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(4) Ghost Colony v2.0
Ghost Colony is a Large-size melee map using the “Meinhoff” texture set. The map supports 2 players.
Things to note about this map: •There are LoS curtains inside of each main, providing opportunities for players to be sneaky with Nydus Worms or proxy structures. •The option of expanding away from or towards your enemy is available. •Destructible debris can be cleared to open up a shorter path to the more easily protected third. •Two possible gold expansions are available; an exposed on low-ground with no obstruction, and a more protected one on high-ground that is initially obstructed. •The natural expansion can be walled off with a Pylon, Forge, and Gateway or 4 Spine Crawlers.
Detailed Images: + Show Spoiler +
Mapanalyzer Images + Show Spoiler +
Map Specifications •Full size: 176x136 •Playable size: 156x108 •Max players: 2 •Total number of bases: 14 (4 rich mineral) •Total amount of minerals: 156,000 •Total amount of gas: 70,000 •Total number of mineral nodes in each rich mineral base: 6 •Total number of destructible rocks: 4 •Total number of ramps: 10 •Total number of Xel’naga Watchtowers: 1 •Watchtower Coverage: 9.6% •Total number of LoS curtains: 3 •Total number of cliff levels: 3 •Number of Creep Tumors required to reach Natural Expansion creep: 1 •Number of Creep Tumors required to reach 3rd Expansion creep: 2
Changelog
August 5, 2011 + Show Spoiler + Map released to Battle.net.
The map has been published to Battle.net.
Comments and suggestions are welcome. Thanks for reading!
Other maps by me: (4) Forgotten Sanctuary (4) Redrock Mesa (4) Charred Redoubt
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I'm personally not a fan of the golds. Simply including golds in a map is questionable IMO, since Terran inherently benefits the most from them, and here there are four of them. The top left and bottom right golds seem very easy to defend, and they're the easiest 4th base to take. Even the non-rock golds don't seem too hard to defend, and it's very possible that in the late game players could be on two golds at the same time, which would change the natural game flow significantly (for better of for worse I don't know, never encountered that before). I love the tileset, seems like it could be a little more decorated but overall like the aesthetics.
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I will say instead of the gold base with rocks in it. Change it to a normal mineral base but add destructible rocks blocking the entrance to it from the 4th? Make it a choice for the player to either to break the rocks to get a safer base or just try to go for the gold base at the low ground.
Another point will be removing the top middle and bottom middle base. 14 bases are too many. Most of the time people will just try to go for mass expansions into 200/200 food battle. Maybe consider merging the 3rd and the top/bottom middle instead?
I think some early game action should be encouraged too. Since the rush distance is already so long, I prefer not to see both players on 7 bases each and slugging out in a 50+ minutes game before a victor is decided.
Just my thoughts on this map.
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Yea. Same here. Change the golds with rocks to normal without, cause they are too easy to get fast after your defensive 3rd. Rocks don't matter much as you most probably already killed the ones on your nat. Also if changed to blue there would be more of a pay off to take a more offensive base.
I like the style of the map
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Love the map, but as people before me have said gold bases blocked by rocks was just something experimental by blizzard in the early days of the game, and they just can't let go of it. I'm not sure I can think of a single map that has benefited from either gold bases or having bases blocked by rocks, so seeing those as regular bases would sit well with me.
By the way, is this supposed to be a blistering sands re-make? It definitely looks like one
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