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Reakray 1.2
![[image loading]](http://i.imgur.com/TlzFI.jpg) + Show Spoiler [angled pic] + + Show Spoiler [scenery] +
- Playable: 188x188
- Intended play mode: 1v1
- Normal bases: 16
- Gold bases: 1 (with 8 mineral patches)
- Xel´ Naga Watchtowers: 4
- Enemy spawning: Anywhere exept the main rigth next to you (6 possibilities)
- Texture: Korhal
I am back with a new eight player 1v1 map for you guys. I have learned from my mistakes that I did last time which were most importantly 1. Way too big map. 2. Trying to make symmetrical bases without copy/paste. 3. Tried to make unique aesthetics.
Detalis The Xel´ Naga Watchtowers inbetween mains can bearly see enemy the nexus/CC/hatch if it is there. I added those in so finding your enemy would be quicker, and not denied because you guessed the enemy spawn location wrong 5 times. The towers get destroyed at the 5 minute mark to pervent its use to do funky highground vision shenanigans. The tower cannot see any buildings blocking the ramp, the mineral line or the gas geysers. The doodads in the center area make the shortest walk route to your enemy really rough, so for big armies using the open roads is suggested. The natural choke can be blocked with 3 barracks. There are no line of sight blockers or destructible rocks.
Changelog + Show Spoiler [patch 1.0.1] + + Show Spoiler [patch 1.1] +Added destruction time to Watchtwoers. + Show Spoiler [patch 1.1.1] + + Show Spoiler [patch 1.2] +Texture updates, rotated the minerals in gold base and made the ramps leading there a little thinner The map is published on EU server, but here is a download link for you guys without access to the server. http://www.mediafire.com/?6p9jz3hkjp8itd5
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United States10015 Posts
interesting. this could also work out in 2v2 or even 4v4. 4v4 would be very interesting, because the two halve of the teams would need to work individually because rush is quite large, so if one half of your team gets attacked, it would take some decision making on how you would go about doing something. I LIKE!!!
oh, and as for 1v1, pretty nice. i like
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On August 25 2011 02:27 FlaShFTW wrote: interesting. this could also work out in 2v2
How am I not surprised that was mentioned on the first reply hmm...
For what you said about 4v4 large rush distance, I tought 4v4 maps are generally much bigger than this. Also allies being far from each other in 4v4 sadly is nothing new. In too many blizz map the distance to some of your allies is much greater than to your enemies.
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Can I ask what rank you play at, sea_food, if you do ladder much? Providing free vision to warp into mains is a huge protoss advantage. The fact that the 3rd is a little difficult (which is a contestable statement imo) doesn't provide enough to counteract even the possibility of warpin based harass or blink play. Needless to say PvP in this kind of setup is completely degenerate.
Other than that I like the map a lot. I think you could easily fix this by having rocks "grow" onto the tower after 3-4 minutes in game. Or maybe something more flashy like a forcefield generator that casts permanent forcefields around the tower every 4 minutes throughout the whole game, requiring massive units to break. Is the gas in the middle high yield?
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On August 25 2011 03:29 EatThePath wrote: Can I ask what rank you play at, sea_food, if you do ladder much? Providing free vision to warp into mains is a huge protoss advantage. The fact that the 3rd is a little difficult (which is a contestable statement imo) doesn't provide enough to counteract even the possibility of warpin based harass or blink play. Needless to say PvP in this kind of setup is completely degenerate.
Other than that I like the map a lot. I think you could easily fix this by having rocks "grow" onto the tower after 3-4 minutes in game. Or maybe something more flashy like a forcefield generator that casts permanent forcefields around the tower every 4 minutes throughout the whole game, requiring massive units to break. Is the gas in the middle high yield?
I play terran in master league. Against a terran the warp in high ground isnt really an issue as pylons currently have only 4,5 range and usually protoss wants to keep their army in one ball to get benefits from guardian shield. And when game gets further on I can take controll of the lowground chocke where the protoss players try to blink, to pervent blink. Those are the reasons why I do not think it is a huge advantage against terran atlest. For zergs, i am not sure but I tought handling four gate is already pretty fully figured out. And if the protoss do warp in/blink into highground the distance for zerg forces to come from natural and defend there isnt so long. Also it took me 25min to find out how to make a highground in the map editor, I dont feel like figuring out how to make stuff appear at a certain time. That said, because of that feature I agree that this map favores protoss more than other maps do, like I said in the OP.
For pvp, I knew exactly what would this stuff do. But its just pvp so who cares. I am sure LSPrime had the exact same opinion when he desinged Tal Darim Altar.
The gas in the middle are normal.
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On August 25 2011 03:45 Sea_Food wrote:Show nested quote +On August 25 2011 03:29 EatThePath wrote: Can I ask what rank you play at, sea_food, if you do ladder much? Providing free vision to warp into mains is a huge protoss advantage. The fact that the 3rd is a little difficult (which is a contestable statement imo) doesn't provide enough to counteract even the possibility of warpin based harass or blink play. Needless to say PvP in this kind of setup is completely degenerate.
Other than that I like the map a lot. I think you could easily fix this by having rocks "grow" onto the tower after 3-4 minutes in game. Or maybe something more flashy like a forcefield generator that casts permanent forcefields around the tower every 4 minutes throughout the whole game, requiring massive units to break. Is the gas in the middle high yield? I play terran in master league. Against a terran the warp in high ground isnt really an issue as pylons currently have only 4,5 range and usually protoss wants to keep their army in one ball to get benefits from guardian shield. And when game gets further on I can take controll of the lowground chocke where the protoss players try to blink, to pervent blink. Those are the reasons why I do not think it is a huge advantage against terran atlest. For zergs, i am not sure but I tought handling four gate is already pretty fully figured out. And if the protoss do warp in/blink into highground the distance for zerg forces to come from natural and defend there isnt so long. Also it took me 25min to find out how to make a highground in the map editor, I dont feel like figuring out how to make stuff appear at a certain time. That said, because of that feature I agree that this map favores protoss more than other maps do, like I said in the OP. For pvp, I knew exactly what would this stuff do. But its just pvp so who cares. I am sure LSPrime had the exact same opinion when he desinged Tal Darim Altar. The gas in the middle are normal.
The warp in is HUGE in PvP and ZvP. In ZvP 4gate attacks usually get hold off with (some) spines, which you don't have in the main. In PvP it will mean that an offensive 4gate will be unstoppable if the pylon gets up (which can pretty much only be denied by a 2stalker rush). Also Blink all-ins in PvP and ZvP will be close to unstoppable.
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On August 25 2011 04:46 Big J wrote:Show nested quote +On August 25 2011 03:45 Sea_Food wrote:On August 25 2011 03:29 EatThePath wrote: Can I ask what rank you play at, sea_food, if you do ladder much? Providing free vision to warp into mains is a huge protoss advantage. The fact that the 3rd is a little difficult (which is a contestable statement imo) doesn't provide enough to counteract even the possibility of warpin based harass or blink play. Needless to say PvP in this kind of setup is completely degenerate.
Other than that I like the map a lot. I think you could easily fix this by having rocks "grow" onto the tower after 3-4 minutes in game. Or maybe something more flashy like a forcefield generator that casts permanent forcefields around the tower every 4 minutes throughout the whole game, requiring massive units to break. Is the gas in the middle high yield? I play terran in master league. Against a terran the warp in high ground isnt really an issue as pylons currently have only 4,5 range and usually protoss wants to keep their army in one ball to get benefits from guardian shield. And when game gets further on I can take controll of the lowground chocke where the protoss players try to blink, to pervent blink. Those are the reasons why I do not think it is a huge advantage against terran atlest. For zergs, i am not sure but I tought handling four gate is already pretty fully figured out. And if the protoss do warp in/blink into highground the distance for zerg forces to come from natural and defend there isnt so long. Also it took me 25min to find out how to make a highground in the map editor, I dont feel like figuring out how to make stuff appear at a certain time. That said, because of that feature I agree that this map favores protoss more than other maps do, like I said in the OP. For pvp, I knew exactly what would this stuff do. But its just pvp so who cares. I am sure LSPrime had the exact same opinion when he desinged Tal Darim Altar. The gas in the middle are normal. The warp in is HUGE in PvP and ZvP. In ZvP 4gate attacks usually get hold off with (some) spines, which you don't have in the main. In PvP it will mean that an offensive 4gate will be unstoppable if the pylon gets up (which can pretty much only be denied by a 2stalker rush). Also Blink all-ins in PvP and ZvP will be close to unstoppable.
Like you said, you dont need spines to hold off 4 gate. And to make things easier, the zerg can hit the relativly unprotected units in high ground while they warping in. I can see the blink stalkers being effective in ZvP, but not broken as the main is so far from the ramp that the zerg has a possibility to surround the stalkers that come far enough to actually get shots off at stuff. It is really hard to say before it get tested on high level, but that is my honest opinion.
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How about making watch towers expire at 5.30 or something? Problem solved, doesn't even affect scouting and also means that you don't need to hide buildings at corners so opponent can't just scout your base with tower.
Seriously, no matter how high or low the protoss winrate is, making few all-ins way more powerful isn't the right way to fix it.
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On August 25 2011 06:41 Mammel wrote: How about making watch towers expire at 5.30 or something? Problem solved, doesn't even affect scouting and also means that you don't need to hide buildings at corners so opponent can't just scout your base with tower.
Seriously, no matter how high or low the protoss winrate is, making few all-ins way more powerful isn't the right way to fix it. Yuou might be rigth. I probs ill do that. now that patch notes were announced i can do that with good hope for protosses.
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Patched the map so the watch towers die at 5 minute mark, because protoss is getting a buff in next patch.
EDIT: patched again. See patch note 1.2
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