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![[image loading]](http://i.imgur.com/NySHSYs.jpg) (to play right this instant: type « bab » on sc2wol custom maps’ search window on eu (soon to be global) realm, choose the mode by creating (ffa or 1v1 to 4v4) and have fun)
Top view:+ Show Spoiler + Angled view:+ Show Spoiler + Detail:+ Show Spoiler +
Although “still blessed” with the blizzard melee tag, this is not meant to be a traditional map: 8 starting ‘burrows’ on a maximum map size. 360° droppable starting bases (although still situated on the rim of map) 2 ways in each main (a narrow straight ramp at the front and a closed off ‘back door bridge’ (2 layers of Destructible Rocks). There are too many expos (46 bases total on the map (including the 8 spawns)) and there is very few gas (1 per expo), forcing players to adapt to a more “mineral tier 1” style of build order (at start and for most of the game) and then to “expand like crazy” if one wants to reach tier 2 level units (tier 3 units are welcomed in the late game but in decisive numbers). The concept is that urban guerrilla warfare in a video game should be fun, it has its specificities and while to enjoy them players need to think/use/control map and units differently than they would in ladder .. you never know.. guarantee it will be a whole load of fun. The gutsy urban features (challenging pathways to fight or build, tons of losb ‘s, buildings partially blocking the view), ‘untraditional mounts’ and the bleak (still a wip) lighting of the map makes it a worthy challenge to decipher your way around. I am looking for enthusiasts’ help to improve this modest attempt: + Show Spoiler + 1/I wish to add urban warfare scenery (destructible units) to be used as temporary walls (low hp small units, but many of them), to reinforce the “trench” war effect and make it sound cool (attributing lighting and sounds to certain areas (or “fighting paths”) (their “destruction” also serving as scouting material ; these would be of course accommodated by a refit of the links / pathways separating the “mains”). 2/I would like the swamp feature added (hope it is not outdated/bugged), gameplay feature that was showcased on this site by … (rrr forgot, I’ll find it and edit it in) ... (triggered areas/zones where units’ movements and projectiles are slowed down). 3/Manage to replace the four corner expos with transit zones (to make upper left lead to down right .. and down right to lead to upper left and vice versa (in essence to make a round map with teleporters)) 4/implement a few rpg triggers: add spawn points with triggers that fill the centre with zombies and lore npcs (all according to timers or preset melee stats (like player reaches 100 food)) to replace the centre “expos” into the ‘npc land’ part of the map (so as to put pressure on all different levels of ladder players and possibly make a fun mod for all different types of starcraft fans) Ps: npc: computer controlled unit with dialog/story/interaction (with or without bonuses involved) (units that inform you, that you have to “obey” or defeat, according to many cute parameters (your game race .. stats .. leaderboard placement at “x”, “y” or “z” time in the game …) 5/I’d re-implement black fog … but … 6/I would like to implement the “second chance” trigger: when u loose, you get a transport with units to continue the fun… if you have pledge alliance.. or if not, on your own… so the game has no “early” end for anyone… 7/I’d like world peace, but I’m not sure how asking for it is much help. 8/Make a version with all the expos already distributed “mixed” (all players have buildings across the map as the game starts (particularly difficult since you need to cover it for combinations from the 3 races chosen in the lobby)
If you are interested, just drop me a line or a pm
As is, it awaits your trial on sc2wol (alone vs 7 cps or with up to 7 other players). Hope it “peeks a boo” your interest, that you allow for a little patience to get the feel for its quirkiness.. and please do comment if you are interested or if have tested it. Thank you for your time
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Would be so cool for 1v1
Edit : the pathways are looking a bit messy
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Messy? The pathways are tight, granted, but in essence that is the point :^)
So, no "WTF?", no "Wow u mad bro" ?
I understand that trying stuff "outside the box" usually shocks viewers.. but I sincerely hope some crazy players will still try it and comment.
Of course this map is made for longer games and different gameplay.. sue me for being hopeful that there are players interested :^P
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I think I'll drone scout on this map.
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Could you make another version with gasses though? So few HUGE maps out there for fun 4v4's
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Choose Babylone "v3" for a 2 gas version
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Playing this on 1v1 would in fact blow my mind.
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the highground LOS blockers don't actually do anything, but you could leave them just for decoration.
i like the concept of scrappy lowtier units urban warfare.
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This looks like the kind of fun map for FFA. Most of the FFA maps are 4 player 1v1 maps with all spawn used, so everyone gets 2 bases and has to turtle whatever army they can support and it gets drawn out and boring. With so many options, it seems like it would be nigh impossible to prevent all harass while maintaining a defensive line, so everyone would be marauding kill teams of units to kill everyone else first.
Now to find 7 other people to play a custom melee map. Oh wait...
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Interesting choice to give a ton of minerals with less gas, seems like a neat idea. I feel that in practice though, the large size and high number of bases will allow players to tech up regardless of the gas starvation since it will be hard to pressure anyone due to the distances and extreme expendability of t1 units.
Honestly though I think there are too many bases and not enough open spaces to have fun and "engaging" engagements.
You should definitely introduce some of your ideas for fun FFAs, like the respawning, zombies, and pledging allegiance to another player, that seems like a lot of fun.
Neat idea overall, cool aesthetics and a fun concept in general. I am curious to try it out.
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"the highground LOS blockers don't actually do anything" Sorry Fatam, .. I don't get it, I must be dense .. ?? The losb do their job fine.. (I play test all my maps extensively before advertising them). Units on high ground with losb cannot see/target units on low ground (as they would be able to without the action of the losb). The purpose of the presence of a lot of line of sight blockers is to alleviate the gross advantage granted by high ground units positioning (particularly in such a cramped layout), except in the main and "naturals".
"I like the concept of scrappy lowtier units urban warfare." :-) co0Ol, I'm not alone. For max fun, I'd humbly suggest:+ Show Spoiler +Turtle: -mass worker and mass static defenses to reach an ultra quick secure second base -spamming tier one units to launch inexpensive attacks (since there is "too much" minerals per base) throughout all the game -slowly building a tier 2/3 squad that will serve both as base defense and game ending "deathball"
Missile: .. mass worker and mass tier 1 army can also bring you comfortably to a "less certain" late game (if you attack incessantly ALL your direct neighbors (possibly one by one), you will be "present" more on the map and strategic advantages might also ensue (mass expos "hint hint nudge nudge") , fun is however guaranteed) -slowly expanding or upgrading throughout into the late game
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"Now to find 7 other people to play a custom melee map. Oh wait..." :-) agreed Kmatt.. therein lies the real challenge (*form of a sad panda*)
" it would be nigh impossible to prevent all harass" My "naive" aim is to push all players to drop and attack .. I want all mains or expos (ALL of them) not only to be "vulnerable" but (dare I say it?) defenseless .. ; the concept is that attacking should reward players not make them more vulnerable... The only real "uncountable" factor is : you send all your armies .. and your main is crushed while gone... and I will readily admit it.. I'm fine with it.. (the goal of a game is to entertain .. in an 4/8 player game .. it has to happen.. and then eliminated players leave to create another game).
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"too many bases and not enough open spaces" I am at a loss because I thought / hoped that galaxy would provide a large enough max map size for such a map to be done .. agreed, "not enough open spaces to have fun and "engaging" engagements".. As is, one must chose to lower the max number of expos or "over cramped layouts" ensue.
I humbly think that you are right, in this case (and probably in all cases) I will always instinctively (compulsively even) favor cutting up the grid as much as possible (getting max number of expos or twists and turns between mains).. which cramps the units movements.
Reducing all units' collision/visual/footprints' sizes would resolve the issue .. but it's a lifelong involvement/commitment to do that .. .. (I venture) a 350 map size would also do the trick (*mapmaker prays he'll do either in Hots editor*)
HOWEVER, my objective has always been .. to gradually replace all the "terrain" encumbrement (done by change of height or other means) with "destructible" units .. (so that zones are progressively cleared until only very little layout remains and the issue is resolved)
.. The trick is to chose which lines/walls/change of level needs to remain at the end "Reverse engineering" a layout that works within these observed parameters...
.. long process, mostly involves making 50 to 100 square long ramps --:^P fun fun fun (but long).
As a side note: I do think the gas geysers should be destructible ((with high hp and armor so it is a lengthy commitment) after depletion, or even before (hahahahhhaahahahaha.. how anti ladder can I get ???). Simple trigger shuts you out of "sacro-sain" + Show Spoiler +"sacred and revered" in french melee tag (and we all would rather not discuss the ensuing revulsion produced out of (too?) many a ladder player, no???).
"curious to try it out" .. thank you TheFish7, that is the sole goal (the "wtf type of matches ensue on such a map?") ------------------------------------------------------------------------------------------------------------------------------ Next:
[M] Swamp City (1 to 8 Players) ... The greatest danger in a swamp is to get lost ...
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at first sight i love it already!
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The losb do their job fine.. (I play test all my maps extensively before advertising them). Units on high ground with losb cannot see/target units on low ground (as they would be able to without the action of the losb).
Well you can just be on the edge of the los blockers and you will be able to see down, right? That's why I thought they had little purpose
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God is in the finer details.. my point is that the advantage is lessened .. not that I have gotten rid of the high ground mechanic altogether .. otherwise i wouldn't use the different levels, an unpathable gap is required to cut areas, the change in level must mean something). So without losb: the units see further (and more importantly can target) at least 3 squares (the equivalent of 2 Thors or a trail of infestors) with losb: the units can target 1 square beyond the level (a thor or a couple of marines worth)
edit* : typos
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I would love it if someone actually made a 1v1 map with 8 spawns that was decent-ish...
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Thank you for your enthusiasm in such types of maps .. downbeat as it is. There are quite a few 8/ish player maps (dozens that I know of at least) .. are you sure you checked them all out?
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