iCCup.Monitor [aka Pawp] here bringing you another map.
My most recent project is a 4 player map. It is roughly based off of Byantium from Brood War, but has been converted into a Starcraft II map style. Proportions are changed, mains are on high ground, cliffs were added, and many other changes make this its own unique map. If the picture doesn't resize, I suggest opening it in a separate tab.
On average, games tend to be 3 base, though often reaching 4 to 5. Things to note: a) lowground 4th can be dropped from cliff b) single gas 3rd's can be tanked from lowground c) Xel'Naga sees entire center
---1.0--- .Reduced center high ground .Spawns fixed (were only 3) .textures added to ramps ---1.1--- .Center high ground removed .rocks added to single gas expo .brightness decreased
The map is currently on the NA Server under "iCCup Rhinelands BETA". Enjoy!
niccccccccce layout! +1 for eu could we please get angled view(s)? edit: thanks for it by the way, each time i read your nick i think "task monitor" read your id story but it did not stop
is there highground in the middle? i cant see if yes remove it...
Yes, there is some high ground in the center. I have been questioning it over some games too. In the original, there was no high ground, but then it played out to be too open and Zerg favored... I have to find a balance between that and this.
I might reduce the size of the lumps in the middle to open center flanking up a bit.
Angled overview added, reduced high ground in the middle by 1hex on all pieces. Published on NA currently, PM me if you want to publish it on EU or SEA.
Definitely my favorite looking map, out of all the custom maps I've viewed on TL. Looks great!
If I have any doubts about it, it would be that it is too easy to take a third, though If this proves to be the case in testing, I'm sure it'd be easy to remove the thirds.
How much space is there behind the minerals and gas? it looks a bit tight, especially on the 3rds and 4th. (Analyzer summary please)
Also, what is the motivation behind removing one mineral patches from the expansions? (I don't do that in my maps, if you give a good explanation I might start to do so too )
Finally, the layout looks nice, does not look like there will be many positional imbalances if you spawn close positions, which is a good thing Also, I love the flow of the map, looks very natural!
PS. I'd recommend exporting map images in a size which is larger than the intended image size and then resize them. This will result in nicer and cleaner-looking images as you lose the jaggedness.
I think that the areas going from the fourths to the middle on low ground are too tight. I'm not sure why you have high ground areas by the XWT in the middle, it seems a bit too choked and Protoss favored at that area. If it's Zerg favored without them, maybe just decrease their size a little or use a ring of LoSBs.
I like how the rocks blend in with the grass, nice job on the aesthetics dude. The map looks a lot like v1.0 of Noon Hill, so you might want to look at the change log for balance ideas. EDIT: Wait, I don't have a change log... nvm.
Looks like there is a nice balance between wide ramps and narrower chokes. Really nice looking map both design wise and aesthetic wise. My one concern (I could be completely wrong) is does a 1v1 map really need 16 expansions?
My only concern is what if a zerg spawns at the 8 position while a terran/toss spawn at the 4 position. You will bring it 2 base 2 base and it'll be hard for the zerg to get a 3rd I feel. They either have to expand towards the enemy or take the 4th or the 10 position. Which wouldn't be too bad but as someone said earlier it feels the choke there would be very tight as well as the hill to allow it much easier for terran/toss to push up.
(can be the same if the zerg spawns 2 and terran/toss spawn 10)
(then again I have yet to play it so maybe it's bigger then it actually is, I'll check it out later tonight and let you know)
Also, I still extremely dislike it when other naturals have less minerals/gas. I still feel each place should have the standard 8 minerals and 2 gas otherwise it makes it worse to expand and makes people rather just 1 or 2 base.
BYZANTIUM!!! one of my all time fav maps. i think that the 3rd should be more TOWARD the center instead of a bit outside??? just a though. but nice map. 10/10
Wow, this is really one of the maps I would want to put in every tournament map pool asap and see (hopefully) wonderful macrogames. I love the subtle texture work and tree placement, gives it the very natural, clean and simple look I want to see in maps
Also, what is the motivation behind removing one mineral patches from the expansions?
Well, the natural and single-gas expos have 7 minerals to balance out how easy it is to hold them.
They can easily be defended from the high ground plateau. With 2 gas at the 3rd, it would simply make expanding there in any position too powerful, particularly close positions TvZ. At first, you can't saturate workers as much as an 8 min expansion, but it doesn't make a big difference in the long run- only promotes expanding more.
I think that the areas going from the fourths to the middle on low ground are too tight. I'm not sure why you have high ground areas by the XWT in the middle, it seems a bit too choked and Protoss favored at that area. If it's Zerg favored without them, maybe just decrease their size a little or use a ring of LoSBs.
Indeed, the center high ground is going to be removed.
My only concern is what if a zerg spawns at the 8 position while a terran/toss spawn at the 4 position. You will bring it 2 base 2 base and it'll be hard for the zerg to get a 3rd I feel. They either have to expand towards the enemy or take the 4th or the 10 position. Which wouldn't be too bad but as someone said earlier it feels the choke there would be very tight as well as the hill to allow it much easier for terran/toss to push up.
Zerg just expands to the lowground 4th in close positions, it is actually quite easy to get on 3base.
Also, I still extremely dislike it when other naturals have less minerals/gas. I still feel each place should have the standard 8 minerals and 2 gas otherwise it makes it worse to expand and makes people rather just 1 or 2 base.
The natural has 2 gas, just one less mineral. Since the map is so large and the natural is so easy to hold, it needs to have less to reduce turtling games. The way the map is now, players often secure their natural, then take the 3rd quickly after. (but not in a turtling fashion because of harass).
Love the third. Its close enough to secure as Zerg, but is missing a gas. Makes for a good medium length game and can be setup to go into late after securing a 4th.