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-- Uploaded on NA and EU as "Cockayne"! --
Hello SC2 players, fans and fellow mapmakers!
After reading Barrin's thread "Breadth of Gameplay in SC2 " I felt my whole view on SC2 changed and I began to think alot about what my next map has to look like. After many days (and sleepless nights with lots of coffee) of making up a layout, refining it to some point and then ultimately scratching it, I ultimately was able to come up with a layout I was satisfied with.
Even tho the in its first state the map looked vastly different, the core idea has been there from the very beginning. The idea of reintroducing a 4p mirrored map which has all spawn possibilities enabled, which imo just wasn't possible with 8m2g. After making like probably 20 versions with a lot of different improvements and refinements (thanks at my team TPW again <3) and a complete aesthetic overhaul (Agria and Zhakul'Das in the first version just kinda didn't mix well in the end) I can proudly present to you, my first 6m1hyg map!
Click for high quality
Features: - high ground in front of natural requires you to get some map control first when expanding - open middle makes for intense micro and positioning battles - one watchtower in the middle for the players to fight over and establish a good position - gold bases reward map control and expanding more - variety of spawn possibilities for vastly different gameplay experiences
Analyzer pictures: + Show Spoiler [analyzer pictures] +
Some close-ups: + Show Spoiler [close-ups] +
Just test it and see for yourself! Have fun and leave comments and criticism, I'm always open for suggestions!
Ragoo
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Great aesthetics, you've come a long way since Loki!
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Should either disabled top vs bottom close spawns, or make the entire map taller by expanding the middle. Close rush distances are way too close, even for 6m1hyg.
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Needs more space waterfalls.
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your Country52797 Posts
Err.. You do know that 10 6m1hyg bases is equal to 7.5 bases in 8m2g, right? I mean, the concept is very clean and good, the aesthetics are great, but it's just.. so small and not very good for games longer than 15 minutes.
Edit: ..dang april fools jokes. It's still march here.
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I'm actually not sure if this is an april fool's joke anymore, these maps are so well detailed.
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Whoa, this is a very subtle April fools post, love it!
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On April 01 2012 11:20 Baumvieh wrote:
That's Will Riker, blasphemer!
On a second note, despite this being a joke I'd play it just because of TPW.
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lol you guys with the april fools map posts... but its still march here!!! <3
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I like it ! In close position it's easy to split the map so it will lead to interesting macro games !
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On April 01 2012 10:43 Kmatt wrote: I'm actually not sure if this is an april fool's joke anymore, these maps are so well detailed. ...yeah, I know! Definitely puts metropolis to shame, I always thought that was such a shoddy map anyway.
:p
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A few more rocks and I could see this on ladder.
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On April 01 2012 12:18 Kmatt wrote: A few more rocks and I could see this on ladder. the sad truth :D
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Terran favored: the low ground natural can be covered by siege tanks from the main, and is vulnerable to siege due to being low ground. Easy to defend, easy to attack
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On April 01 2012 14:07 Natespank wrote:Terran favored: the low ground natural can be covered by siege tanks from the main, and is vulnerable to siege due to being low ground. Easy to defend, easy to attack
It just forces map control, zerg and protoss also have ways to control the map early on. The balance on this map is almost perfect.
Honestly if anything I think the open natural and open mid favors zerg a lot.
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On April 01 2012 11:42 Praetorial wrote:That's Will Riker, blasphemer! I see I can not fool you. Damn and I even replaced his communicator badge with a Terran patch to make the disguise perfect. I wonder what it was that gave it away in the end.
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Updated the OP and aesthetics: - added missing fish, birds, critters and foliage! - added analyzer pictures - added feature list - updated close-ups
New version is now up on EU and NA!
On April 01 2012 15:18 wrl wrote: [...] Honestly if anything I think the open natural and open mid favors zerg a lot.
Well I really want to force you to defend by holding the highground, so no easy turtling is possible.
But the natural itself isn't actually that hard to wall, see for yourself:
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I feel that top vs bottom spawns are too far away so you might want to make those closer. This map also has very noticeable lack of destructable rocks. I feel this because you are able to take your natural without destroying rocks or more to your ramp without rilling rocks. Just my two pence (I'm from England so I say pence)
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