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A new map using swamp like areas. Due to the use of triggers this map is labeled a custom map. However, it is intended for melee play.
- Grizzly Power
- EU version: 1.3
specs:
- 4 player, 1v1 map
- rotational symmetry
- playable 174x168
- center Xel'Naga Tower
Areas marked in green below are swamp areas with characteristics:
- lots of LOS Blockers
- area is not buildable
- slow movement speed (factor 0.5) for massive units inside the swamp (Thor, Ultralisk, Colosuss)
- tanks cannot siege
![[image loading]](http://imgur.com/v2q3Z.png)
![[image loading]](http://imgur.com/m54Ab.jpg)
analyzer pics + Show Spoiler +
changelog + Show Spoiler +
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that name is just... epic
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On April 22 2011 06:31 MAPPoVe wrote:Due to the use of triggers this map is labeled a custom map. However, it is intended for melee play.
Set the mode to melee instead of custom.
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Why didn't you pick a tile set that actually fits with swamps?^^
Gotta try out right now
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haha i was thinking the same. that must be a pretty dry swamp :D
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Well think of it as mud then.. or a lava swamp^^
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Mmmmm can I see how you did the triggers?
This layout is pretty interesting, I like the ideas. You should do another map just to try out the swamps more directly, though. Simplify and put them in the center where they're bound to be played on. Maybe copy Xelnaga caverns and put a swamp in the middle instead of a hole, and put swamp on the low ground 3rds? You need to overdo it for the sake of seeing how it plays. I'll host it on NA if you want, I'd like to play. ^^
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Here you go: download map. You can publish it on NA of course. The Triggers can be copied with copy-paste from mapfile to mapfile.
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I like the Swamp idea. I already thought about making certain areas where you are slower or lose health. I hope we will see more innovative stuff like this in the future, I could probably write a list of 50 or so ideas I have now :D
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do do do! Forums are idea wishing wells
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Interesting... I think Ill try it
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Couple of things:
1) The swamp idea is neat, but if you are trying to make this a map for competitive play it may not be a good idea. The swamp areas are also easily bypassed which brings up my next point:
2) The swamp areas aren't realistically going to be used at all. Why would anyone bring their army through the swamp when there is a path right next to it? I suppose that if you A-move your units to an adjacent spawn location the unit will attempt to go through the swamp instead of the path next to it, but any decent player would avoid the swamp at all costs.
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To address some of your points, I'll give you my intentions for this swamp idea.
First of all it is mainly intended for flanking routes. Early Colossus/Thor pushes are a bit more difficult to pull of due to the fact that you need to go through the middle of the map. Secondly players are able to move beneath natural expansions and the swamp bypasses the problem of tanks sieging underneath the natural. If the swamp wasn't there you would have to make unpassable terrain behind the naturals because otherwise tanks could siege there, which is considered unfair for obvious reasons.
And yeah it is absolutely designed for competitive play.
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Is it cross positions only to keep it fair, or is there a chance one player will have an air advantage?
(It takes less time for one player to get air from his NAT. where it would be most likely sitting, to the enemy's main)
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On April 26 2011 23:08 SacredSoul wrote: Is it cross positions only to keep it fair, or is there a chance one player will have an air advantage?
(It takes less time for one player to get air from his NAT. where it would be most likely sitting, to the enemy's main)
Why would anyone make a 4 player rotational symmetry map and then restrict it cross spawn? That doesn't make sense.
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On April 27 2011 02:34 Ragoo wrote:Show nested quote +On April 26 2011 23:08 SacredSoul wrote: Is it cross positions only to keep it fair, or is there a chance one player will have an air advantage?
(It takes less time for one player to get air from his NAT. where it would be most likely sitting, to the enemy's main) Why would anyone make a 4 player rotational symmetry map and then restrict it cross spawn? That doesn't make sense.
if you spawn next to each other, one person either expands awkwardly outward or has to expo towards the opponent while the other can expo as the map was designed AND away simultaneously
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The map currently allows all spawning positions. I think players have to deal with certain inequalities in positioning, because cross position only on both rotational and standard symmetry kind of negates the positive effects that 4 player maps have which is better cheese resistance, more variety in strategies depending on spawn etc.
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