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![[image loading]](http://i.imgur.com/ytzEQ.jpg)
Map Name: Ecological Wonder Live Version: 1.0 Map Download Name on Battle.net EU: Ecological Wonder
Tileset: Costum (see spoiler) + Show Spoiler +Bel'Shir Grass Dark Haven Grass Rocky Haven Grass Dark Ulaan Grunge Ulaan Rough Rock Ulaan Stone Ulaan Rocky Zhakul'Das Grass Map sizes: 140 x 164 (playable) & 160 x 192 (full) Game Type: Melee 2v2 Number of Player spawns: 4 Number of bases: 14 normal & 2 gold Xel'Naga Watch Towers: 2
Rush Distance to nearest team ramp: 38 seconds travel time for a worker (ramp to ramp). Starting location space 1&3: 384 cells (~15 CC) (But there is a lot of space down on the team plateau). Starting location space 2&4: 1040 cells (~42 CC).
Latest Overview Image (Entire map):
![[image loading]](http://i.imgur.com/uStHD.jpg)
Analyzed Overview Image (Entire map): + Show Spoiler +![[image loading]](http://i.imgur.com/SEfEw.jpg) After 1 hour of fail, I decided to just delete the analyzer and measure it all by hand. I have an analyzer picture, but it doesn't seem to work for 2v2. ![[image loading]](http://i.imgur.com/WMCWm.png)
Latest Overview Images: + Show Spoiler +
Old Versions: + Show Spoiler +
Aesthetic Images: + Show Spoiler +
Changelog: + Show Spoiler +
Lore: + Show Spoiler +Hidden deep within the alien cave system of Ulaan lies a lush oasis of life. Nourished by the pristine waters that seep from high above, the obsidian pools provide the blood of life for the alien oasis. But what really struck the researchers when they saw the pictures made by their expeditionary probes was the presence of plantlife that would require sunlight to survive. The dim natural light produced by the millions of cave-tendrils seems to reflect in the mirror-like ceiling of the large dome over the oasis, providing a dim but constant form of artificial sunlight. What really interested politicians however, was not the ecological wonder, but the rich mineral fields which it grows upon. Can you claim this ecological wonder for your nation?
Concerns (for testers to pay attention to): - No concerns yet.
Upcoming Changes: - No upcoming changes yet.
I am looking for more testers! Do you think you found a way to exploit this map with a certain tactic? Contact me (in this thread or via PM) or add me online (Callynn.359) and ask me for a match! You are also free to play this map with friends and post any replays in this thread. Remember that this map is not designed to support 1v1 and will be imbalanced for that matchup.
Special thanks to the following testers: Absidos (9 tests done).
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your Country52797 Posts
Needs to have less chokey attack areas, like the center. Some areas, such as the 3 o'clock and 9 o'clock areas, are wasted space, and you should remove a base from the clusters near the middle or open the areas around them more to give the bases more space.
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I have 9 replays that worked out fine, never had a space issue come up from my testers. I will post them thursday as I'm formatting tomorrow. Please keep the feedback coming
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I am personnally wary of 2v2 maps where teammates are not on equal footing. It may sound a bit philosophical, but I don't really like the idea that two teammates are not on equal footing. The classic Blizzard example is Redstone Gulch, where one lucky guy has a small ramp, while the other one has a medium ramp AND a backdoor !
In your case it's a bit different, because there is one common ramp, but still, there is the "poor guy" on the plateau who will always die before the lord in his uphill castle. Also, it's quite a distance for the player on the hill to cover if he wants to participate in a fast wall against zergling or zealot rushes.
I realize this does not really qualify as constructive criticism, in the sense that there isn't much you will be able to do about it.. But I guess it's argumented, at least ? I'd still like to give a shot at testing your map if you want, and have a team available in late evening European time (I can usually find a teammate or two, but rarely three on the same evening).
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On October 20 2011 07:55 Apom wrote: I am personnally wary of 2v2 maps where teammates are not on equal footing. It may sound a bit philosophical, but I don't really like the idea that two teammates are not on equal footing. The classic Blizzard example is Redstone Gulch, where one lucky guy has a small ramp, while the other one has a medium ramp AND a backdoor !
In your case it's a bit different, because there is one common ramp, but still, there is the "poor guy" on the plateau who will always die before the lord in his uphill castle. Also, it's quite a distance for the player on the hill to cover if he wants to participate in a fast wall against zergling or zealot rushes.
I realize this does not really qualify as constructive criticism, in the sense that there isn't much you will be able to do about it.. But I guess it's argumented, at least ? I'd still like to give a shot at testing your map if you want, and have a team available in late evening European time (I can usually find a teammate or two, but rarely three on the same evening).
Since the enemy team has the same problem, wouldn't the not equal footing just add a different dimension to the way the game is played? Also you have maps like Tyrador Keep (6) where one person spawns near the huge ramp and the other way in the back with a natural for the taking. It's not imbalanced and could potentially create good games.
The thing I worried about when designing this is making sure that if the guys spawning near the entrance ramp is Zerg, that his creep does not touch the ramp. This way, a Terran/Protoss ally can decide to build a wall at the ramp. The same was done in Tyrador Keep and I think it's the only important thing to keep in mind, or rush tactics become too powerful.
Could you give me a tactical or balance reason why not being on equal footing is a bad thing? Then I may consider to make an 'equal footing' version.
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Oh no, it's definitely not a balance issue as long as the creep is out of the way. It's really about team dynamics, like "oh shit I got the bad spot again" banter on Skype, or the guy in the back going for DT rush knowing that the guy in the front will die first... It's not game-breaking in any fashion, I just prefer it that way. (Day9 made a similar remark in one of his 2v2 dailies, on Redstone Gulch precisely)
Regarding Tyrador Keep, it's kind of different, because either player can go for the in-base natural (usually when we have a Zerg in our team he's the one who takes it, regardless of position), and while the ramp is indeed on one player's side, there is a blocked-out ramp between both players that usually becomes the main path by mid-game.
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Regarding Tyrador Keep, it's kind of different, because either player can go for the in-base natural (usually when we have a Zerg in our team he's the one who takes it, regardless of position), and while the ramp is indeed on one player's side, there is a blocked-out ramp between both players that usually becomes the main path by mid-game.
But it's exactly the same on my map, there is only one safe natural, all other bases are on the open low ground. However, the natural also has some destructable rocks that can open up into a backdoor. I actually attempted to follow Tyrador Keep guidelines, the only difference is the distance between the bases.
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Yeah that makes sense, and it's true that the Tyrador Keep influence can be seen in how you set up your two natural expansions. It's a good thing too, the only complaint I have about Tyrador Keep is that the rotational symetry kind of screws up ramp roles, which is obviously not a problem in your case.
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Thanks, I appreciate you noticing that :D. Pity no one seems to be testing my map, I guess 2v2 just isn't that popular 
My next map will be a 1v1 again, perhaps if it turns out really well I will submit that one to the contest, as my last 1v1 (Black Canals wasn't quite a success due to people not liking the square forms and the many ways in which this map could be exploited.
Feel free to post any replays and tests on the threads though, I take all of them into serious account!
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