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the zerg can take that creep base without destroying the tumor o_O
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On July 30 2012 09:20 essencesc2 wrote: the zerg can take that creep base without destroying the tumor o_O
Imagine what would happen if they couldn't ^^
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On July 30 2012 09:23 monitor wrote:Show nested quote +On July 30 2012 09:20 essencesc2 wrote: the zerg can take that creep base without destroying the tumor o_O Imagine what would happen if they couldn't ^^ Out of curiosity, what caused the tumour to be deemed necessary?
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On July 30 2012 09:50 stormfoxSC wrote:Show nested quote +On July 30 2012 09:23 monitor wrote:On July 30 2012 09:20 essencesc2 wrote: the zerg can take that creep base without destroying the tumor o_O Imagine what would happen if they couldn't ^^ Out of curiosity, what caused the tumour to be deemed necessary?
4-Gates in PvP. And just in general, proxy pylons warping into the main would be very annoying and potentially imbalanced.
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I can't tell from the picture. Is the main ramp blocked by rocks?
EDIT: Oh nvm. That's not a ramp.
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On July 30 2012 09:59 NAPoleonSC wrote: I can't tell from the picture. Is the main ramp blocked by rocks?
I think you might be confused, but no there aren't any rocks. The main choke is flat with LoS blockers. The inbase natural has a 1x ramp leading up to it (unblocked).
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On July 30 2012 09:57 monitor wrote:Show nested quote +On July 30 2012 09:50 stormfoxSC wrote:On July 30 2012 09:23 monitor wrote:On July 30 2012 09:20 essencesc2 wrote: the zerg can take that creep base without destroying the tumor o_O Imagine what would happen if they couldn't ^^ Out of curiosity, what caused the tumour to be deemed necessary? 4-Gates in PvP. And just in general, proxy pylons warping into the main would be very annoying and potentially imbalanced. Oh yeah, I guess that would make sense, with the main being on lower ground and all.
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Are those island bases with XNT? If so we like :D
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I wanna play this map O-O ladder plzzzzzzzzzzzz
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I really like to see people experimenting with map features, but can we have some pics? it is a bit hard to judge the map without knowing exactly how big the nat is for example.
The map does seem really unique and cool, but a few I noticed that makes me wonder is why does the watch tower on the island? wouldn't it be better suited for it to be on the low ground? that why it would be easier to raid the island, which I think is important since unless that Terran can take it as a free base early on.
About the amount of bases, 4+ island is not a bit low? I think a forward half base for each player instead of (or with) the current middle expo would help make this map not run out of minerals too early.
About the creep tumor, how about making it a bit more to the edge? to allow Protoss and Terran players to not have to wait a long time until they can take their fast 3rd. about the matter of the low ground 3rd, while I like it that you made it so you can't warp in to the low ground you forgot about blink stalkers which would still be a pain to deal with and would actually kill phoenix play in PvP on this map imo, but we shall see of course.
Lastly, about the ridge at the ends of the map. is it pathable? if so how about to make a ramp to it? I think it would make defending it more possible since you would be able to reach the opponent with a ground army.
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On July 30 2012 11:28 moskonia wrote: I really like to see people experimenting with map features, but can we have some pics? it is a bit hard to judge the map without knowing exactly how big the nat is for example.
I'll try to get some close up shots soon. I will also add some more detailed information. Sorry, I got kind of impatient making the thread.
On July 30 2012 11:28 moskonia wrote: The map does seem really unique and cool, but a few I noticed that makes me wonder is why does the watch tower on the island? wouldn't it be better suited for it to be on the low ground? that why it would be easier to raid the island, which I think is important since unless that Terran can take it as a free base early on.
The watchtower is on the island for two reasons. One (in no particular order) is to add a new dynamic with watchtowers so players have to fight over them on the islands. Second is to make the island easier to defend by scouting drops and other forms of harassment, to have extra time to prepare defenses.
On July 30 2012 11:28 moskonia wrote: About the amount of bases, 4+ island is not a bit low? I think a forward half base for each player instead of (or with) the current middle expo would help make this map not run out of minerals too early.
I too have been concerned the 5 bases might be too few considering two are islands. However I don't like the idea of adding forward expansions because they tend to favor Terran. When I see some test games I can determine if its necessary to add in an extra expansion per player.
On July 30 2012 11:28 moskonia wrote: About the creep tumor, how about making it a bit more to the edge? to allow Protoss and Terran players to not have to wait a long time until they can take their fast 3rd. about the matter of the low ground 3rd, while I like it that you made it so you can't warp in to the low ground you forgot about blink stalkers which would still be a pain to deal with and would actually kill phoenix play in PvP on this map imo, but we shall see of course.
The tumor has to go where it is to prevent pylons from warping in, including over the LoS blockers, so no I can't move it. Protoss almost always has a robo when taking an early third, even when its before 7 minutes, because immortals are crucial. An observer isn't too much to ask I believe. Terran is a little more problematic, but getting a turret or spending a scan isn't going to break anything. Also I didn't forget about blink stalkers, there is just nothing that I can do about it. Yes, its going to be easier than most maps, but I don't predict its going to be map breaking.
On July 30 2012 11:28 moskonia wrote: Lastly, about the ridge at the ends of the map. is it pathable? if so how about to make a ramp to it? I think it would make defending it more possible since you would be able to reach the opponent with a ground army.
Yes those cliffs can be dropped on. My idea was that the expansions themselves are so difficult to attack into due to the long ground distance and tight choke that a cliff would encourage aggression/harassment. A ramp isn't out of the question, but I'd just like to see if this works since it shouldn't be too difficult to defend drops at the fourth base. If it does prove to be bad for gameplay then yes I'll consider a change like adding a ramp with or without rocks.
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United Kingdom20274 Posts
Protoss almost always has a robo when taking an early third, even when its before 7 minutes, because immortals are crucial. An observer isn't too much to ask I believe
It would prevent This which is amazingly strong on certain 2 player maps PvZ, which is a shame. I like the variety with the main choke and stuff, but is a LOS blocker really enough?
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If you keep the in-base expo ramps 1x wide, you should put a neutral depot at the top.
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On July 30 2012 12:14 Cyro wrote:Show nested quote + Protoss almost always has a robo when taking an early third, even when its before 7 minutes, because immortals are crucial. An observer isn't too much to ask I believe It would prevent This which is amazingly strong on certain 2 player maps PvZ, which is a shame. I like the variety with the main choke and stuff, but is a LOS blocker really enough?
Yeah it does prevent the 1gate expands, but that build only started getting "popular" a few weeks ago... I started this a few months ago. I am a bit sad that it doesn't work but you forget that there is an inbase natural expansion so it changes a lot of the need for an early gate/forge/cyber like there is on a map like Daybreak if you want to FE.
On July 30 2012 13:12 Syphon8 wrote: If you keep the in-base expo ramps 1x wide, you should put a neutral depot at the top.
Good point, I totally agree. I will try to add that in.
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On July 30 2012 13:45 monitor wrote:Show nested quote +On July 30 2012 12:14 Cyro wrote: Protoss almost always has a robo when taking an early third, even when its before 7 minutes, because immortals are crucial. An observer isn't too much to ask I believe It would prevent This which is amazingly strong on certain 2 player maps PvZ, which is a shame. I like the variety with the main choke and stuff, but is a LOS blocker really enough? Yeah it does prevent the 1gate expands, but that build only started getting "popular" a few weeks ago... I started this a few months ago. I am a bit sad that it doesn't work but you forget that there is an inbase natural expansion so it changes a lot of the need for an early gate/forge/cyber like there is on a map like Daybreak if you want to FE. Also to note, I don't feel that every build has to be possible on every map. Builds should be catered to the map you're playing on, not the other way around. So long as a map allows for certain conventional standards (e.g. able to safely obtain a natural), IMO there isn't really a problem.
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Very neat little rush type map with a lot of interesting stuff going on Would love to see this in a map pool as the odd small map!
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With the tumor where it is this map would be horribly imba for zerg. Creep takes too long to recede and it forces a scan, or much worse, a robo bay, to take your third. Maps shouldn't force you to get a certain tech to expand.
Also, can you get some analyzer pics up? I really can't make out the layout in the center. And if those are XNW on the center islands, I'd suggest removing them.
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On July 31 2012 00:36 Monochromatic wrote: With the tumor where it is this map would be horribly imba for zerg. Creep takes too long to recede and it forces a scan, or much worse, a robo bay, to take your third. Maps shouldn't force you to get a certain tech to expand. I thought the common complaint about Protoss is that they have to get Robo first every game, as opposed to a quick Twilight or Stargate. I see no major deviation there. What you're suggesting is to remove most of what makes this map so different to other maps, and considering this map was designed specifically to change how the game is played, I don't see that happening.
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On July 31 2012 00:36 Monochromatic wrote: With the tumor where it is this map would be horribly imba for zerg. Creep takes too long to recede and it forces a scan, or much worse, a robo bay, to take your third. Maps shouldn't force you to get a certain tech to expand.
Also, can you get some analyzer pics up? I really can't make out the layout in the center. And if those are XNW on the center islands, I'd suggest removing them.
Really, a scan or a robo/canon is too much to handle to take a third now?
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