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Active: 19276 users

[M] (2) TPW Nibiru

Forum Index > SC2 Maps & Custom Games
Post a Reply
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2013-10-29 21:40:11
February 28 2013 15:10 GMT
#1
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+ Show Spoiler +

Nibiru (Babylonian astronomy) - Nibiru (also transliterated Neberu, Nebiru) is a term in the Akkadian language, translating to "crossing" or "point of transition", especially of rivers,[1] i.e. river crossings or ferry-boats. In Babylonian astronomy, nibiru (in cuneiform spelled dné-bé-ru or MULni-bi-rum) is a term of the highest point of the ecliptic, i.e. the point of summer solstice, and its associated constellation.

Nibiru cataclysm - The Nibiru cataclysm is a supposed disastrous encounter between the Earth and a large planetary object (either a collision or a near-miss) which certain groups believe will take place in the early 21st century. Believers in this doomsday event usually refer to this object as Planet X or Nibiru. The idea that a planet-sized object could collide with or pass by Earth in the near future is not supported by any scientific evidence and has been rejected as pseudoscience by astronomers and planetary scientists.[1]



Version 0,2

Features:
Main-nat-third setup
+ Show Spoiler +
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No fly zones
+ Show Spoiler +
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Semi-semi island
+ Show Spoiler +

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Mini-drop-zones
+ Show Spoiler +
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Stats
Map Size: 128x144
Rush Distance: 36secs (main ramp to main ramp)
Nat-to-nat Distance: 25 secs (the high ground expo, with rocks taken down, from top of ramp)
Third-to-third Distance: 22 secs (the low ground expo, from choke)
XNT: 2
Bases: 10 regular

Eyecandy
+ Show Spoiler +


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Extras
+ Show Spoiler +


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"Oh well, alot of units in for the harrass-party today, eh?"


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"Frakk! We need an elevator. These rocks are PERMANENT!"




Published on HotS EU as TPW Nibiru
http://mentalbalans.se/aggedesign
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 28 2013 17:02 GMT
#2
Cool aesthetics, I love how this feels. ^^

If you want to have a very tiny ramp (which is what you implemented with doodads I guess?), is it possible to use the new staircase doodads they're making? Are those available yet? They're like the staircase doodads in BW. They are pointed out in one of the videos about HotS from a couple months ago. Anyway that would be a lot clearer at first to the player that only little guys can pass in single file.
Comprehensive strategic intention: DNE
algue
Profile Joined July 2011
France1436 Posts
February 28 2013 18:08 GMT
#3
Nice base layout, very good. I just played on it and I must say that I found 4 really annoying things : with only 3 pylons you can pressure the 3 bases of your opponent.

1) + Show Spoiler +
[image loading]


2) + Show Spoiler +
[image loading]


3)+ Show Spoiler +
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4) + Show Spoiler +
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for the 4th one I can just recommend to set the HPs to 5000 or 7000.
rly ?
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2013-02-28 18:36:34
February 28 2013 18:31 GMT
#4
The aesthetics feel super rushed to me, the only part I like is the sand. The manmade portions could be way more interesting imo. The orange and black metal road end doodads seem really oddly placed, they don't look good there at all (imo). I do like the aesthetics on the ramps in a couple places.

It's hard to know exactly how it will play out, and I am definitely hesitant to shit on an experimental map because I feel the community should encourage them more (and I love you for making one, even if I don't like it), but I feel like it favors protoss pretty heavily. You can acquire and defend 3 bases so easily.. it will probably play almost like an island map. With protoss' air being so much better than T and Z's right now.. yeah that could be a problem.

Maybe skytoss will get nerfed and the respective races' air units will be a bit more balanced. If so, then this map might suddenly become awesome.

p.s. - it looks like the third and nat are meant to be partially harassable by tanks, but that seems weird because if the map favors air play so much then who will get tanks in order to sit them on the sides of the map? It's suicide to do so.

the only non-tank, non-air ways to harass the 3rd or nat are ALL protoss things.. warp-ins, blink, and colossi (altho the latter is unlikely to be used). So that just makes it even more toss-favored.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
Unsane
Profile Joined September 2010
Canada170 Posts
February 28 2013 19:02 GMT
#5
On March 01 2013 03:31 Fatam wrote:
The aesthetics feel super rushed to me, the only part I like is the sand. The manmade portions could be way more interesting imo. The orange and black metal road end doodads seem really oddly placed, they don't look good there at all (imo). I do like the aesthetics on the ramps in a couple places.

It's hard to know exactly how it will play out, and I am definitely hesitant to shit on an experimental map because I feel the community should encourage them more (and I love you for making one, even if I don't like it), but I feel like it favors protoss pretty heavily. You can acquire and defend 3 bases so easily.. it will probably play almost like an island map. With protoss' air being so much better than T and Z's right now.. yeah that could be a problem.

Maybe skytoss will get nerfed and the respective races' air units will be a bit more balanced. If so, then this map might suddenly become awesome.

p.s. - it looks like the third and nat are meant to be partially harassable by tanks, but that seems weird because if the map favors air play so much then who will get tanks in order to sit them on the sides of the map? It's suicide to do so.

the only non-tank, non-air ways to harass the 3rd or nat are ALL protoss things.. warp-ins, blink, and colossi (altho the latter is unlikely to be used). So that just makes it even more toss-favored.


Infested terrans and nydus are both options for zergs in this case that are ground and not frontal 1A's. I also like to bring SCVs with my mech army and will build turrets in my tank lines, they are great anti air and allow you to build less vikings and more tanks, they also prevent you from completely losing air control which later can be critical for a lot of engagements.
"What is the plural of y'all? All y'all." -Day9
lorestarcraft
Profile Joined April 2011
United States1049 Posts
February 28 2013 19:41 GMT
#6
On March 01 2013 03:31 Fatam wrote:
The aesthetics feel super rushed to me, the only part I like is the sand. The manmade portions could be way more interesting imo. The orange and black metal road end doodads seem really oddly placed, they don't look good there at all (imo). I do like the aesthetics on the ramps in a couple places.

It's hard to know exactly how it will play out, and I am definitely hesitant to shit on an experimental map because I feel the community should encourage them more (and I love you for making one, even if I don't like it), but I feel like it favors protoss pretty heavily. You can acquire and defend 3 bases so easily.. it will probably play almost like an island map. With protoss' air being so much better than T and Z's right now.. yeah that could be a problem.

Maybe skytoss will get nerfed and the respective races' air units will be a bit more balanced. If so, then this map might suddenly become awesome.

p.s. - it looks like the third and nat are meant to be partially harassable by tanks, but that seems weird because if the map favors air play so much then who will get tanks in order to sit them on the sides of the map? It's suicide to do so.

the only non-tank, non-air ways to harass the 3rd or nat are ALL protoss things.. warp-ins, blink, and colossi (altho the latter is unlikely to be used). So that just makes it even more toss-favored.

Protoss air is not so much better. That's a zerg QQ myth.
SC2 Mapmaker
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
February 28 2013 20:35 GMT
#7
Protoss Air is certainly good against skyterran, but either way.

I think if you're going to do an early 3 base map like this, especially in HoTS to make the games much more interesting it could be nice to try either a mineral only, or half base gas wise for one of the extra bases. Super easy to defend third bases really do make for some really boring SC2 maps, especially with zerg fast teching to hive and toss never really leaving their base until late game.

Harder to defend/half bases/mineral onlys give more options in the midgame as players have to move out to take a third. It's just a suggestion and I'm a mech player talking about this, when I should probably love easy third base maps, but I think it'd make it much better if you had a mineral only or some form of half base.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2013-02-28 21:05:14
February 28 2013 21:05 GMT
#8
Yeah, this map is defiantly a protoss map in hots. In WoL, I'd say otherwise, but with the mothership core allowing for gateway expands to work out fairly well pvz, the toss can basically take a free natural and third here, which is really stupid imo.

Additionally your intent of air harass is kinda bullshit. The natural and third are REALLY close together, similar to CK. Pair that with the fact that the nat and third block entrance into the main, and air harass really has nothing to do on this map. At least on CK you can pass above the third into the main, but here that is not the case. Also, you don't really need to worry about frontal counters while out of position defending drops, because the paths into the third is either a super tight choke or blocked off. Thus leaving 3 bases behind one choke. Once more, really stupid.

Also, this outright breaks pvp in hots: + Show Spoiler +
[image loading]


As of right now, this map is pretty bad. However, by opening up the third, fixing the items 1-3 on algue's list, and maybe push the natural even further away, this map would be SO much better. It's just the minor things that break it. The overall idea is pretty cool, and with fixes will really help this type of concept shine.
Former ESV Mapmaker | @Timetwister22
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
March 01 2013 00:17 GMT
#9
I usually like alternative/creative base layouts, but I feel like this map might suffer a little bit of the Blistering Sands syndrome where everyone complained about the back door attack being too strong based on the fact that the distance to cover both enterances was larger for the defender than it was for the attacker. While this is different in the sense that this applies in a 3-base situation vs. a 2-base situation, it still seems like it could wind up being something people complain about if the attacker controls the mid-ground pod between the nat/3rd.
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2013-03-01 01:43:46
March 01 2013 01:43 GMT
#10
Damn you guys are seriosly bashing it hard, the thing about the pylon is intentional, so Meltage will remove it if he pleases, the thing about being able to warp from high ground to low ground in the third base is intentional too, it's a third base damn it, it's not supposed to be THAT easy to hold.
What i finding myself to agree on is the back door rocks, i think there should be around 3 to 4 stacked rocks there so it's not htat easy to break in, and that the textuing seems a tad rushed, oh! and i thing that the half base should be a come back, with a high yield gas so the palyers can choose which forth to take other than that i think the map is fine, and it should give some nice games
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
March 01 2013 04:59 GMT
#11
Being able to warp in over a ledge is really no big deal in HotS PvP. A 4gate with a mothership core squeezed in hits late and you're warping into photon overcharge range. On top of that you can easily deny the pylon with stalkers with your own core for vision which should be out earlier and they can't see the core until they have their own. It's a lot more concern for other matchups like PvT but seriously, in BW maps had 'broken' features like this all the time and people geared strats towards it.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
SidianTheBard
Profile Joined October 2010
United States2474 Posts
March 01 2013 05:20 GMT
#12
Not one of my favorite maps from you, Meltage. I think I'd almost prefer if it was just a half in-base expo without the d-rocks entrance, then just make the full base natural/3rd a little more dangerous.

It also seems like you get very close to your opponent if you grab a 4th, which has me worried a bit.

The small units only ramp is kind of neat though, I like that. I've actually had that idea but you use Cardinal direction ramps and you can make them only fit small units in.

Overall, I don't really like it, but I'm sure it'd still be neat to see some games played on it.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
VelRa_G
Profile Blog Joined March 2010
Canada304 Posts
March 01 2013 05:56 GMT
#13
I think the biggest problem with this map is there aren't enough hidden Illuminati signs everywhere.
Nuda Veritas
ATTx
Profile Joined February 2012
Korea (South)178 Posts
March 01 2013 07:26 GMT
#14
very very very nice map
5one2heal@gmail.com
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2013-03-13 11:39:25
March 13 2013 01:04 GMT
#15
@ATTx - thank you! It's not finsihed yet.

@SidianTheBard - I kidna agree with you. I want to do more testgames before makign any more decisions.

Aesthetics update

[image loading]

Main, nat, third setup:
+ Show Spoiler +
[image loading]


Layout changes
Version 0.2

- moved the cooling tower so that the choke becomes more of a corridor, but more open. When the tower is down, the choke is one rax wide.
http://mentalbalans.se/aggedesign
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2013-04-23 21:00:51
April 23 2013 20:54 GMT
#16
I've made an aesthetics update, a small tweak of the 4ths, removed the warp-in posiblity through the main wall (due to popular demand), and provided close-up images.

+ Show Spoiler +


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Do you think I should make more changes for TLMC? Innovative features such as doodads blockign part of teh ramp into the semi-island base I figured can be tweaked easily if needed, but I rather send it as it is in that regard.
http://mentalbalans.se/aggedesign
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