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![[image loading]](http://i.imgur.com/0YnSh.png)
![[image loading]](http://i.imgur.com/ag7va.png)
Map is currently published under ESV Helios on EU/NA
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Overview:
![[image loading]](http://i.imgur.com/Z3KLT.jpg) Older version:+ Show Spoiler + click for big pic!
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# of Players: 4 Playable Bounds: 140 x 140 Tileset:
![[image loading]](http://i.imgur.com/SBDBT.png)
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Map analyzer: + Show Spoiler +
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Random Closeups/Overviews: + Show Spoiler +
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Features: -All four spawns are allowed. -The map features no xel'naga towers. -LoS blockers (aka "strategy grass/gas") provide a few hidey pockets surrounding the middle.
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Change Log: + Added a path from top to top and bottom to bottom. To ease access to a 4th base in vertical positions. Destructible debris blocks the path so that it doesn't affect early game. + Tightened the third entrance in some spots.
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Thanks in advance for any feedback or comments. Grebliv
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Every night I kneel down and pray: "[...] And lead us not into temptation, but deliver us from the evil that is 4p mirrored maps."
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On March 25 2012 02:14 Ragoo wrote: Every night I kneel down and pray: "[...] And lead us not into temptation, but deliver us from the evil that is 4p mirrored maps."
Instead of trolling because you simply dislike 4p mirrored maps, perhaps you could post something more helpful?
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+ Show Spoiler + I'm not a mapmaker and I haven't played SC2 in five months, but I would be marginally worried about tanks being abused in these areas, as in being able to fire on chokes with no capacity for retaliation.
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On March 25 2012 02:14 Ragoo wrote: Every night I kneel down and pray: "[...] And lead us not into temptation, but deliver us from the evil that is 4p mirrored maps."
I actually think mirrored 4p maps are really unexplored... Grebliv might be the first person I've seen to make a good one. Helios does an excellent job making really dynamic and interesting situations every spawn position, and still keeps balance. I really like how every position can take an easy third- and taking a fourth is only somewhat difficult in vertical positions (but vertical also has intersting split-map scenarios and the awesome 3-base layout).
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I would actually like islands at 12 and 6 cos of problems with a fourth in vertical 
(would make it look completely like a BW map lol)
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dezi
Germany1536 Posts
Nice texture job, really add a BW feel to it (also reminds me of Circuit Breaker) - is it up on EU?
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On March 25 2012 03:24 dezi wrote: Nice texture job, really add a BW feel to it (also reminds me of Circuit Breaker) - is it up on EU?
It should be up on EU NA.
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My only feeling here is that if the spawns were top/bottom on one side, it might lead to a situation where only one half of the map is used.
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On March 25 2012 04:09 Rkynick wrote: My only feeling here is that if the spawns were top/bottom on one side, it might lead to a situation where only one half of the map is used.
I agree, it kind of reminds me of the old close positions, even tho you can get a third in this scenario. Still, it feels like in vertical spawns, going to the other part of the map is not an option, i like the map and the idea but the vertical spawns seems problematic to me.
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This isn't a bad map, actually a marked improvement on general 4pmirror maps. However, it doesn't work at all in vertical spawn positions. Also, I personally find that 14 bases is a bit of a wonky number, and prefer either 12 or 16. That is reflected in the awkwardness of the fourth here (and think of maps like Antiga, with it's 14 bases). While I know that Antiga suffers from other fourth base problems, this is just what I maintain (that 14 bases is awkward)
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This is a really cool map! I love love love the aesthetics. I think the way the ramps are situated and the 3rd bases are placed makes for a cool expansion pattern for all races. "close spawns" might play out like antiga shipyard, where getting a 4th is a pretty good sign of imminent victory, but that is not necesarily a bad thing. One could always disable close spawns, and then you have some really interesting dynamics.
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I like the map a lot. As already mentioned i think the 4th in vertical spawns feels too hard to defend. What about connecting the 3rd and the 4th locations with rocks? I understand that this change would affect horizontal spawns, but the base on the side would still be a great pick for a 3rd in that scenario.
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Holy, this looks almost exactly like Fighting Spirit from BW. As for comments on the map, it seems like top left vs bottom left would have a similar problem as Shattered Temple close positions, in that it's hard to get a 4th base (Shattered was hard to get a third, but it was just an example). So I think disabling vertical spawns would be a good decision.
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Aotearoa39261 Posts
On March 25 2012 05:52 AethariA wrote: Holy, this looks almost exactly like Fighting Spirit from BW. As for comments on the map, it seems like top left vs bottom left would have a similar problem as Shattered Temple close positions, in that it's hard to get a 4th base (Shattered was hard to get a third, but it was just an example). So I think disabling vertical spawns would be a good decision. Uh you clearly havent looked at fighting spirit recently..
Map is absolutely beautiful, but I fear the 3rd-4th distance is too great.
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On March 25 2012 05:52 AethariA wrote: Holy, this looks almost exactly like Fighting Spirit from BW. As for comments on the map, it seems like top left vs bottom left would have a similar problem as Shattered Temple close positions, in that it's hard to get a 4th base (Shattered was hard to get a third, but it was just an example). So I think disabling vertical spawns would be a good decision.
Fighting Spirit? ... look at this + Show Spoiler +
Now look at Circuit Breaker + Show Spoiler + A lot more similar, isn't it?
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Looks like a rather good map imo, but I gotta agree with some of the other posters here, I think it could be a issue with the 4'th base. Ill check it out ingame when MLG is done =)
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Update:
- Added a path from top to top and from bottom to bottom. Should make it easier to take a 4th in vertical positions. - Also tightened the thirds a bit.
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![[image loading]](http://i.imgur.com/Hb0KY.jpg)
User was warned for this post
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