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Hello TL Com its Mereel, here is my newest Map called Breaking Point. I had this nice Main/Nat/Third setup on paper and just had to use it. At first i had problems to make the third actually save for Protoss so i had to change the nat entrance to 2 Gatewaysize and reduce the ramp size towards the fourth back to 2. The connection between the nat and the third contains a normal 6x6 rock and 2 mineralfields with 20 minerals each (i think the amount doesnt matter here, just more then 15). I added the 2 Mineralfields to get a wider gap so armees can easily walk in that area. The rest is fairly standard stuff, fourth is a bit exposed with a backcliff and highground right next to it but i think pressure can be handled with 3 bases backup. (3 bases are enough to get 200 supply easily). The Watchtowers dont have too much power, they see 2 attack pathes from 4, which is ok i think. I dont think someone would take the middle bases before the regular base progression, so we have a nice tension in the late game because they are quite close to each other. (Broodlords own that base though tehehee). I tested the proportions how i always do it with 200 supply blink stalkers. It feld really good. So have fun i guess. NA upload will come later! (no analyzer pictures with 1.5.0 -.-')
Update: + Show Spoiler +- removed Overlord spots in main bases - added more space in the middle - added a starting sound - certain ramps are 1 size bigger - areas are bigger in general - nat entrance is 2 1/2 or 3 gateways (depends on position) - one more texture - added an additional ramp - mapsize increased from 147x150 to 147x158 - more doodads^^
Update Pictures: + Show Spoiler +
General: + Show Spoiler +Texture: Custom Playable: 147x158 Expands: 10 + 2 half Xel'Naga: 2 Uploaded: EU Nat/Nat: ~120
Overview:
Strategie Map: + Show Spoiler +White = Scouting Route with 1 size ramp Red = One viable attack path Green = Second attack path on 3 or 4 bases
Pictures: + Show Spoiler +
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I like it. Very nice looking, and I think it shouldn't be too imba in many ways. Seems to have a LOT of chokes, though. As a protoss, I love it! But may want to make it less close quarters-style fighting.
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Love the aesthetics on this map. The high ground/unpathable bits remind me a lot of BW maps as well. Are the natural gasses exploitable from behind the destructible debris if someone like a Terran were to set up there? o.o
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On August 21 2012 09:20 iamcaustic wrote: Love the aesthetics on this map. The high ground/unpathable bits remind me a lot of BW maps as well. Are the natural gasses exploitable from behind the destructible debris if someone like a Terran were to set up there? o.o
with siege tanks sure. the point here is that zerg takes a third on the 5 minute mark in every game. (vs protoss there are no tanks). So this cenario with siege tanks behind the rocks will never occur.
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i love your maps mereel, always feels like bw
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Very cool map I really like what you have done in separating the natural and the 3rd, but I feel the ramp towards the back of the 3rd may make keeping that 3rd safe as a protoss will be very difficult. I would suggest putting vision blockers at that backdoor ramp. That will make attacking there less effective, and more of a flanking position which can only be used in a committed attack. The aesthetics and the potential in this map are fantastic I hope too see it used in the future!
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Very nice, map I tested it out earlier today vs a bot, just because I was testing out some new settings anyways. I ended up proxy hatching the bot just because I wanted to end the game fast/fun, so I can't talk much about balance. I can say that the aesthetics work very nice, and give a cool atmosphere to the map. also for some reason the computer I was facing was called 'Speiler-2' or something along those lines.
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On August 21 2012 10:55 xeqwist wrote: Very nice, map I tested it out earlier today vs a bot, just because I was testing out some new settings anyways. I ended up proxy hatching the bot just because I wanted to end the game fast/fun, so I can't talk much about balance. I can say that the aesthetics work very nice, and give a cool atmosphere to the map. also for some reason the computer I was facing was called 'Speiler-2' or something along those lines.
lol, german editor. i will look into it
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United States9958 Posts
POLARIS RHAPSODY!!!! :D
at least it looks like it... kinda? xD
nice map.
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On August 21 2012 11:23 FlaShFTW wrote: POLARIS RHAPSODY!!!! :D
at least it looks like it... kinda? xD
nice map.
yes
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On August 21 2012 11:31 a176 wrote:Show nested quote +On August 21 2012 11:23 FlaShFTW wrote: POLARIS RHAPSODY!!!! :D
at least it looks like it... kinda? xD
nice map. yes
hehe, yes i looked at polaris rhapsody a bit.....but not much
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Holy crap, this looks almost exactly like the BW space platform tileset - the shades of terrain are pretty much perfect, and I see you even replicated the elevated bio-dome doodads (although to nitpick, in BW you couldn't place those on the lowest terrain level ) The cliffs with the holes in them are a nice touch too, even if they're no longer necessary in SC2.
Normally I tend not to like most layouts with extremely close third bases since it can lead to boring games, but this could be interesting because you'll be rewarded for moving out and controlling the high ground past the third - not sure exactly how it'll work in game. I love the design of the center and how it rewards taking the long way around - again, very reminiscent of BW maps.
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Aotearoa39261 Posts
Mereel i think you've really upped your game recently. Awesome map.
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On August 21 2012 11:23 FlaShFTW wrote: POLARIS RHAPSODY!!!! :D
at least it looks like it... kinda? xD
nice map. I actually have a map in the works that's heavily inspired by Polaris Rhapsody. I think this map differentiates itself quite heavily from the BW map, though, in a good way.
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Reminds me of Match Point.
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The texture/lighting/overall aesthetics are delicious. I didn't think I would like something so minimal but it really works.
The only thing I'm not sure about is the mineral wall. I think it would probably be neater if it was just rocks/debris. Also siege tanks on the other side of the rocks is something to worry about.
Amazing how quickly it all came together, gj
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As I said in my reddit reply, I love those watchtowers. I didn't make a comment about it there as my response was already reaching essay length (and it's a petty complaint to be honest + Show Spoiler +..then again maybe complaining about too many overlord spots was too. lol ) but I too dislike the mineral wall.
@ the siege tank behind the rocks.. with the naked eye it looks like all it could hit is 1 geyser and nothing else. Maybe not a huge deal, idk. You could probably switch that geyser to the other side of the mineral line without much trouble.
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some minor updates are added
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This looks like a very defensive map. I like the Xel'Naga towers in that respect, as they enhance your ability to keep watch and defend. However, one issue I note is that the main base is so large as to be obnoxious. It may be that all-in play relying on some unscouted territory in the main gets to be so strong as to destroy those defensive benefits. Features like the large amount of airspace, especially between main and third, certainly lend themselves to harrassment, but the vulnerability to all-in attacks rather tends to negate that. I would recommend removing some of the open space from the mainbase and moving it to the natural or the third, however that ends up happening. I think the mineral patches are rather clever, as they allow a Zerg player to open up a path between nat and third much earlier on. This means that 2base all-ins from Protoss are easier to hold. At the same time, though, this is very hard to abuse to open up a "back door" to someone's base. All in all a very cool feature. The tight natural choke and backdoor rocks help ensure that each race can readily secure a third base, which I admire. Only thing I'm uncertain about is how to put on pressure. The choke makes any kind of straight-up ground pressure very weak, as a small number of defensive structures can yield very potent results. The layout of the main base reduces the strength of drops targeting the workers, although they are still potent at killing structures. Again, I believe shrinking the main base and expanding the natural or third would give much more power to air-based harassment (less ground space to go over before you reach the mineral line) while lowering the power of cheese (less space in the main that is difficult to scout).
One thing to consider: changing the unwalkable high ground behind the middle bases to platforms with ramps up onto them could yield some interesting Tank-based play. Could be fun.
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how can i play this map on eu? 1.5 refuses to show me the map when i click join games
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