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Woops, I did it again. Another big 1v1 map with long rush distances and lots of expansions. You may think it's too big for a 1v1 map, but it's not bigger than any 4p GSL map when you spawn cross positions on those and they're played in 1v1. Making such a big map 2 players instead of 4 players has 3 big advantages : - no positionnal imbalance - expansions pattern and terrain shape is only repeated twice (while it's 4 times the same on 4 players maps) so you can have more differences in expansions shapes - removes the random factor of the first scout. On maps like Shakuras it's not really a big deal, but on maps like Taldarim it can make a huge difference if your opponent scouts you first or last.
Playable size : 152x152 Bases : 16 blue + 1 gold Available on EU
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United States10141 Posts
too many bases.... ugh... i love macro games, but this is over doing it...
there are many bases too close to each other... the 5/11 bases (not the mains) should be removed as they serve no really purpose. tanks could easily siege that anyways. i suggest taking that out, and moving the 6/12 more to that location.
7/1 seem too close to the 3rd. suggested that moved more to 6/12 if changes are made to the 5/11 position bases as mentioned above.
dislike center regular bases. too close to the high yield. or take out the high yield, and it will be fine.
small qualms about the inner 3/9... but its fine for now.
otherwise, a very sexy map, i love the textures and everything. i look forward to more maps from you.
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This map is great, but as the poster above me said, that's just a few too many expansions. Don't get me wrong, I play zerg and love expansions, but even I can tell that's too many. I would either:
A) Remove the bases immediately to the north and south of the gold (although the weird gas placement is kind of cool) or
B) Remove the 6 and 12 o'clock bases (preferable).
That's really my only complaint.
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Is this map named after the Kashiwa Daisuke song Stella?
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the random 4 blue bases in the middle of the map should be removed, they don't look safe and they aren't gold bases, Why take those when there are better ones practically every where? Also remove the 1 blue base on each side that is above the west main and is below the east main.
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I don't really get why you want to remove expansions, having lots of possible expansions doesn't mean you need to take them all and mine out the map before ending the game, it just mean you have more choice for your 4th and 5th, and it can be different choices for different races or for different styles of play.
On July 26 2011 09:29 Summerfield wrote: Is this map named after the Kashiwa Daisuke song Stella? No, it means "star" in latin, that's all.
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If you have a spare textureslot, try and get another rocky one and blend it with the general lowgrounds. Its very much all the same looking at the moment, while the rest has very nice details to it.
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I recently thought a lot about why 2 spawn maps should be much smaller than the big 4spawn GSL maps and I don't really have an answer (well okay you can do cheesy stuff without scouting the enemy's location, but I don't think that will be too bad). So thank you for trying this out.
I have to agree with FlashFTW tho, the 5/11 bases are too close to the other base and serve no purpose other than giving you a free double expo at the end of the usual expansion path. I would definitely remove them.
Other than that I don't have any major concerns right now.
The aesthetics are top notch!
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I moved 6/12 farther away from 5/11, making it more open (updated analyzer pics)
On July 26 2011 18:57 ihasaKAROT wrote: If you have a spare textureslot, try and get another rocky one and blend it with the general lowgrounds. Its very much all the same looking at the moment, while the rest has very nice details to it. I already use 8 textures and 3 cliffs, we need to ask Blizzard for 2 more texture slots
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Updated version :
![[image loading]](http://i.imgur.com/hc1sO.jpg)
Removed the center gold base and changed the 12' and 6' to rocked gold bases. Opened the middle, changed the 5' and 11' access, and many other small changes to balance the map. For some reason I couldn't edit the topic, so I had to bump it, sorry.
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Actually glad you bumped this, I havent seen it before. I think in the modern metagame it has to be a bit easier to FFE; perhaps if you pushed the natural back it would help. The one other criticism is that this map is the embodiment of circle syndrome. If I were you I would take out the highground 4ths at 1 and 7 oclock to encourage players to either expand more riskily (to the base behind the main) or more agressively (towards the center).
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I've always thought that if you want a large 2-spawn macro map with more than the standard amount of bases then go with 7 bases per player.
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Just an idea, you should get rid of the 2 mining bases on the outskirts of the middle and put them inside the middle, and instead of lowground it should be highground, it would make a nice idea for something different
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