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Hi everybody. This is CrystalDrag from BWMN.net with another map.
![[image loading]](http://i.imgur.com/UCP4WxQ.jpg)
Basics~~ *Map Size : 128x128 *Tileset : Space *Players : 4 *Symmetry : x/y/xy *Buildability : + Show Spoiler + *Walkability : + Show Spoiler +
Notable Features~~ *Terrain ; first map ever to use every possible different terrain for space. *Low ground mains ; promote early aggression/expansion *Main's minerals ; the three minerals farthest from each SL have been moved 8 pixels closer. *Natural gas ; the position of the gas in relation to the wall prevents zerglings *Islands ; can be taken in longer games, or when trouble expanding. *Terrain levels ; the terrain in the middle is very important for strategic position of armies as well as unit movement. control of higher ground than the opponent is very important.
Change Log v1.1 + Show Spoiler +*All far mineral fields at each expansion have been moved 8 pixels closer. *North island has been moved up one tile. *Middle expansions have been moved closer to the middle *Critters added *Observer Version added *SLs have been moved two tiles further away from the cliff. v1.2 + Show Spoiler +*Resources debugging *Mains moved 2 tiles away from cliffs v1.3 + Show Spoiler +*North island has been fixed (^^') *Terrain reduced behind the middle thirds v1.4 + Show Spoiler +*Tank holes fixed *Name lowercased *now reads the initial 9 metals of "Mistborn" in description v1.5 + Show Spoiler +*Lobby Version Fixed *Critter added to middle *Picture not updated. v1.6 + Show Spoiler +*Tile space balancing : The bottom mains now should have equal spacing with the top mains. Was done by : 1.)Setting the map to 128x130 dimension 2.)Filling in the 2 missing rows 3.)Copy/Paste the entire bottom half of map up two tiles 4.)Move the resources and doodads into proper position. *Main picture updated. Other two not updated. Download from this page.
Thoughts/comments/criticism/trolling?
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Sure is 1 base play all day long. No small choke so that means zerglings will rule this map.
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I don't think it'll be ruled by Zerglings, considering that the choke is probably the same size as Andromeda, and Zerglings were not the biggest factor in Zerg having so much success. I just think if the Zerg spawned adjacent to his/her opponent, builds like 2hatch muta would be much more effective.
Also, I think that the gas in the expo above/below the island expo can be shelled by tanks...
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Aesthetically I think it looks neat, but taking a third in nearly every matchup is going to be ridiculously hard with vertical spawns. That base feels so far away and super wide open.
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Yes i noticed this while playing a PvZ, forced the Z to take an expansion between the two mains which was easy to put pressure on. I could try blocking with some stacked PSI distruptors initially?
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did anyone else who has read Mistborn do a double take?
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On July 23 2013 12:29 Crunchums wrote:did anyone else who has read Mistborn do a double take?  Now that you mention it I do haha
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On July 23 2013 11:43 CrystalDrag wrote: Yes i noticed this while playing a PvZ, forced the Z to take an expansion between the two mains which was easy to put pressure on. I could try blocking with some stacked PSI distruptors initially? If you are talking about our game yersterday, that was only because I wasn't concentrated, thought I was ZvT, thus got my 3rd at the cross spawn natural up late, and had no lings or colony up when your stupid first lot arrived...
So for Zerg it should definitely be alright, and T/P can easily just take the island as a 3rd.
However, I still feel cheated on, because 3 still has 1 mineral patch too less, compared to 9! OK, forget about that, I did not look close enough. But 3 should have the minerals grouped 3 - 4, too, to balance out worker migration for those expos, anyway.
There are some issues with free spaces behind the formations at 6 and 12. First of, gas miners could get stuck (mainly 12, but also at 1 spot at 6), secondly opportunities for drops, (especially lurker drops) behind the minerals are way too different for those both positions (due to the different terrain types used). Maybe you can just move the whole formations some tiles towards the middle, and probably you should also put the geysers to a side position, even though that would give up the symmetry. Those two changes combined would also fix tankability issues from the islands.
I uploaded a sketched out update for you. You should also really start using fry's 128x126 symmetry comepensation trick, especially with low ground mains.
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looks like a very hard map to do muta harass on.
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Thanks for putting the effort in. New maps are always wlecome.
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@Crunchums and Birdie I read that series too c:
@Freakling if you see a scouting probe... and I already got some fixes up ahead, but I'll look at your sketch.
@kerpal tried to balance by having the middle open to flanks, and also the main Is on low ground.
@Greg_J Thanks
@art_of_turtle not as open as python...
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WOW top job man, really well done I love it. Nats are great, 3rds are ballanced (not too easy, not too hard, fair), centre's not just flat. How much of an effect does pixel-shifting the main minerals have, I've not seen that before but it must make it more fair. Loving the gas being useable for ling-proof naturals [: Would it be possible to vertically squash the islands a bit to give a bit more space behind the middle expos? I can't wait to drop in the exposed corner of the main, just the right size and spot
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hmmm nice map really nice, it seems to me like siege tanks will be really strong on this map though due to all the ledges and low / high ground, unless I am viewing it incorrectly? Amazing job though really, I think this map looks very nice!
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You've come a long way from that little guy I met who was brand new to mapmaking  I see many of my favorite elements from your very first maps in this one, although in a new light. Very well done my friend.
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seems really sexy at a first glance. gj
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@biTl.man yes I am takijg some space from islands @GGzerG siege tanks can be... But a large majority of center is rusty pit and the solar array which is unbuildable  @3FFA thanks  @Techincs and know you know who I am? Xp thanks you
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Map Has Been Updated to v1.1 Changes are in the op
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very good looking map!
wish it was played at some higher levels !
it needs some testing, and promotion imo.
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Map Has Been Updated to v1.2 Changes are in the op Will start to host on iCCup in the future
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