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Map inspired by Crevasse of Jacky made by Icetoad
Currently published on NA/EU version 1.3
Summary: I always liked Crevasse and was very sad to see it being removed of the GSL and other competition. So I decided to make a map very similar of Crevasse. About the gold mineral block, LoSB are place behind it and along the cliff for no warp-in.
Map dimension : 144x144 Tower: 1 Player: 4 Gold: 35 minerals each
Analyzer:+ Show Spoiler + Detail shots:+ Show Spoiler + Update: + Show Spoiler +Version 1.1 on NA -Changed the mineral block to be the same size of choke everywhere like Namfurus suggested -LoSB are placed differently Version 1.3 -Fixed the warp-in issue -Added a few more doodad -Made the middle LoSB more organic -Publish on EU
Thanks for reading and I look forward to your comments.
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I really like the Alamar maps in the sense that you are taking maps that had cool concepts, but ended up have some issues in high level play, and making a legitimate attempt at applying such concepts in order for them to facilitate tournament play once more. They look good too . When I play around in the map editor; this is generally the approach I take as well (except I can't make them look as nice).
I am wondering how the gold mineral blocks play out (how long does it take to mine them out?).
And finally; I would be interested in potentially including a few of your maps in my tournament series map pool. Here is the info: http://www.teamliquid.net/forum/viewmessage.php?topic_id=334263 Let me know if this is possible (feel free to PM)
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Alright, you guys have used up your annual Alamar allowance. No more for 6 more months.
On a more serious note, 2 of your mineral walls are incomplete. I would add a 3rd patch to each wall, and have the BL/UR walls go into the main cliff by 1 hex. Problem solved.
As for the rest of it, the aesthetic is very simple, but I suppose to balance that it's nicely done. The layout is the real meat of this map I think. It's odd though, because of how many 6m bases there are, the dynamic of expanding will change because the income increases by a smaller amount than normal. It's like it starts out as a normal map, but becomes a 6m1hyg map later on.
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The gold minerals are 35 minerals each. So this mean you need in total 5 workers to mine one out.
@NewSunshine On a more serious note, 2 of your mineral walls are incomplete. I would add a 3rd patch to each wall, and have the BL/UR walls go into the main cliff by 1 hex. Problem solved.
Actually, since minerals are 2x1, and that i'm using rotational symmetry it bond to have problem, so for 2 part of the map I'm using a rock doodad to block, if someone can find a better solution to this problem, would be great.
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On May 20 2012 08:30 Icetoad wrote:The gold minerals are 35 minerals each. So this mean you need in total 5 workers to mine one out. @NewSunshine Show nested quote + On a more serious note, 2 of your mineral walls are incomplete. I would add a 3rd patch to each wall, and have the BL/UR walls go into the main cliff by 1 hex. Problem solved.
Actually, since minerals are 2x1, and that i'm using rotational symmetry it bond to have problem, so for 2 part of the map I'm using a rock doodad to block, if someone can find a better solution to this problem, would be great.
if you make a corridor 2 diagonal cliff units (~2-3 editor units) wide, the corridor may be blocked by 2 minerals as so:
+ Show Spoiler [image] +
not exactly rotationally symmetric but close enough imo
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On May 20 2012 10:33 Namrufus wrote:Show nested quote +On May 20 2012 08:30 Icetoad wrote:The gold minerals are 35 minerals each. So this mean you need in total 5 workers to mine one out. @NewSunshine On a more serious note, 2 of your mineral walls are incomplete. I would add a 3rd patch to each wall, and have the BL/UR walls go into the main cliff by 1 hex. Problem solved.
Actually, since minerals are 2x1, and that i'm using rotational symmetry it bond to have problem, so for 2 part of the map I'm using a rock doodad to block, if someone can find a better solution to this problem, would be great. if you make a corridor 2 diagonal cliff units (~2-3 editor units) wide, the corridor may be blocked by 2 minerals as so: + Show Spoiler [image] +not exactly rotationally symmetric but close enough imo Gonna try it. Thx
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I like the idea of the Alamar maps now that you've made more than one. It's an interesting project to try and show the evolution of map balance. Though I don't believe they will receive any playtime, I think that mapping the evolution of a map through a template like this will be a good compilation project some time down the road.
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6pool, pull 5 workers. Protoss is dead.
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On May 20 2012 16:54 Sea_Food wrote: 6pool, pull 5 workers. Protoss is dead.
wrong. Map is really big, and you can FFE on this map, scout the 6pool, and throw down a cannon in your mineral line as usual, game ends when zerg can't take down cannon. This isn't like Sidian's two-spawn map, same problem doesn't apply
Edit- Map is called Prophet's Passage
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I love it.
On May 20 2012 16:54 Sea_Food wrote: 6pool, pull 5 workers. Protoss is dead.
6pool being successful or not depends on forgetiming rather than cutting off ramps.
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That is Reallllllllllllllllly creative map however if terran use to mule and SCV to HG terran can attack 2 root.
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Update: Version 1.1 on NA -Changed the mineral block to be the same size of choke everywhere like Namfurus suggested -LoSB are placed differently
Right now, I'm unsure to either keep the gold minerals 35 or 49. I will add a poll in the first post. All pics should be updated.
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Question: Are there LOS blockers over those minerals? Because if not you're going to run into some PvP annoyances as it is much more difficult to guard both ramps, especially since one of them is so big.
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On May 21 2012 06:30 RumbleBadger wrote: Question: Are there LOS blockers over those minerals? Because if not you're going to run into some PvP annoyances as it is much more difficult to guard both ramps, especially since one of them is so big.
http://i.imgur.com/AMAKQ.jpg
there you go.
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In seems as if those los blockers are only simulating a cliff, I think that it may be simpler to have the inbase expo on the same level as the main, with the min block on a 1x1 ramp.
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I want to preface this by saying that this is an excellent map, I really like the concept, layout, and good use of lower resource bases. It also reminds me a bit of crevasse.
However, there is a problem that I encountered with using LOS blockers to prevent early game warp ins on one of my maps. The LOS blockers don't really work as intended as you can see in the picture below, its still possible to warp units into the small space between the LOS blocker and the minerals. You can then of course use that units vision to warp more units. Its still hard to pull off, since a stalker on that high ground might be able to hit the pylon, but it could be an issue.
+ Show Spoiler +
Although now that I think about it, if you are going to 4-gate, you might as well bring some probes along (although 5 less probes mining means less warp ins)
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you can use macro hatch to mine those gold patch, and terran can pre made orbital to mine gold.
new way of nerfing protoss?
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Update: Version 1.3 -Fixed the warp-in issue -Added a few more doodad -Made the middle LoSB more organic
And should be on EU server
However, there is a problem that I encountered with using LOS blockers to prevent early game warp ins on one of my maps. The LOS blockers don't really work as intended as you can see in the picture below, its still possible to warp units into the small space between the LOS blocker and the minerals. You can then of course use that units vision to warp more units. Its still hard to pull off, since a stalker on that high ground might be able to hit the pylon, but it could be an issue.
+ Show Spoiler + I've just fixed this issue and tested it. Thanks for pointing a problem I taught wouldn't be there.
you can use macro hatch to mine those gold patch, and terran can pre made orbital to mine gold.
new way of nerfing protoss? The gold are just there for more mineral block and are only 35 minerals each, so I don't see why people would plant a macro hatch to mine these gold...Please read the first post with all the info regarding the map.
In seems as if those los blockers are only simulating a cliff, I think that it may be simpler to have the inbase expo on the same level as the main, with the min block on a 1x1 ramp. I see your point, but it wouldn't look very good and would play differently than want I'm thinking of the usage of these minerals.
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I can see you like the crevasse a hell of a lot
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Great map! I love the gold mineral block> ^^
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