![[image loading]](http://i.imgur.com/W5ZZwl.jpg)
The Machine II 2.0
Here is a DL link
After ALOT of testing, balancing and adjusting I have a 2.0 of this map.
Big thanks to all the plat, diamond and masters EU players who let me bug them into playing on it. (some of which over and over and over...)
It plays very different from the first version, and it seems that most people who try it like it.
Its still based on scrap station concept, which i liked more than the map. What I really hope is that people would prefer this to scrapstation (if they play it), trying to take some of the best things i saw in that concept and trying to put it in this map with my own twist.
Major Changes:
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spawn ramp to spawn ramp time has been made longer.
I was exactly the same and XNC, and the same as steppes if u took the bridge.
However, only one player out of all the matches even used the bridge, also zerg was too much at a disadvantage with it there.
Feed back from nearly everyone was that the XNC timings felt like steppes timing. So i increased it by about 5 game secs to just shorter than lost temple and that seems to be perfect with the balance for the rest of the map. (I did make it the same as lost temple, and nearly everyone said it was way too far and so may as well just go flying).
It was quite strange but i wonder if its because of the shape and because its based onthescrapstation concept and so there is a certain expectation.
XWT
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I have reduced it to just 1 tower based on what EatThePath said about being able to flank and the old positions being too powerful. Well he was spot on really. I've placed it in the centre in easy reach. It was on right on the path before and it became a place of contention, so I've moved it up a bit into a more micro area, and it has drawn the fighting up into that area, especially in the early game, and as bases get taken that area contintues to be used.
Expos:
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Gold expos have been brought down to the middle right next to large micro area. And within easy reach of the gas of the 4th (i will come to that next)
A small 4th has been added just beneath the new gold. Its easy to take, but can be harassed from the high ground. Also taking it chokes that route, so there is more to consider when taking as you can reach the gas from the gold.
Zerg players quite often took the gold, then when a gas boost was needed they pulled 6 workers off mins and put them in the gas of 4th, so not taking it early meant they could keep the route open.
Obivously Terran put a PF there, but i will come to that later.)
An easy third that is very open to harass near the spawn. This was suggested by Dimfish with the idea that it would also allow harass from the bridge. Well the bridge is gone but they are still there because they work as an easy expo, and dispite the harrass that you know will come, they were taken ALOT. It was also good because i wanted to add a close third and this was a good idea. Though turtling was an issue.
A small 4th has been added just beneath the new gold. Its easy to take, but can be harassed from the high ground. Also taking it chokes that route, so there is more to consider when taking as you can reach the gas from the gold.
Zerg players quite often took the gold, then when a gas boost was needed they pulled 6 workers off mins and put them in the gas of 4th, so not taking it early meant they could keep the route open.
Obivously Terran put a PF there, but i will come to that later.)
An easy third that is very open to harass near the spawn. This was suggested by Dimfish with the idea that it would also allow harass from the bridge. Well the bridge is gone but they are still there because they work as an easy expo, and dispite the harrass that you know will come, they were taken ALOT. It was also good because i wanted to add a close third and this was a good idea. Though turtling was an issue.
Turtling and favouring air:
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The design as a whole was to avoid players simply going flying because it works best, but rather emphasize ground micro and drop play with flying as secondary to ground in most instances. Also I wanted the whole map to be used in a progressive way almost to the point of shifting everything from A to B, in this case from bottom to top.
That goal and the terrain was all to work against turtling without forcing a player not to too much.
Even with the easy third, it is open to harass, there is obvious harass of the main and the nat is fairly safe unless they come from the north to harass.
Also the third is a small expo so it only lasts for so long. So as soon as they look to taking the 4th they have to extend beyond turtlemode, and that 4th is easy to harass, very easy if they still want to try and turtle from spawn.
The terrain around the leading to the spawn +expos is all higher ground than the turtle area. This worked out better than I thought in keeping a turtler at a disadvantage (in turtling), but often the alternate route round the outside to attermpt to counter or expand remains open for the turtler to try and escape or do something none turtly.
In all the testing not one Turtler won, even if it went on for a while.
That goal and the terrain was all to work against turtling without forcing a player not to too much.
Even with the easy third, it is open to harass, there is obvious harass of the main and the nat is fairly safe unless they come from the north to harass.
Also the third is a small expo so it only lasts for so long. So as soon as they look to taking the 4th they have to extend beyond turtlemode, and that 4th is easy to harass, very easy if they still want to try and turtle from spawn.
The terrain around the leading to the spawn +expos is all higher ground than the turtle area. This worked out better than I thought in keeping a turtler at a disadvantage (in turtling), but often the alternate route round the outside to attermpt to counter or expand remains open for the turtler to try and escape or do something none turtly.
In all the testing not one Turtler won, even if it went on for a while.
Additional - The ground in the top centre, by the cliff is not buildable. So no cannons or proxies on that part. The non-buildableness is hopfully conveyed by all the ruins and torn up metal. This was to help balance against Protss a bit, as pylons and cannons and warpins helpped hold the centre really easily in comparison. At least terran would have to invest in a tank, some marines and a scan to see cloaked and hit air and ground from decent range with decent dmg
Overall i think its as balanced as its gonna get. It plays well and I hope people enjoy it. After this map I've looked back at some of my older ones and realised how they should be scrapped and some imporved, so i think i will try and do that.
Currently up on EU server
Mapview
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Angled View
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Game view
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Analyzer
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![[image loading]](http://i.imgur.com/90NP7l.png)
![[image loading]](http://i.imgur.com/1sshRl.png)
![[image loading]](http://i.imgur.com/YY006l.png)
Old map version
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![[image loading]](http://i.imgur.com/W5ZZwl.jpg)
The Machine II
Download Here
Available on EU
Change Log:
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Adjusted an expo
Removed an Object That I overlooked when retesting.
(If there is issues viewing the images please post, imgur was intermitent as i was uploading them. I will reupload them if there issues.)
The theme is basically the same as its first incarnation, on my 3 player map The Machine.
Its just that I quite liked it and so wanted to use it again. And so again its a mysterious ancient machine that does.... Something.
Layout:
Usually I like to cram in as many expansions as I can fit, but this time I wanted try to be liberal with space, but at the same time keep distances/timings reasonable.. I do like the idea of resource wars aswell and when I have that in mind usually I would put just under enough minerals for everyone to get very desperate over expos. This time though I tried something a little different. Even though the third is easy to take, it is possible to be cut off from it. In fact the further away from spawn you get, the easier it is to be cut off from your expo.
Aditionally I wanted to make a Scrapstation type map, (coz I dont think i did that before).
Also ther is a bridge with a narrow path. In the early game its obviously useful for rushes and small numbers, in the mid/late game, the bridge remains useful because even though its easily defendable, it is always an option for use harass or 2 pronged attacks, at the very least, forgeting about it can cost dearly
Distance
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The map is big for 2 players, 144x168. However the time from spawn ramp to diagonal gold expo (with a marine) is 53 secs. Which is +3secs ramp2ramp (diagonal)on Lost Temple. The timing for everything else is less than that.
It should be noted that a significant amount of space is used by air. However I think that the ground pathing and distance/time should be close enough so that a player wont just go air.
It should be noted that a significant amount of space is used by air. However I think that the ground pathing and distance/time should be close enough so that a player wont just go air.
Bridge info (some pics)
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My original Idea for the bridge was to make it so that you could traverse it or destroy it when someone else tries to traverse it and killing their units.
I managed to make a bridge Traversable OR Destructible. Not both. So I opted for traversable as that was actually useful. If I can find a way to do both, then some pretty crazy maps can be built, even if units cant walk underneath. The closest I've come is getting units to traverse it (sometimes), but 2 problems, if you click on the bridge directly your units shoot it, and a stange one, the bridge sometimes floats away.
I heard that you could not make a bridge without having terrain underneath it. That issue I technically didnt concqour that issue but i did manage to create the illusion that there is no ground there.
This was by
1) HAVING to use the Mar Sara Bridge doodad, if i changed the artwork or model it would not work, same if i used any other doodad (at least the ones i tried)
2) Raising the height of the bridge off the ground so it is floating, then drawing a walkable path under it with thickness of only 1 square. Anymore than that and units fell off the edge when they got bunched up. However they do use the full surface of the bridge.
Effectively all I have done here is make an asthetic bridge, which does seem to work over terrain but not a truely functional bridge.
Pics
+ Show Spoiler +![[image loading]](http://i.imgur.com/W5ZZwl.jpg)
![[image loading]](http://i.imgur.com/4xw1nl.jpg)
![[image loading]](http://i.imgur.com/LlYXrl.jpg)
I managed to make a bridge Traversable OR Destructible. Not both. So I opted for traversable as that was actually useful. If I can find a way to do both, then some pretty crazy maps can be built, even if units cant walk underneath. The closest I've come is getting units to traverse it (sometimes), but 2 problems, if you click on the bridge directly your units shoot it, and a stange one, the bridge sometimes floats away.
I heard that you could not make a bridge without having terrain underneath it. That issue I technically didnt concqour that issue but i did manage to create the illusion that there is no ground there.
This was by
1) HAVING to use the Mar Sara Bridge doodad, if i changed the artwork or model it would not work, same if i used any other doodad (at least the ones i tried)
2) Raising the height of the bridge off the ground so it is floating, then drawing a walkable path under it with thickness of only 1 square. Anymore than that and units fell off the edge when they got bunched up. However they do use the full surface of the bridge.
Effectively all I have done here is make an asthetic bridge, which does seem to work over terrain but not a truely functional bridge.
Pics
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![[image loading]](http://i.imgur.com/W5ZZwl.jpg)
![[image loading]](http://i.imgur.com/4xw1nl.jpg)
![[image loading]](http://i.imgur.com/LlYXrl.jpg)
Map Stats:
Players - 2
Size - 144x168
Spawn Ramp to Spawn Ramp time (Game time - Marine Speed) 40secs
Expos - Blue = 8, Gold = 2
XWT - 2
Map View
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Game View
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Angled View
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Overview
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Analyzer (Note: the analyzer cannot see the bridge and so the ground/cliff shortest path is incorrect)
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![[image loading]](http://i.imgur.com/MpLUYl.png)
![[image loading]](http://i.imgur.com/qMmyXl.png)
![[image loading]](http://i.imgur.com/pl5Vel.png)
Extra Pic
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Wide view pics
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Spawn
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Nat
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Third
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Gold
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Island
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Upper Mid
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Mid Mid
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Lower Mid
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XWT
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