Hello! This is my first post in this comunity, and also my first project of a melee map.
My idea to create it surged because I've never seen a SC2 map where the third base was conected with the first instead of being right after the second.
This is what I mean to do:
The first is conected with the second by a ramp and, in the other side of the base, is also conected with a third by another ramp (obviously blocked with rocks to avoid 4gates /6 pools or those kind of rushes)
Third --- Ramp with rocks --- First --- Ramp --- Second
Would a map like this trigger some exploits or abuses? Wich ones?
It can work, you just have to make sure there is still a defenders advantage when defending the two ramps. For instance, Blistering Sands didn't work because the attacker was able to swing from the backdoor to the natural faster then the defender could. Although maps like Crossfire worked because now the attacker has to swing a longer distance.
Refer to image: (yeah, ms paint rocks)
This would work because the defender can easily defend their 1x ramp while the attacker would have to swing all the way around, up the highground then back towards the natural to be able to attack the other ramp.
Although not quite the same I have been working on something with 2 ramps into a nat and potential 3rd. I would take some screen shots but right now Im downloading the beta and don't have all the assets :/ I am sure you'd find it interesting make sure to take a look when it comes out!
On January 26 2013 04:25 Veloh15 wrote: Although not quite the same I have been working on something with 2 ramps into a nat and potential 3rd. I would take some screen shots but right now Im downloading the beta and don't have all the assets :/ I am sure you'd find it interesting make sure to take a look when it comes out!
I think there are some 3v3 maps where this happens? Not that I've seen it in a 1v1
That drawing is pretty similar to the map I'm making. My idea was to make a large direct road from the nat to the third if you skip the main.
There's aproximately 30 squares between both ramps, and if you go from the second to the third directly, you have around 50 squares to reach it. It's also a big map, so I believe the rushes won't be overpowered. But maybe there is another thing that having 2 ramps in the main can induce and I haven't taken into account.
Anyway, It seems like I'll keep going with the design and (if somebody plays the map) wait for feedback to make modifications.
I would also like to add that you can have rocks that die after 8 minutes or something. I'm working on a small map with multiple small entrances to every area, and part of that is an in-base expansion with 3 extra entrances that all open up at 8 minutes or something like that. It makes for a map that is a little less clear at first, but doesn't feel too unclean.
On January 27 2013 06:07 RFDaemoniac wrote: I would also like to add that you can have rocks that die after 8 minutes or something. I'm working on a small map with multiple small entrances to every area, and part of that is an in-base expansion with 3 extra entrances that all open up at 8 minutes or something like that. It makes for a map that is a little less clear at first, but doesn't feel too unclean.
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