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[M] (6) Hextower (1v1 map) Playable Size: 156x156 Published in: NA/SEA Published in KR as: cS_육각 타워
It's a 6 player map for 1v1.
Rush distances: + Show Spoiler +Every "closer bases" have rush distances of 41. The scouting pattern does not go directly thru the watchtower, ever.
Features: - Close spawns are not possible (for example, if you're 12 o' clock, 2 o' clock and 10 o' clock are disabled). Therefore, this map essentially becomes a 4 player map. + Show Spoiler + - The mains become the third; and the mains are guarded by a rich mineral wall, which the defender can destroy easily, but not the opponent, as you have to invest 11 workers to break the back door (77 minerals). + Show Spoiler + - The main ramp is a 3 wide ramp blocked by a rock to make it into a 1 wide ramp. I did this to make the third a bit more vulnerable when you expand clockwise. - There is a lowground in the center, and bunch of obstacles, line-of sight blockers etc. - There is a reaper entrance per base. - The mono rail lines as shown are no fly zones; hence making this map's boundary circle-ish, to lessen positional imbalances.
Map Philosophy: -Coming Soon-
Please give me feedback, and send replays/thoughts to kim9067@gmail.com!
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Interesting map I am not so sure if I am a fan of the whole circle map design but still it looks interesting.I am wondering about this Mineral wall the only way to destroy it is to harvest it ? Good job and keep the good work.
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On June 04 2012 21:42 MMDollar wrote: Interesting map I am not so sure if I am a fan of the whole circle map design but still it looks interesting.I am wondering about this Mineral wall the only way to destroy it is to harvest it ? Good job and keep the good work.
Thanks for the response. Yeah I thought about adding central bases, but the map is not that large (156x156) and there would be too many bases per player. Yes the mineral walls are harvestable ONLY. I've tested the map intensively, around 20 games so far in NA and KR; It brings some interesting games but I am not sure if they're at all imbalanced.
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I am afraid it has circle syndrome! (Obvious joke is obvious.)
Very interesting concept, to say the least.
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As a zerg, I think I would be ok to take 11 workers and open the back door of a terran/protoss; especially if he didn't wall of. But it's not impossible to take care of it. A terran 'only' has to sacrifice 2 mules and 3 workers; which is also not that expensive.
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On June 04 2012 22:22 AdrianHealey wrote: As a zerg, I think I would be ok to take 11 workers and open the back door of a terran/protoss; especially if he didn't wall of. But it's not impossible to take care of it. A terran 'only' has to sacrifice 2 mules and 3 workers; which is also not that expensive.
I guess for an all in, the back door will be perfect. The thing to note is that you can't break the rocks immediately, according to your army size; it's constant, 1 worker saturate at a time. do you think the amount should be raised?
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Poll: Main choke to main backdoor is shorter than main choke to main choke.Maps with this are basicly unplayable. (27) 44% Okay, but in special circumstances. (14) 23% A bad feature that makes the map worse by default. (9) 15% A compleatly fine map feature. (8) 13% Fine map feature, but only if backdoor is blocked by rocks or other (3) 5% 61 total votes Your vote: Main choke to main backdoor is shorter than main choke to main choke. (Vote): A compleatly fine map feature. (Vote): Fine map feature, but only if backdoor is blocked by rocks or other (Vote): Okay, but in special circumstances. (Vote): A bad feature that makes the map worse by default. (Vote): Maps with this are basicly unplayable.
Yeah. Its not nice having to defend the main base from 2 opposite directions, one of them being super wide, both being very accessible. Especially when you expand CCW and have to mine the blocking minerals yourself.
But that is very minor complaint compared to the base imbalance. 2 of the mains have 0 air space behind them. 1 of the mains have big air space on one side. 3 of the mains have huge air space on every side. Now do you think its fun when enemy leaves an OV behind your main mineral line and sees everything you do, but you can do no such thing and have to play blindly? Or when enemy harass you with cloak banshee and when you scan he runs the banshee to the air behind main mineral line and is untouchable by your marines, but when enemy scans your banshee, it has no where to run and dies certainly?
I know about the monorail thing, but it is critical to have as identical air spaces behind every main and natural as possible, or the match, will become extremely unfair. The monorails do not achieve this. This is the reason making 3, and 5+ player maps is difficult.
Oh, also the middle is too open.
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12Base map just isn't enough with soo many spawns. Most 4 spawn maps have 16 and are smaller.
Also if player 1 spawns at 12 and player 2 spawns at 8, player 1 has a huge advantage. Especially in TvT.
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On June 04 2012 23:09 Sea_Food wrote:Poll: Main choke to main backdoor is shorter than main choke to main choke.Maps with this are basicly unplayable. (27) 44% Okay, but in special circumstances. (14) 23% A bad feature that makes the map worse by default. (9) 15% A compleatly fine map feature. (8) 13% Fine map feature, but only if backdoor is blocked by rocks or other (3) 5% 61 total votes Your vote: Main choke to main backdoor is shorter than main choke to main choke. (Vote): A compleatly fine map feature. (Vote): Fine map feature, but only if backdoor is blocked by rocks or other (Vote): Okay, but in special circumstances. (Vote): A bad feature that makes the map worse by default. (Vote): Maps with this are basicly unplayable.
Yeah. Its not nice having to defend the main base from 2 opposite directions, one of them being super wide, both being very accessible. Especially when you expand CCW and have to mine the blocking minerals yourself. But that is very minor complaint compared to the base imbalance. 2 of the mains have 0 air space behind them. 1 of the mains have big air space on one side. 3 of the mains have huge air space on every side. Now do you think its fun when enemy leaves an OV behind your main mineral line and sees everything you do, but you can do no such thing and have to play blindly? Or when enemy harass you with cloak banshee and when you scan he runs the banshee to the air behind main mineral line and is untouchable by your marines, but when enemy scans your banshee, it has no where to run and dies certainly? I know about the monorail thing, but it is critical to have as identical air spaces behind every main and natural as possible, or the match, will become extremely unfair. The monorails do not achieve this. This is the reason making 3, and 5+ player maps is difficult. Oh, also the middle is too open.
... Sigh. The backdoor is mineral. It's almost impossible to open as the attacker, and the main ramp is closer. Unless you pull 11 workers, which become an all in, which wouldnt change much. I can change the mineral amount.
the air space thing is very misleading from the map image, each bases have equal air space. Also, this is same problem as 3 player maps. i already said this in my explanation.
you dont have to expand CCW, thats why the backdoor is there. for a 3rd, you essentially open another entrance to your base. If your point stands true, i will add the minerals so you have to pull LOTS of workers for the backdoor.
I guess the monorails are not clear either.
EDIT: also, the backdoor isnt closer than the main ramp. I made sure of that. Oh, and why is the middle open? Almost all parts are wallable by 3-4 forcefields. there's not just line of sight blockers, there are buildings too... I was afraid it was too closed
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How many squares across is the natural choke? How far away is the ramp to the building-area? (This is just the FFE in me that wants to know) Is that area in the middle higher or lower? I can't really tell. A protoss 2 base all-in seems like it would be incredibly powerful, maybe there's a way to get the natural and a third a little more connected.
I'm rather interested in this, keep it up.
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On June 04 2012 23:43 Shadowslayer wrote: How many squares across is the natural choke? How far away is the ramp to the building-area? (This is just the FFE in me that wants to know) Is that area in the middle higher or lower? I can't really tell. A protoss 2 base all-in seems like it would be incredibly powerful, maybe there's a way to get the natural and a third a little more connected.
I'm rather interested in this, keep it up.
It is FFEable, 3 buildings lock it tight. Area in the middle is lower.
If you expand circle-ly, you can get the natural connection. Even if you expand using the backdoor, it the expansions still have one entrance, if there's no air. I guess It's quite limited though. Why do you think protoss all ins would be strong? What do you mean by how far away is the ramp to the building-area?
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On June 04 2012 23:52 kim9067 wrote:Show nested quote +On June 04 2012 23:43 Shadowslayer wrote: How many squares across is the natural choke? How far away is the ramp to the building-area? (This is just the FFE in me that wants to know) Is that area in the middle higher or lower? I can't really tell. A protoss 2 base all-in seems like it would be incredibly powerful, maybe there's a way to get the natural and a third a little more connected.
I'm rather interested in this, keep it up. It is FFEable, 3 buildings lock it tight. Area in the middle is lower. If you expand circle-ly, you can get the natural connection. Even if you expand using the backdoor, it the expansions still have one entrance, if there's no air. I guess It's quite limited though. Why do you think protoss all ins would be strong? What do you mean by how far away is the ramp to the building-area?
Ah, I forgot about the minerals blocking to the third >_> So I thought that the only way to expand is through the middle area, which could easily screw over a zerg's reinforcements. Like where the nexus would be planted, I don't know what that's called, if anything.
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On June 04 2012 23:59 Shadowslayer wrote:Show nested quote +On June 04 2012 23:52 kim9067 wrote:On June 04 2012 23:43 Shadowslayer wrote: How many squares across is the natural choke? How far away is the ramp to the building-area? (This is just the FFE in me that wants to know) Is that area in the middle higher or lower? I can't really tell. A protoss 2 base all-in seems like it would be incredibly powerful, maybe there's a way to get the natural and a third a little more connected.
I'm rather interested in this, keep it up. It is FFEable, 3 buildings lock it tight. Area in the middle is lower. If you expand circle-ly, you can get the natural connection. Even if you expand using the backdoor, it the expansions still have one entrance, if there's no air. I guess It's quite limited though. Why do you think protoss all ins would be strong? What do you mean by how far away is the ramp to the building-area? Ah, I forgot about the minerals blocking to the third >_> So I thought that the only way to expand is through the middle area, which could easily screw over a zerg's reinforcements. Like where the nexus would be planted, I don't know what that's called, if anything.
bit shorter than the antiga natural ramp.
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Poll: Main choke to main backdoor is shorter than main choke to main choke. It's not about this, it's bad if the distance between main choke and main backdoor is shorter for the attacker than the defender. It's even worse on blistering sands because the attacker can attack the natural and main backdoor from the same position and the defender can't do anything about it.
In this map the main choke to main backdoor distance is shorter for the defender so it's fine, keep it.
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It looks like you did a pretty good job, when will this be in the EU?
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On June 05 2012 00:34 moskonia wrote:It looks like you did a pretty good job, when will this be in the EU?
Do you want to upload it to EU? XD I can't, because I don't have an EU account.
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meh i could still see things like 3 rax + 11 scvs work really well coming through the back door.
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On June 05 2012 01:37 EcstatiC wrote: meh i could still see things like 3 rax + 11 scvs work really well coming through the back door. It takes quite a while to break the backdoor, since only one scv can mine at a time. What I can do is lessen the mineral you take, and lesson the amount the mules take... Would that make it balanced or too complicated?
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On June 05 2012 00:08 Superouman wrote: Poll: Main choke to main backdoor is shorter than main choke to main choke. It's not about this, it's bad if the distance between main choke and main backdoor is shorter for the attacker than the defender. It's even worse on blistering sands because the attacker can attack the natural and main backdoor from the same position and the defender can't do anything about it.
In this map the main choke to main backdoor distance is shorter for the defender so it's fine, keep it. Dear god thank you
I've been brainstorming about this sort of map on and off since the game came out. The problem I had was not how to make it nominally balanced in the base setup --> 3rd base issues, but how to make an interesting map beyond the 6spawn gimmick. (I say gimmick, but it is genuinely an interesting setup, it just doesn't offer anything special beyond scouting and the 3rd base.)
This map, you have way too much open space through the middle, the LosB help break it up but don't change the fighting characteristics much (pro zerg everywhere), and the ramps in the middle barely matter to the map. This isn't really a huge problem to me because I take it this is more of a proof of concept, and I think you did that well enough. It just offers very little as a new map besides the "gimmick". I think the key to making a map on this foundation at the size you used is to have some bases in the center somewhere that pull the players in. If not this, you need more circuitous passage between the bases on the inside of the circuit along all the main ramps.
Anyway I like the choices you made to get it to hang together. What are your thoughts on reducing the overall size?
edit: To be more specific about the center... what I'd really like to see is a forward position that helps a player defend better when they take a lowground 3rd on the other side of their main. Right now if you "head them off" from outside your 2-entrance enclave, your army is completely out in the open. For example, this creates a situation in PvZ where protoss will always take a high ground 3rd regardless of spawns. Maybe that's just how the map has to be played but I'd prefer more options to consolidate your bases by guarding forward routes.
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