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There's a reason for the seemingly uncreative name. The whole project is rather uncreative, but has a simple, noble goal. I'm going to take Blizzard maps that had a lot of potential but were ruined by some fatal flaw. The new season 3 maps are a very recent example sadly enough. I shall be creating a series of maps from scratch that reflect what I feel they should have been from the start. I just hope my mapmaking skills so far can do them proper justice.
Which brings me to this map. I have taken the ideas for Searing Crater, eliminated the obvious imbalances and the cramped feel it had to it, and this is what I have come up with.
Overview: + Show Spoiler +![[image loading]](http://i.imgur.com/PVGKC.jpg) Please don't call me out on the top right ramp with rocks. Yes, it's missing, but it's hard to see in the overview and has been fixed on the real thing.
Center-View: + Show Spoiler +
Natural Walloff: + Show Spoiler +
It has the same playable 140x140 bounds as Searing.
The layout has been adjusted, now to 0.4, rocks have been placed on the E/W ramps, and horizontal spawn positions are also disabled.
The center has been adjusted, pretty much just narrowed out.
Hit me with your comments and thoughts.
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Analyzer pics please. and please put SOMEthing in the middle!
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The vertical rush distance is still a large problem, though. It's literally like 10 seconds nat to nat.
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Don't change the middle. I really like that huge open place and how it's going to reward army positioning
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I think the middle is too open, will allow zergs to get ez surrounds on terran and protoss... and terrans to get perfect concaves on protoss... and for protoss it gives...
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On August 13 2011 15:16 Gl!tch wrote: I think the middle is too open, will allow zergs to get ez surrounds on terran and protoss... and terrans to get perfect concaves on protoss... and for protoss it gives... As P on this map I went chargelot archon. The open middle meant I got mad surrounds on his bio, and he had nothing to stand against to reduce surface area.
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On August 13 2011 14:57 iGrok wrote: Analyzer pics please. and please put SOMEthing in the middle! I shall upload some analysis once I have acquired some sleep. I have a feeling that's the only place a problem can come up at this point. As for the middle, rush maps tend to be small, without a space for one big battle. This accomplishes both.
On August 13 2011 15:06 Peterblue wrote: The vertical rush distance is still a large problem, though. It's literally like 10 seconds nat to nat. ...it was a rush map by Blizzard's design. I'll look at the analyzer once I run it through and compare to horizontal, but it's a rush map.
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On August 13 2011 15:17 Peterblue wrote:Show nested quote +On August 13 2011 15:16 Gl!tch wrote: I think the middle is too open, will allow zergs to get ez surrounds on terran and protoss... and terrans to get perfect concaves on protoss... and for protoss it gives... As P on this map I went chargelot archon. The open middle meant I got mad surrounds on his bio, and he had nothing to stand against to reduce surface area. So theoretically then, any race can get a lot more out of their army. Position turns out to be key here. Which brings me to an interesting thought: could I have stumbled on a rush map that promotes skill? And by skill I actually mean Ultralisks.
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I honestly think that natural is worse, you should consider turning the ramp to face the resources a little bit. With that positioning, walling against zerg becomes a nightmare and builds like forge first become impossible.
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This your version is basically just slag pits 2.0. Close spawn = Never loose a game vs zerg. Cross spawn = never win a game vs zerg. And never take third base (expet cross spawn zerg rarely).
Well I dunno, the nat is somewhat easier to defend in this.
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On August 13 2011 16:12 Soluhwin wrote: I honestly think that natural is worse, you should consider turning the ramp to face the resources a little bit. With that positioning, walling against zerg becomes a nightmare and builds like forge first become impossible. Instead of building the forge at the ramp, you can put the buildings at the choke that leads to the natural. It still blocks both bases.
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your Country52797 Posts
I dislike this even more > It eliminates the basic idea of the map (which is very good) by completely changing the map. I could easily camp a protoss army at the ramp leading into near the third and protect 3 bases. As said, the nat-to-nat distances are too short (the main problem of SC) The middle is way too open.
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Made a decent makeover to the map, without overhauling completely. I believe I have addressed all the major issues. Rocks block one of the ramps, and horizontal spawns have been disabled. The center has a narrower layout, and the tower has been removed altogether. I also added an additional path between the thirds to force army spreading/repositioning in some cases.
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your Country52797 Posts
Ok, now the center is too choke-y :D Fix that and move the main ramp closer to the natural and I will be happy with this map :D
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On August 14 2011 10:57 TehTemplar wrote: Ok, now the center is too choke-y :D Fix that and move the main ramp closer to the natural and I will be happy with this map :D If I change the facing of the ramp, the exit of the main is gonna be more narrow, and placing rax+depots is going to be tough. Perhaps you can elaborate on the issue with the ramp? As for the middle, the hill was mostly a whim, but I suppose should be removed.
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I actually somewhat like it now.
The problems I have: close pos, the lava sticks too far out into the middle, the raised portion in mid is awkward. I do like the rock usage you have now.
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On August 14 2011 11:13 Peterblue wrote: I actually somewhat like it now.
The problems I have: close pos, the lava sticks too far out into the middle, the raised portion in mid is awkward. I do like the rock usage you have now. Close positions don't exist with the latest update, I realized as soon as I added the rocks on one side that it would be a problem. Teams in a 2v2 have close positions though, so it does have that Shakuras Plateau aspect, where it works well for both modes of play. I have updated it for the final time tonight. The raised bit in the middle is gone, and the tower is back. In order to attack around the sight of it, the rocked paths must be used. Works out nicely in my view.
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