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Rockpath Curl (1.3) Made by: RFDaemoniac Published on: [NA]
Hey TL, this is my first post ever, feel free to point me in the right direction! I would like to break into melee map making and decided to post this after seeing the post on TL about how melee maps need to do more. I have felt the same way! So here we are.
Note: My screenshots are just from me in the editor and I play at low resolution. Sorry :/
Main Choke
![[image loading]](http://i.imgur.com/0AGvL.jpg)
In-Game Description: 1v1 map, 4 base vs 4 base max, long rush distance Destructible rocks provide some protection for your main base and block more direct routes through the long zigzag rush distance. Expansions behind your base are safe by ground but vulnerable to air.
Introduction/Inspiration: This is my second melee map in SC2, first published. I really wanted to encourage air play while still keeping a death ball viable. I wanted lots of open air space and expansions to be very vulnerable to air (which I feel is underpowered). I also wanted to challenge the current map style and place naturals behind the main (ties in with air idea).
Texture Set: Standard Agria Jungle
Pictures (Gameplay): + Show Spoiler +dropping 3rd ![[image loading]](http://i.imgur.com/IQ5Tv.png) moving to 2nd ![[image loading]](http://i.imgur.com/ZOw9y.png) moving to main ![[image loading]](http://i.imgur.com/I9MMk.jpg) turret placement in 3rd ![[image loading]](http://i.imgur.com/B9DiT.png) turret placement in contested 4th ![[image loading]](http://i.imgur.com/KYZcU.png)
Pictures: Overview + Show Spoiler +
Data (Gameplay): Playable Bounds: 140x116 Main Choke <-> Main Choke Distance(s): 65 seconds Nat Choke <-> Nat Choke Distance(s): 90 seconds (yes longer) Main Choke <-> Main Choke Distance AFTER center rocks destroyed: 25 seconds Mineral/Gas Counts: 58 Blue Mineral 16 Gas (Main is 8/2, Others 7/2) Your Main has destructible rocks in front that create two smaller entrances. Once these rocks are cleared you have one very large entrance. There are two towers that watch over the path through the middle. This path is initally very long but can be shortened by destroying rocks. Your expansions are behind your main base but very vulnerable to air. The 3rd has destructible rocks covering building placement in order to delay the possibility of taking a quick 3 bases (still very possible) There are also 2 expansions off of the main path between your bases, also vulnerable to air. These are easily contested. Number of Resources / (Map Width * Map Height): 127000 / 16240 = 7.82 Changed Data: None
Further Balance Comments: The natural being behind your main encourages fast expansion, as does the long rush distance. To counteract this a little bit, I made the main entrance have 2 entrances on either side of long rocks. Toss will need to use 2 force fields, Terran cannot defend with just marines against any ranged attackers because of the thickness of rocks. Doodads behind the mineral line make placing turrets/cannons/etc more difficult at your 3rd and the contested expansions. Siege Tanks cannot defend the entrance to the main from the natural or attack the expansion mineral lines from the center. I accept that this map may be wildly imbalanced, but I just want to try and push against the status quo of maps and perhaps inspire some more reasonable yet still interesting and different maps. I believe that maps should drastically affect your play style and strategy.
Change Log: This is the initial public release, map version 1.3
So what do you think? Imba as hell or possibly some useful fresh ideas? Thanks for your input,
RFDaemoniac
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On November 15 2011 10:33 RFDaemoniac wrote: So what do you think? Imba as hell or possibly some useful fresh ideas?
If you mean in regards to being a map that's intended for tournament play then the former by a longshot. That aside, seems like a fun map to goof around on.
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So I totally get that this map doesn't work for tournament play as it is, but what about some of the concepts from it? And yeah, the games that I've played have been pretty fun, tons of drop abuse
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not enough place for building
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cause we need more destructible rocks on maps....
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okokok, in all honesty there are alot of reasons this map wont work well. But the rocks that form the choke are actually a decent idea.
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On November 15 2011 11:45 RevoNinja wrote: cause we need more destructible rocks on maps....
What do you dislike about them? I'm kind of a big fan of maps changing in game and thus really like destructible rock mechanics (also kinda amped for collapsable rocks in HotS)
Especially in terms of base defense, because I feel that they make it easier to attack since they are so thick and allow for the opening to eventually be huge in the late game (not that this map gets there) when you have large armies.
I am considering reducing the rush distance by only having 1 wall in the middle instead of 2 in a Z
so like (x unpathable) xxxxxx....xxxxxxx xxxxxx....xxxxxxx xxxxx.......xxxxxx xx.......x.......xxxx x......xxxxx......xx x......xxxxx......xx xx.......xx.......xxx xxxx..........xxxxx xxxxx......xxxxxx xxxxx......xxxxxx
edit: fixed above map to use "." instead of " "
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looks like a great map to dick around on for tvt when i offrace from P or maybe to try to teach myself to drop better as P other than that not much is going to happen with the map. It might be a great way of learning to make more maps for you RFD
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Haha! That looks like a fun map. Drops, nydus, warp prisms would be super on this map... idk if it'd be totally balanced though. Looks fun to mess around on though
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Love some of the ideas (especially the choke, that's pretty damn cool). Really cool map, obviously as others have pointed out, not so viable.
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This map is just about turtling on 3 base. There is no reason to ever move out of your main area. That's bad.
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This map is literally impossible to play on as zerg... Terran and Protoss can just turtle on 3 bases and a zerg player can't even take the map when they do, because there's no map to take...
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On November 15 2011 18:29 Baseic wrote: This map is just about turtling on 3 base. There is no reason to ever move out of your main area. That's bad.
Yeah, I see what you mean. That definitely happened in some of the games I played on it. I still like the idea of expanding backwards, but there definitely need to be more ground attack paths and the opportunity for an advantage if you're offensive (i.e. bases to take)
On November 15 2011 20:23 Yonnua wrote: This map is literally impossible to play on as zerg... Terran and Protoss can just turtle on 3 bases and a zerg player can't even take the map when they do, because there's no map to take...
That's totally fair. I was thinking that muta play would make up for it but mutas don't make a good army in a straight up fight, so even if you harass the hell out of them they still have a bigger army to just come kill you with.
I'm thinking of making 3 spawn location maps because they give the offensive player the advantage by letting them have essentially double the base count.
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