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Overview
![[image loading]](http://i.imgur.com/dEGqE.jpg) Analyzer
![[image loading]](http://i.imgur.com/dFYo8.png)
Map size: 141x138 Main-Main (all positions) =40 seconds (in game) Nat-Nat (all positions)= 20 seconds (in game)
If you happen to think that this is my second map thread in the last 24 hours, you'd be correct. With this in mind, I'd like to note that this is an experiment. An idea came to me, and thought it was so good I had to share. Then again, I the noob mapper might not notice something those of greater experience may notice with this map, which is also why I'm sharing it.
The idea was to allow for a main and natural to be on the same level, just like Taldarim, while not forcing PvP into a 4gate scenario. The result, 1 width ramp at natural, 2 width ramp in main but blocked by rocks. Granted, this map may not be the best execution of this concept, as I already know of a few flaws, but it will have to do. If the concept is good and works, then I'll spend more time with it on a more perfected map.
Edit: This is a work in progress, forgot to mention so in thread title.
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20 seconds nat to nat? o_O
You definitely need to disable close spawns lol
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Yes, that is one of the biggest, if not the biggest, flaw as thats the distance cross positions too. However, it is the main and natural concept that i am possibly looking at for a more perfected map. Just didn't know if the concept was good or not, considering I've been told equal level mains and naturals are not allowed, as it breaks PvP.
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On November 29 2011 16:51 Timetwister22 wrote: Yes, that is one of the biggest, if not the biggest, flaw as thats the distance cross positions too. However, it is the main and natural concept that i am possibly looking at for a more perfected map. Just didn't know if the concept was good or not, considering I've been told equal level mains and naturals are not allowed, as it breaks PvP. PvP sucks when there's no ramp that can be held by a single force field. But in this map, it looks like the ramp at the natural is narrow enough. Is it? If so, then the Protoss players could simply protect that ramp rather than the choke at their main. The destructible rocks leading right into the main is the real concept question here. Idk if that's a good idea, especially considering that it would force the defender to split up a lot once those rocks go down. It's definitely interesting though. Like I said, I'm not saying it's a bad idea. I don't know. Would have to test myself. What do others think?
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The path for attackers between main rocks and natural choke needs to be longer than for the defender.
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The path for attackers between main rocks and natural choke needs to be longer than for the defender. I agree. Something I must consider if I redo this map with the same concept.
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Nice idea. In this case I'd strongly prefer it if you'd use mineral blocks for the backdoor ramp tho, so the defender can decide when he opens this path. Since Protoss can't warpin on ramps anymore you just have to put the mineral patches at the bottom of the ramp and then Protoss can't abuse it. Also in this case you have to keep MULEs in mind so you either have to stack mineral patches (which sucks cos you can't see how many there are and you can mine all of them at the same time so I wouldn't do that) or you make 2 or even 3 rows of mineral patches.
How exactly can a purely 4p rotational map not be a square? (Map size: 141x138)
Middle is extremely open and not very interesting at all, but I guess you know that.
The idea is very nice, now just execute it well.
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On November 29 2011 23:06 Ragoo wrote: How exactly can a purely 4p rotational map not be a square? (Map size: 141x138)
I assume this is not the playable size, just the total map size.
Besides the other things people have said, make sure to watch for spawn imbalance. When spawning clockwise from your opponent, you get a much much easier third than your opponent does. When spawning counterclockwise, both thirds are very hard to take (one is very close to opponent, one is very far away from yourself unless you break rocks, which just makes it easier for opponent to attack you). Though I guess if you forced cross positions then it wouldn't matter.
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With this concept, would it be better just to swap main and natural? The reason I had it as such was to make the main choke more interesting for the other match ups. Yet, if the natural choke is going to be treated as if it were the main choke, then why not actually make it the main choke? This would make the natural more of an in base, but as of now it somewhat already is. Any thoughts on such an idea?
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Whoa, I think you might need to slow down making maps. I used to make some maps really fast, but I sacrificed quality for quantity, and I really hope that you do not do the same.
Like Ragoo said, a mineral block would be cool idea, but it's your decision depending on how you want the map to play out.
I think swapping the main and natural would be a cool idea. The map would then have a main + natural set up like ESV Katrina, but with a few differences. If you did this, you could remove the choke and add more room into the current natural/future main.
Forced cross-spawns will probably be necessary due to the distances between the adjacent bases. With that in mind, the next thing to do would be come up with a more interesting middle. Other four player maps that force cross spawns have a middle that doesn't follow the rest of the map symmetrically, so that different spawns can cause different styles of gameplay. The middle also has a lot of straight lines and is a little open and bland. Try to be as creative as you can while trying to keep the map balanced.
Good job so far!
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Keep in mind, this wasn't meant to be a playable, legit map. It was only intended to share a concept that I thought of. Thus, this map will most likely undergo serious changes with a similar concept. This is just me experimenting and trying to understand what I'd have to do to make this concept work from the feedback I get.
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The middle of your map is a hideously disgusting waste of space! Put some bases in there or something; mix it up, says I.
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