but on this map I can see it being a legitimate strategy. Defending five bases with those two buildings suddenly makes them very cost efficient. I don't want to jump the gun here, cause it might just be my bad experiences attacking chokes speaking, but I think it could be a bit wider considering its' importance. Let me try cutting off the ends of the unpathable cliffs next to mains and really, really widening the offending choke such that a PF or two isn't a no-brainer. I agree that on 3 base a Terran player could do that, and I agree with you and everyone in the thread that a major lane outside of your starting area shouldn't be so easy to control.
Show nested quote +On September 18 2010 06:00 dimfish wrote: These two facts do not encourage only fast expanding. They also encourage turtling. If you can turtle at 5 bases with fairly high safety, you can bet your asses off that every Terran will be doing it. This really capitalizes on effectiveness of dropships and air harassment, since no one in their right of mind attacks a well-defended choke.
Basically, this is a map where spawning cross-positions is potentially harmful for the zerg player. They do not benefit from defending a choke like the other two races do, due to their mass not fitting there. Therefore Zergs will prefer to be ready to defend/flank in the open mid, whereas Terran players will be defending the choke and keeping their side's 3-gas expansions closed with tanks. I doubt Zergs can really break that defense lategame.
While I like people expanding like crazy just as much as you do, making closed maps that encourage turtling is not the way to go.
If a Terran player bottled himself up behind the center choke then he is ceding two of the 3-gas expos to the other player, and yes he could use tanks to neutralize the 3-gas on his side. That's just it, though, two 3-gas bases is like three 2-gas bases; Zerg has a lot of nasty options with that much gas! Bro lords would be my personal choice. And even if a Terran holds the large choke and defends his main, it is a tall order to turtle all the way across the diagonal of this 140x140 playable map. I am not convinced one way or the other, but I do think it is non-trivial to try and play a map-cut turtle strategy here. The issue with zerg is that while they are supposed to reinforce faster, and therefore throwing units at a wall and reinforcing seems legit, it really isn't since the defender doesn't have to reinforce as much. They are not losing as many troops. Adding more secluded locations for Nydus entrances might help, too. It might be fine, though. Turtling terrans already cause problems to zerg in any maps where they can secure multiple bases and still turtle up until their army is ready to steamroll, so this is nothing special. It might just be a logical outcome of the current balance. It might be interesting to see how thigns change with the patch, especially if the "leaked" notes are true, as that would increase efficiency of both Nydus play (allowing cancels) and Overlord Drops (speed upgrade.). You are probably right that it is fine now. It can't be worse than Kulas Ravine, and that is on the current rotation. I do love that map but Zerg is at a severe disadvantage. Perhaps the issue isn't with the maps, but with zerg's inability to adapt.
As a zerg player, I get frustrated losing head-on battles all the time, let alone walking into a tight defense. I don't want this map to encourage turtling any more than other maps, but I hope that the 3-gas expos give zerg or any player up against a turtle the option of going over the top: ultras/brood lords, carriers+mothership, something that just out-classes defenses.
Anyway, I hear you about zerg and mappers must be vigilent. What can you do when marines beat brood lords and mauraders beat ultras? (please no flames, just joking)
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Update OP with new version. I opened up the map in the SW and NE so it is more difficult for a Terran player to turtle up on five bases. I think the choke was pretty big before though, now its really huge.
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woah man thats so sick. looks like a legit blizzard 2v2 map nice!
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I love it, the only issue I see is that in 1v1 the close starting locations on same sides would be REALLY close. Is there a way you could always get long starting locations in 1v1?
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On September 22 2010 02:21 Whiplash wrote: I love it, the only issue I see is that in 1v1 the close starting locations on same sides would be REALLY close. Is there a way you could always get long starting locations in 1v1?
This map is 140x140 playable area, so the close spawns are not as close as they appear to be if you are used to looking at Blizzard maps, almost all of which are 128x128, and even smaller playable.
The close spawns on Axis of Industry are about 120 units, which is the same as Delta Quadrant or Lost Temple close spawns. If you can handle it there, you can handle it here!
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On September 22 2010 03:58 dimfish wrote:Show nested quote +On September 22 2010 02:21 Whiplash wrote: I love it, the only issue I see is that in 1v1 the close starting locations on same sides would be REALLY close. Is there a way you could always get long starting locations in 1v1? This map is 140x140 playable area, so the close spawns are not as close as they appear to be if you are used to looking at Blizzard maps, almost all of which are 128x128, and even smaller playable. The close spawns on Axis of Industry are about 120 units, which is the same as Delta Quadrant or Lost Temple close spawns. If you can handle it there, you can handle it here! even though the distances might not be as close as in lost temple the middle area is very small (between the two bases) so if it is the close locations the map pretty much just gets cut in half and other than hidden expos will not be used. and you are left with very few expansions.
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OneFiereceZealot: I added this little section to the OP; do you still think that?
Comparison to Lost Temple Posters have voiced concerns that the close spawns on this map are too close together, or that in cross-spawns a Terran player can easily turtle at the choke between close spawns and happily take five bases. These concerns are valid, a good map should not have any spawns too close or allow too many bases to be easily protected. However, I believe this image comparing Axis of Industry to Lost Temple shows that, on a 1-to-1 scale, the maps have similar close-spawns with plenty of space in between for army movement. Consider this: what can a tank/turret blob on Axis of Industry do that the same blob cannot at the watchtower on Lost Temple?
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