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Featuretical ( 0.0) Made by: RFDaemoniac Published on: Not published yet Current Version Overview: Additional Overviews (Angled/High Res)+ Show Spoiler +
Inspiration: New natural set up Easy to defend bases that are far away from each other to allow for recovery Egg walls (Green) Mineral walls (Yellow) Dropable high ground (Teal) Easy scouting path (workers and other small units can go through destructible rocks (Blue)) Multiple attack paths that don't force base trades LOS blockers are pink, XNT radius is white
Aesthetics
Data (Aesthetics):- Texture Set:
- Niflheim Snow
- Agria Rock
- Mar Sara Rocky
- Tarsonis Dirt
- Niflheim Ice Cracked
- Braxis Alpha Rock
- Shakuras Dirt Cracked
- Cliff Type:
- Mar Sara Organic Cliffs
Pictures (Gameplay): + Show Spoiler +![[image loading]](http://i.imgur.com/6CTmQ.jpg) Egg wall and rocks that let small units (workers, marines, zealots, zerglings, etc) through. This is at the backdoor expansion.
Data (Gameplay):- Playable Bounds: 168x104
- Main Choke <-> Main Choke Distance(s): 45 seconds
- Mineral/Gas Counts: All bases have 8m2g
Further Balance Comments: I also have fog that almost covers the low ground, which I think is a cool way to allow you to hide reapers/workers in the fog. What do you think about this?
About the egg wall. Workers can mineral walk through it, so you can use it to scout even if your opponent walls off. Each egg has 200 health and 10 armor, like normal eggs. After killing 4 eggs, marines can walk through but BARELY, they sort of freak out. After 5 eggs, marines can walk through normally. After 7 eggs, Marauders/Hellions can walk through. After 9 eggs, Tanks and Thors can walk through.
Also reapers can move pretty much anywhere on the map uncontested. There are very few cliffs that jump two and no gaps in the field that are unpathable (only around the edges).
Changelog + Show Spoiler +
Much love,
RFDaemoniac
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By the way, if you use winding paths a bit more extremely you could increase the walk distance between key points without having to make the map excessively large and increase other distances. I think if you got rid of the two central bases (which seem useless) you might be able to turn those spaces into less direct paths, to reduce the distance from the outer nat to the low ground base for the opponent. It feels like if you take your outer nat, that low ground base becomes off limits for the opponent.
Then again, maybe the choke to that nat should be moved so it points more towards your other bases and not the middle.
Overall, not sure if there's a huge problem, though, because you can only push from that nat to the cliff behind the base, not completely into the base.
The main mineral line is pretty far from the nat (either) so it might be a bit hard to get back and forth between them or to spread creep.
It seems like you've put a lot of thought and effort into this map and there are some nice improvements over the last one. I like it quite a bit, it feels more interesting and like it has a stronger identity with more solid gameplay.
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Is there a larger overview somewhere?
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Gfire I like making more extreme winding paths. I did in earlier stages but couldn't find a way to make the middle less cramped. I'm a fan of dropable high ground in the middle of a map like shakuras (this feature, specifically), but I'll spend some time working on increasing the distances.
I agree that the low ground is probably too hard to hold, and making the distances farther by having less direct paths would help this as well. I think I still want the high ground behind it, as a small path, but I'll work on it. I think I want to edit this map for a couple iterations rather than start again on another.
For the middle bases, are you referring to those that are through the mineral wall (north/south middle) or the ones behind the dropable high ground (east/west middle).
I hadn't been thinking about how many creep tumors to connect them. I'll rethink how the main/nat/east middle fit together, but I'm pretty happy with the backdoor to the main.
TheFish7 I've updated the main post with a higher rez overview that doesn't have the lines drawn on it, as well as an angled one.
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I really do like the idea of larva walls, but i wonder if it does not make this map a cannon rush slug fest against zerg: probe will be able to go up and down your backdoor while you wont be able to chase it down and destroy the lowground pylons with zerglings (And you cant really defend a cannon rush all the way along w/ only drones, imho, it's actually the arrival of the lings that triggers the end of the cannon rush, if you managed to handle it correctly beforehand with your drones)
[Well on second thought, i think that kind of move wouldnt harm you to much since this area doesnt give the protoss control of anything...Do you think the zerg could live knowing he has a pylon and 2or more cannons in his main?]
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this design is honestly awesome - but the third is sketchy for normal play
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FakePseudo I hadn't thought about cannon rushes, and it's true that it'd be pretty easy to set up cannons on the low ground and then the high ground and the probe could get in and out. This spot is pretty far from the main hatchery, so it shouldn't be too much of a problem, but I'll definitely keep it in mind as I'm shortening the main to decrease the distance between the main and the natural.
WniO Thanks What features do you think I should try to replicate/improve upon in my next map, and which should be dropped. Do you think there is any way that you'd be happy with a second entrance to the main?
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This map is pretty crazy. The more you look at it the more you realize it's actually pretty complex. I'm intrigued.
I like some of the texturing and some of it I'm not sure if it works. But I;m not exactly the greatest at aesthetics so take that with a pound of salt
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The textures looks awesome :O more aesthetic screenshots pls!
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Talk about dynamic
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map is fairly nuts (i think I already said this ~1 month ago, BEFORE the eggs and such were added lol). I'd love to try it once I'm able to play sc2 again, i'll let you know
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United Kingdom12022 Posts
Wow I love your experimentation on this map, those egg walls are a great idea!
I also am in love with your base layout.
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