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![[image loading]](http://img442.imageshack.us/img442/4839/ptol.png)
Overview: + Show Spoiler +![[image loading]](http://img638.imageshack.us/img638/3609/terrain202.jpg) Playable bounds are 132x132
MotM#2 finalist
Ptolemy is a rotational 4 player melee map featuring a "free" backdoor expansion at the cost of a bit different main ramp/choke.
The frontal, third expansion is on the other hand a rather open one albeit still well defensible. It features two narrow bridges straight into the center as well as a wider, more roundabout way if the bridges are at any time found unfeasible.
The map should be availible under the MotM tag and or Ptolemy on US and Ptolemy on EU.
Additional pics: + Show Spoiler +
Sc2mapanalyzer: + Show Spoiler +
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dezi
Germany1536 Posts
While the texture work is quite good, taking a fourth might be a problem on this map. This forces use to take position at the mid to be able to defend your first 3 bases and the new fourth. But when your enemy also want to take a fourth you're fucking close nearby.
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As I said in the MotM I like the concept of maps like God's Garden with 4 spawns, each with 3 easy bases, and I think you actually made it work.
I'm a big fan of your latest maps, keep up the good work. Hopefully tournaments (ESL) will use them asap
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On February 15 2011 07:13 dezi wrote: While the texture work is quite good, taking a fourth might be a problem on this map. This forces use to take position at the mid to be able to defend your first 3 bases and the new fourth. But when your enemy also want to take a fourth you're fucking close nearby.
It's kind of just a drawback of the concept, unless one starts plopping down 4ths on the high ground pods and or opens the third up in the other direction making it really, really open it's always going to be a hard 4th. We'll just have to see how it goes for whether it's too hard or not.
On February 15 2011 07:17 Ragoo wrote:As I said in the MotM I like the concept of maps like God's Garden with 4 spawns, each with 3 easy bases, and I think you actually made it work. I'm a big fan of your latest maps, keep up the good work. Hopefully tournaments (ESL) will use them asap ![](/mirror/smilies/smile.gif)
Ty
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United States10015 Posts
get rid of the outside 3rd. then on the high ground directly outside the 3rd, put the 3rd there. also, take out the wall surrounding the 3rd as well... we dont want a turtle until i get 3,3 ups on mass thor, tank then rolf stomp you.
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The only thing I'm not a fan of on this map is the Xel'Naga Towers giving too much of a defenders advantage, other than that I think it is fantastic and I wholeheartedly disagree with everyone that has a problem with it! huahuahua~
In all seriousness though, excellent map. Definitely a candidate to win this month's MotM (and certainly deserving at that).
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It's a good map but it would be better with more expos, but apart from that its a good map, it looks a lot like one of prodiG's map in progress. But still good job :D
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Hmm. I do agree that it needs more expoes, perhaps you could make some elevated islands around the top center, left center bottom center and right center areas?
Other than that looks pretty cool.
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The globe in the center is pretty clever, heh.
Maybe if people didn't like the close watch towers, you could add an effect to the globe to make it give vision in a similar fashion (you would probably have to expand the size of the middle, though, in that case.)
Maybe the map could be slightly expanded, and the middle made slightly larger, and the side ramps to the third a little bit wider. The in-base free expo could have 1 or 2 fewer mineral patches, or 1 less geyser.
EDIT: Map looks awesomezor, air / drop play would probably be awesome to watch as well.
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10387 Posts
this map seems so cramped lol. From what I know, wouldn't this map be totally broken for PvZ (Not very open for flanking, easy 3 bases for Protoss to get their deathball army going)?
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three easy expansions and than nowhere to go, four defensive XWT, very tight channels.... i do not like it too much to be honest.
map could be better with four more expansions and more openness between centre and third.
I like the bridges, but I think you could have used that space better with a very open fourth expansion, e.g. on the highground, easier entrance into third, etc.
the map needs something additional to punish anyone who thinks he can make a turtle-3base-200max build - the current XWT positioning doesn't help with that.
rather good start, but a lot of potential lost. solid texturing -just not my cup of tea.
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