(4)Amazon is my most recent map, attempting to make terrain as 'simple' as possible while still being balanced. It uses rotational symmetry, but 3rds are equally distant for all players. While they may look hard to hold, they're fairly easy in all spawn positions.
Currently published on NA and EU as "iCCup Amazon".
One notable feature is the natural. It can be walled using 2 barracks from the CC to ramp, and also 1 supply depo at the narrow choke. This is meant to have an open feel for aggression, but also be quite easy to defend early game. A picute demonstrates below (might need resizing).
hey nice and simple layout... the textures kind of bore me though but it's still better than anything i could make. maybe it's just the tileset. either way good job!
Alright after playing thru it once...I can't really find anything that I would change about it. For all the people talking about textures really need to check it out ingame because it does look a lot nicer. I absolutely LOVE the middle.
I think the tower gives a perfect amount of vision yet there are still plenty of paths to move around.
If anything I'd like to see some more "clutter" with random doodads such as rocks/plants that you are able to walk over/build over. Also maybe add a little bit more flyer space around the whole outside of the map?
Otherwise everything with this map looks great. Keep it up!
On March 08 2011 07:38 SidianTheBard wrote: Are you sure it's uploaded? I can't seem to find it on NA. Maybe blizzard is just being slow, or maybe you accidently made it private? :D
edit: Just popped up for me. I'll edit with input after I've played.
Yah sorry lol, I was having trouble. I thought it was published when I posted the thread, but I guess it wasn't... now it should be though.
Great map, I love the 2 unit wide choke with the normal one. A lot of interesting flanking can happen outside the naturals. How many Creep Tumors does it take to connect the natural to the main?
On March 08 2011 07:51 Antares777 wrote: Great map, I love the 2 unit wide choke with the normal one. A lot of interesting flanking can happen outside the naturals. How many Creep Tumors does it take to connect the natural to the main?
Should be one. By the position of the ramp, you can tell it will have creep from the nat hatchery, which is good times for zergies.
This is so very aesthetically pleasing, major props on that. The layout gives me a touch of nostalgia for BW Lost Temple with those center facing expansions and the focus on the center. I agree with you that getting a 3rd running isn't so bad. If the game can go 4 bases, it gets a lot more stable. If someone loses their 3rd in a push, it looks like that pretty much ends the game. Did you have much testing? Any trends?
I'm struggling to believe you got roomy bases, comfortable expansions, so much interesting neutral terrain, and 4 start locations rotationally balanced all in one 128x128 map. Awesome!
On March 08 2011 07:51 Antares777 wrote: Great map, I love the 2 unit wide choke with the normal one. A lot of interesting flanking can happen outside the naturals. How many Creep Tumors does it take to connect the natural to the main?
It just takes one creep tumor at the moment, but I'm actually looking into making more space between main and nat. Right now its a bit tight on building space between CC and ramp in the main for Terran.
[edit]
Should be one. By the position of the ramp, you can tell it will have creep from the nat hatchery, which is good times for zergies.
This is so very aesthetically pleasing, major props on that. The layout gives me a touch of nostalgia for BW Lost Temple with those center facing expansions and the focus on the center. I agree with you that getting a 3rd running isn't so bad. If the game can go 4 bases, it gets a lot more stable. If someone loses their 3rd in a push, it looks like that pretty much ends the game. Did you have much testing? Any trends?
I'm struggling to believe you got roomy bases, comfortable expansions, so much interesting neutral terrain, and 4 start locations rotationally balanced all in one 128x128 map. Awesome!
Heh you're the first one that likes it, thanks! :p
From games I've observed/played, the trend you predicted is correct. Once the 4th is taken, the 3rds for each player become much easier to defend because troop movement isn't focused around the tower anymore. If a player tries to take a third but loses it, the opponent can take map control and expand.
Btw I forgot to mention, in the analyzer picture you can see pathable areas on the cliffs outside the naturals on the top half of the map. Dynamic pathing blocker fail? The trees probably block units anyway, but just for technical correctness...
On March 08 2011 08:17 EatThePath wrote: Btw I forgot to mention, in the analyzer picture you can see pathable areas on the cliffs outside the naturals on the top half of the map. Dynamic pathing blocker fail? The trees probably block units anyway, but just for technical correctness...
Lol thanks for pointing that out. I swear I wen't over the map a couple times to make sure... will be fixed now!
I already loved the textures of prodiG's God's Garden remake, and these look equally cool
Again you manage to make a very clean and simple 4 spawn rotational symmetry map. I really love those, keep up the good work and hopefully some day we'll see one of these in big tournaments
Why did you choose to have only 6 mineral patches on the third bases? It does look a little rough to expand past your natural already so a reduced income from the third doesnt seem encouraging to me.
I've played it several times, and haven't really found anything wrong with it. The only thing I'd warn about is that terrans should be a little careful about where they place their buildings in their main: being efficient is important here.
It's important to not get caught in your nat, it's fairly tight in there (comfortable for normal purposes, not so fun to fight in, especially vs protoss who can rofl-ff-rape you.
If you don't like the third, you can pretty safely take a main or nat as your third instead. But personally I like the thirds. I've played as all three races and found the third base comfortable.
On March 08 2011 07:38 SidianTheBard wrote: Alright after playing thru it once...I can't really find anything that I would change about it. For all the people talking about textures really need to check it out ingame because it does look a lot nicer. I absolutely LOVE the middle.
I think the tower gives a perfect amount of vision yet there are still plenty of paths to move around.
If anything I'd like to see some more "clutter" with random doodads such as rocks/plants that you are able to walk over/build over. Also maybe add a little bit more flyer space around the whole outside of the map?
Otherwise everything with this map looks great. Keep it up!
Thanks! The middle was not hard to do :p
I've been working on enlarging the main and giving more space between CC and natural, and would probably extend map bounds out a big, thus giving more fly space.