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[M] (2) Shrike
online on EU, NA
Features: 12expansions (4 regular, 1 high yhield, 1 triple vespene per player) 2 watchtowers rushdistance: 156.2 (137.3nat) size: 128 x 112
Special features: Brake DRs to gain access to third geyser DRs blocked back door beetween Fourth and Triple Vespene LoSBs between fourth and DRs
PLEASE POST YOUR REPLAYS, GIVE FEEDBACK AND POST ANY IDEAS TO HELP ME MAKE THIS MAP BETTER
Overview:
Screenshots:
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Analyzer:
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United States9671 Posts
something keeps hitting me that the golds should be facing inward toward the center... then something hits me back saying that it would be ridiculous for the golds to get that close... the only thing i have problems is, the golds are seemingly too close to your "center of base" or liek a center of gravity. this causes it to be decently secure and easy to take. maybe turn the minerals to the opposite direction and make a new ramp to the center.. just a thought though.
look for proxies in the smoke at the 4th xD
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dezi
Germany1536 Posts
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I made a map that was similar to the first 3 base setup. The fact there is only one choke that leads to the third and natural, and more over the main, it will lead to a possible easy 3-base macro game.
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I think gold bases should be the ones at 11 and 5, the way they`re seem too easy to hold, at least they should be in low terrain.
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I really like the look of this samro.
I have a feeling that getting expansions up quickly and safely is a little too easy for toss, as dezi hinted at. I'll watch that replay. But they might just be quick and safe for everyone so its okay, I just feel as a toss player that this looks great for my playstyle of fast 2 base into maxout + expo's.
But generally this map looks awesome. All the cutesy things are far away from the early game so they won't be detrimental, and the design offers some novel arrangements while being straightforward enough for players who like to do things standard. Awesome!
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@dezi: you both played quite static I would say (not that I would ever be a better player...). I would love to see more harass, there are enough options for it, especially when both player go for a solid three base player, that is promotoed by this map. although rushdistance is relativly long for the mapsize, you can get to drops quickly, because you can move over 'save' terrain (medivac over nat-fourth-around gold-main. also if i was you i would have send more hellions when both were on two base or even an early reaper (much quicker than anything on this map, because reaper can go over the cliff at gold, if i did not mess it up completely )
@Flash& IronMan & PiLoKo: I wanted to have a clear expansion pattern up to third and then the option for gold. this is why gold is close and save, while fourth and triple vespene, are somewhat close to the opponent's main/air distance). Gold should be a viable option. still you wouldn't be able to take it as third, I think, because the second entrance is really close to the opponent's main choke and this ramp actually is wider.
just imagine how much you have to give away, when moving so much the the front.when you decide to go for gold, the opponent has the chance to establish map control at both gold entrances, taking away a chance to go for triple vespene and save fourth. you have to pressure your opponent and keep him on his toes. if you are to slow to react to a gold expansion and attack while the opponent is weak you will be punished soon by his economy boost guess.
Belive me, gold looks saver than it is. it feels much safer in game to expand to four bases before getting gold
btw: the gold is like in parallel corridors to the main path, so you have to scout and look out for small, quick pushes. use the gold for quick units to move around a bit. also the cliff is walkable from gold to main, probably favoring toss, but still something wanted top have. when compared to (4) Decline, my last map in MotM, gold ist not so much closer, it is easy to take though, but not super easy to hold.
@EatThePath: hej, I like it, too and i am glad you like it. I think all three races have the chance to go macro early on, but this is something you can scout and then play more aggressive. Third is quite open and here are many options for harass.
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wow i completely LOVE this map. maybe cause i play zerg tho... the expansion pattern is great. its pretty much liek a lost temple cross position spawn. really hope you get more attention from this!
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Any chance you upload this in NA so I can give it a try? looks solid, and I really want to see the gold behaive you mentioned.
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Map layout seems good to me. Original idea with the third gas. Good number of bases. Only problem is all of this is way too f***ing small... like really SMALL. Stretching the whole map bigger by like 20-30 per cent (i dont know exact amout but it needs to be quite lot imo) would make it really great map.
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@dc302: great to hear that a zerg likes any given map finally if toss actually finds it easy to go threebase and zerg likes scaling and expansion-layout, there might be a chance for a balanced map. terran can siege and defend many positions and be agressive with drops early on, too >I think.
I am really eager to hear feedback an to see more replays.
@PiLoKo: I have to admit that I hope to have a chance to get Top5 in Map of the Month a second time andit will be online there
@w0chtulka: i have the impression most maps are bigger ingame than they look in the overview. also mappers still tend to make to big maps in my opinion, because the do not work on their layout. there are some great examples (many iccup and johanaz motm entry mud rock) of well scaled maps. I thought the map feels well scaled in game. please play the map on EU and give feedba on size and fun I am happy for every replay by player of all skll levels!
still I am looking for someone who is able and willing to upload several maps of mine, because I am only on EU (except for MOTM-Decline, my January entry). here
(edit: Found someone. Map will be uploaded to NA soon!)
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in MOTM#2 the map score was 6.8 / 6 / 6.6 / 7.2 (Balance, Originality, Fun, and Aesthetics) for a total of 26.6.
Right now I am thinking about a second version and I want to adress some high/lowground issues, drops and too easy fourth.
i am happy to hear more suggestions!
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The easiest way to make the fourth more difficult to defend would be to remove its backdoor rocks and widen that path. Another way to make it more difficult to defend would be to move its droppable cliff in front of the expansion instead of behind it so that it is more accessible. A third way would be to rotate the ramps so that instead of facing the thirds they face towards the center. This would make it so that units will have an easier time assaulting the base by getting better positioning.
Another more radical thing that you could do would be to stretch the fourths out into the middle so that it blocks the path into the third, and forces the enemy to go up onto the fourth and then down to the third. This will make holding the XWT, your third, and your fourth more difficult.
I just figured out that building a Stargate in the back end of your base will allow Void Rays to reach the enemy choke faster than if it were built almost anywhere else in the main. Also, Void Rays will be able to charge up on the rocks at the enemy's high yield expansion and then wreck havoc in the main. This may be intentional, but it seems to make a hidden Stargate build extremely powerful for a Void Ray rush.
Those are just some ideas for balance. I'm glad you're taking up the initiative to make a remake . Remakes seem to turn out the best because you already know what the map is and what you want it to be.
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hi Antares, thanks for all your suggestions.
I think you are right with what you say about fourth base. last night I started the redesign process and the first thing i did was to take fourth's cliff level (mid) and pull it into the middle. I will try around with different setups these days, mainly because i do not really lke how the flow of the map is broken in the middle.
You can expect a completely changed centre of this map, while macro style, scale and visuals will remain.
concerning voidrays: I am thinking about HY without any rocks that is quite open and hence doesn't need them
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dezi
Germany1536 Posts
Ah, good point with the rocks at the HY - but you already said you most likely gonna change this ^^
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Map uploaded on NA under the name Shrike with the account PiLoKo
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When's the new version going to be published? I'm kind of itching for a sneak-peak.
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Update: Online on NA and EU
thx PiLoKo for uploading!
@Antares: I would love to give you a sneak-peak :D but these days, pretty much the last weeks and the coming week I am super busy in reallife, so I am unsure if I can update and test this map soon. unsure about MOTM3/4, too...
Changes in Shrike Redux will include:
- more forward oriented fourth expansion on highground quasi connected with its counterpart, via wide ramp to kind of close off half map. map split border can be imagined running as a diagonal from SW to NE. Will have triple vespene.
- HighYield moves back into one side's halpf of map, but is very open and oriented towards central path
- triple vespene is more round and with two ramps, hovering above HieghYield > regular expansion instead of triple
- third a little bit away from nat, dropable cliff at front
- strategic LoSBs that should allow sneeks into third
It will be pretty much a different map, but will remaine macro oriented while I try to achive better balancing and a much more interesting centre.
This map (Shrike) will therefore be unchanged until Shrike Redux is done.
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Looking forward to it.
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Cool, I'm looking forward to it as well :D
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