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![[image loading]](http://i.imgur.com/jYr5I.jpg)
The World Tree work in progress not yet published public
Description 2 player mirrored map with closer air then ground spawnlocations. + Show Spoiler +Dont worry, its the Haven Tileset 
MotM #7 scores: 7.2 / 6.5 / 8.0 avg 7.2
Dustin browder award!!! + Show Spoiler + + Show Spoiler +If we look at this months submissions we can clearly see that the teachings of one of our spiritual leaders – which is Dustin Browder – are disappearing slowly. No blocking of every expansion except for the natural. No denying of half the chokes. Nothing to complicate expanding to an island. What happened to island expansions anyway? As you see it wasn't that easy to determine a winner for this months Dustin Browder Award. However there actually was a map that sticked out because of its unique usage of Destructible Rocks. The World Tree by ihasaKAROT. It's also the first time this award complies to it's title because it actually changes the balance quite a bit: Have rocks: Balanced Rocks gone: ZERGS WREAK HAVOC!! This is one map where you want to send your first 4 Zerglings to your opponents side to start destroying the rocks, ignoring scouting SCV's and early Marine pressure, just to get that advantage in the late game. I salut to you sir for remembering our mighty lord of mapbalance, Dustin Browder.
Overview + Aesthetics + Show Spoiler +topdown ![[image loading]](http://i.imgur.com/sDhuq.jpg) angled ![[image loading]](http://i.imgur.com/tv4g5.jpg) the world tree ![[image loading]](http://i.imgur.com/WJtXb.jpg) middle (water is pathable) ![[image loading]](http://i.imgur.com/nrGm5.jpg) behind main (everything behind the trees is unpathable) ![[image loading]](http://i.imgur.com/uNBdd.jpg) behind gold / 5th (also everything highground there unpathable) ![[image loading]](http://i.imgur.com/9xx7i.jpg) lost? ![[image loading]](http://i.imgur.com/34jCK.jpg)
Analyzer + Show Spoiler +summary ![[image loading]](http://i.imgur.com/t93Xi.jpg) rushdistance ![[image loading]](http://i.imgur.com/tKv37.jpg) nat-to-nat ![[image loading]](http://i.imgur.com/Gnzyu.jpg)
The World Tree The World Tree is a destructible blocking the gold expansion. It has the following specs: - 2500 hp - 3 armor - 3 liferegenrate - massive, biological, armored - targetable by ground and air - unique ingame icon (tree) and armortype (bark) (see screenshot)
Other features The main bases have a cliff looking out over the middle, with a LoS curtain in between the cliff and the main. This can be used for drops, scouting or hiding tech for example.
The path leading north out of the natural has a LoS screen there, just outside the natural area. This to further encourage flanking and multipronged-attacks.
The XelNaga Tower is slightly out of the 'natural meeting point' , but taking it can mean you can shield yourelf from surpriseattacks from the LoS in the middle (see screenshot)
The middle can be opened up by destroying the destructible rocks on the middle ramp, giving slightly more flanking or attackingpaths.
The base down from the naturalramp has a large area around it, but destructible rocks on the field make for different attackpaths. Kill the rocks for a larger area to defend or attack a base or army.
The gold has 8 patches and a rich vespene geyser. The tree is pretty resillient (wont die to 1 random small unit) and its attackable from alot of areas. This creates a risk-reward situation.
The bottom expansion also has 8 patches, but is attackable with siege (tanks, colossi and broods for example) and also has 2 openings on the side. Also its on the natural flying route.
The top blue highground expansions dont have alot of minerals, but are easier to defend. However there is an area to drop, warpin or cliffhop units to herass.
Work in progress Like states, its a work in progress, I think I balanced it pretty good, some playtests havent really revealed any big balanceissues. I really really like to know what everyone thinks of the map!
Tnx to - you know who you are -
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lol i adore the fact you have to destroy the world tree to get a gold expansion.
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United States10189 Posts
love the tree idea as a des. rocks. however, i dont like it how you only need to defend 2 chokes to go up to 5 bases. taking out a base or making another pathway seems like a good idea. really good though!
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This is really good! Amazing in fact! I would totally play on this if it were released on NA.
One suggestion: Move the watchtower up so it doesn't cover the middle pathway but covers the gold instead.
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my suggestions:
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Aesthetically, this is the best map I have ever seen. My only concern is that there are too many cliffs in the middle, which feels suffocating to play on. I love this tileset, and water and trees is always so much better to look at than gray and brown wastelands.
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lol i adore the fact you have to destroy the world tree to get a gold expansion. Talk about risk-reward ey 
love the tree idea as a des. rocks. however, i dont like it how you only need to defend 2 chokes to go up to 5 bases. taking out a base or making another pathway seems like a good idea. really good though! Dont forget, it also means there are 2 main attackpaths. Theres a big droparea on purpose in the main and 5th. Playtest showed no problems, and actually pretty fun round around the rocks fights but on watchlist for sure!
This is really good! Amazing in fact! I would totally play on this if it were released on NA. One suggestion: Move the watchtower up so it doesn't cover the middle pathway but covers the gold instead. Amazing? its the first draft, doenst get to be amazing yet The watchtowerarea will change a little, need more input on that.
Holy shit lol this is awesome. But I could never bring myself to kill a big tree like that IRL. Tnx sir I could never bring myself to command an army IRL either, so I think we are ok with just a tree.
Aesthetically, this is the best map I have ever seen. My only concern is that there are too many cliffs in the middle, which feels suffocating to play on. I love this tileset, and water and trees is always so much better to look at than gray and brown wastelands. Wow... thnx Also like my reply to Meerel, the analyzer changes the middle a little somehow, its actually more open in the actual map. No reports yet on too cramped space there.
@Meerel The 'third' used to be closer, however it was too close according to testers, making it too easy to defend bases if you just held the middle. This way played out better because its slightly further spread out. This is on my watchlist in games n replays 
The Xelnagatower on the highground ... I guess I can make abit of that lowground, or that whole area... need more input on that. The middle is actually pretty wide, the analyzer doesnt display it properly.
The minerals are in the path on purpose. As someone else pointed out, the 5 bases are pretty close, I added a few points to watch, to not make it too easy to hold. Also watching this for more input.
The bottom expo was last to finish, I will open those up a little + Show Spoiler [about bottomexpo] +There used to be rocks on both sides, I removed them but never widend the gap  tnx for pointing it out, will fix
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top 3 coolest name ever.
I'll edit in a real post when I have less beer in me. First impression: looks a little simplistic. But the neutral bases are well designed.
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Visually, it looks amazing. I'll comment on the layout when I get home from work.
Nice work!
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I like the design of this map.
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@Mereel Since when is a Xel'Naga Tower on the high ground always bad?
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Slightly proper update to the map:
- more space in the middle - better pathing in the middle - new aesthethics in the middle - centerbottom expo more room to get in n out - textures on 3rd big area made alot better with new texture (ditched belshir rocks, they didnt fit anyway)
# Also, during development, a carrier with zealots seemed to have crashed into my editor on a deserted island, luckily theres some sort of hatch there.... you might say they are abit ...+ Show Spoiler +lost ![[image loading]](http://i.imgur.com/34jCK.jpg) doh! #
images updated in OP
@ETP and Holi, lemme know, still can use all (sober) feedback
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I think you should use an other water texture, one without those searose stuff. Else, looks really nice 
with the custom "structure" (world tree), the map isn't melee, or am I wrong?
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You are wrong its still melee
There are actually 3 different wattertextures: - the lillypad belshir one (modified) for sea n inner water - haven brighter water for the oasis areas - avernus (modified) for highgroundwater
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On June 23 2011 05:24 ihasaKAROT wrote:You are wrong  its still melee There are actually 3 different wattertextures: - the lillypad belshir one (modified) for sea n inner water - haven brighter water for the oasis areas - avernus (modified) for highgroundwater
well, I meant the one texture for the sea around. It doesn't really look oceanlike.
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I agree, but Its the one that goes best with the green look on the map, without being too distracting. Dont forget that you arent playing in the sea, the most you will see are the shores, wich makes the water a perfect option , in my opinion ofcourse .
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Awesome map Quick Question Why can't the tree by Light armored? So hellions burn it faster?
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On June 23 2011 06:27 Blasterion wrote: Awesome map Quick Question Why can't the tree by Light armored? So hellions burn it faster?
hmm, does this tree burn when Hellions shoot at it? :D
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