|
I continue naming my maps after broodwarmaps.net map-makers, and this is Testbug's turn. You all know how Flash is good at playing right? So now you can know how Testbug is good at map-making. His major accomplishments are iCCup Yellow (with NastyMarine), iCCup Faoi (with Nightmarjoo), iCCup Odyssey (with Crackling), iCCup Voices IV (with Crackling), the 7 players FFA map Seven Sins.
V2: - Added an expansion behind the gold to give a easy third to the player behind counter-clockwise V3: - Huge decoration changes, nothing about gameplay. Switched the Mar Sara part with Shakuras tileset. - Added rocks in front of the natural to show the Xel'Naga tower vision bounds + Show Spoiler + V4: - Only decoration changes: removed the lava and enlarged the space and shakuras ones. V5: - Added on the regular version of the map a 1x1 building blocker on the bottom of the main ramp to prevent easy bunker wall-in. + Show Spoiler + - Balanced the natural wall-in with three 3*3buildings and one 2*2 building - Added a hole in the natural mineral formation to stretch the workers + Show Spoiler + V6: - Enlarged the mains to 34CC - Added a supply depot at the bottom of main ramp instead of a 1*1 building doodad. - Added doodads on the path between the natural and the third and inside the rocks to give a better defensive position, this is mostly to help protoss against zerg. Terrans deal well with the open terrain. + Show Spoiler + - Switched the gaps in the middle into highground to block vision, the chokes near the central Xel'Naga tower are a bit smaller. + Show Spoiler +
Distances: Main2main: 34 seconds Nat2nat: 22seconds
- Map Analyzer + Show Spoiler +
|
Looks cool, I like how it uses different tilesets in one map! Will sure check it out soon
|
So should this map only be played for 3 player FFA or is it balanced for 1v1 as well?
|
Whoa. Looks really cool, although the changing tilesets confuse me personally.
But I just got nostalgia chills with memories of HoMM[insert Roman numerals here].
Edit: I should add that it's because of the intersection of grass, desert and lava which is common in randomly generated HoMM maps.
|
On December 29 2010 08:25 DomiNater wrote: So should this map only be played for 3 player FFA or is it balanced for 1v1 as well?
oO. This is a 1v1 map.
|
Beautiful concept. Water, earth, fire and um... no-air. It's really nice to see some creativity in terraining. EDIT: Someone should make a pizza out of it.
|
Cheers to Testbug. He used to hung out with us at starsite (spanish sc site).
|
If its a three player map it should have three different tile sets not four, confused me untill i looked at the analyser pic
|
These rocks you made have an unconventional size. Did you find a way to change them without loosing the 'Melee' tag?
Interesting use of the rocks around the WTs. Im not exactly sure what impact it will have, but I like it.
Altough the clockwise third is quite a bit away compared to the counter clockwise. So some positional imbalances inbound :/
The space texture part can use some more contrast texture I think.
One of the better maps in your pool
cheers, madsqare
by the way, is the rushdistance gametime or realtime, and with what walking speed?
|
I use a realtime and a drone to calculate the time.
Imagine desert spawn vs jungle spawn, desert guy can still take his normal third because it is really close to his base and the nat2nat distances is enough to keep the base. Also that third is really, really easily defensible thanks to the ramp and one 3*3building + one 2*2 building placement.
|
How did you edit the rocks without loosing the melee tag?
cheers, madsquare
|
hello, can anyone publish this map in sea server please since its on january map pool.
thanx very much!
|
Oh i thought anyone possessing a SEA version could play on NA. I'll do it today.
|
absolutely amazing this map reminds me of a testbug map i thought he made it when i first saw it lol
i think the rocks outside the naturals is an amazing idea for positional and flanking play,while making a xel tower in the middle of the rocks is a nice idea in general, i think 3 towers outside the naturals is an overkill. id remove the xel towers and keep a better focus on how u position these big rocks, these rocks fits perfectly but the xel towers i dont like. the one in the middle is questionable but i guess its fine
another thing id do is encourage figuring out some nice places for some high grass walls (vision block), as a player i always thinks its great to have some of this because it adds really much in some match ups
the 3rd base could maybe need a slightly wider ramp. it seems impossible to break it once a player gets to grab it. by being so close to the natural should be enough but this tiny ramp on top of it makes me think its impossible to stop someone from taking it too quickly
one thing you could do is to open up the space abit behind the geysers on the natural bases. extend the land there so theres abit more possibility for example to proxirush or to just hide buildings in general
again, great job. i didnt know its possible to mix different tilesets o,o
is this map uploaded to any server?
|
enfin! la texture est reine! le centre devrait être là où ton talent explose (et il est un peu décevant)...
At last! Texture is queen! the middle should be where your talent explodes (and it's a bit disappointing)
Great to see 3 player maps! mi piache le map per tree
|
Write your messages entirely in english, you don't write only for me but as well as for other people. It's one of TL commandments, you might have problems with mods. About the middle, i think the wide areas, tight paths and chokes have a good place. And the rocks separate the wide areas in interesting ways.
|
I meant textures eye candy in the center, not layout, I like the center layout (feel the overall spawning then 2nd basing layout is still too "convenient" for turtttling players for my taste) and I had no idea the occasional english is not the only language could be "mod type worthy" of consideration...
|
I haven't played it, but I'm worried a little bit about the positioning of those thirds- I think it may need to be moved away from the natural a bit. As it is, if you have a player at 8 and a player at 3, the player at 3 can take the third right by their natural, but the player at 8, in order to expand away from his opponent, would have to take the third at 9, which means he has a much larger amount of ground to cover than his opponent.
EDIT- Ignore what I said about the high ground paths, I was mis-reading the map analyzer image.
|
That and the easier to control gold balance it out.
|
Looks like an amazing map!
As the above poster said, I'm not really feeling the Brood War-esque 3rds. Every game, one player's 3rd expands away from his opponent and the other expands towards his opponent. It might not be a big deal, but as zerg I'd pray I got the spawn "away from opponent" 3rd.
|
|
|
|