|
Flagship 0.2 156x156 Published: [NA] [KR] [SEA]
![[image loading]](http://i.imgur.com/T8P2N7p.jpg)
90 degree: + Show Spoiler + Analyzer: + Show Spoiler +
Current aesthetics are boring and partially ripped off of CruX Pantanal, I might revise them later if I'm not lazy.
Changelog: + Show Spoiler +Version 0.2: Changed center bases from 5m1g (standard minerals) to gold bases. Gold minerals have 2000 each, so the mineral count is equal to a standard 8m base.
|
I say this is a pretty and cool map. I'm worried about too much dead air space though.
|
This here map is pretty nice. Though I ask, why are the low ground bases half bases? Honestly they should be golds. This map seems reasonable for drops and harass with the airspace, so taking a super forward position where that half base is will be dangerous and certainly not worth the half income. A full base would be ok, but a gold base would be cool. A gold base would give that position a nice risk vs reward balance.
|
Seems like Neoplanet S and derelict watcher rolled into one map, but it's still pretty cool. I do agree that they should be gold bases in the middle, not half.
|
On September 03 2013 10:48 Timetwister22 wrote: This here map is pretty nice. Though I ask, why are the low ground bases half bases? Honestly they should be golds. This map seems reasonable for drops and harass with the airspace, so taking a super forward position where that half base is will be dangerous and certainly not worth the half income. A full base would be ok, but a gold base would be cool. A gold base would give that position a nice risk vs reward balance. Done. I thought I'd be slightly experimental and give the gold mineral patches 2000 minerals each to keep the mineral count equal to that of a standard base.
On September 03 2013 11:45 DBS wrote: Seems like Neoplanet S and derelict watcher rolled into one map, but it's still pretty cool. I do agree that they should be gold bases in the middle, not half. Planet S was definitely an influence, although with this map I tried to give a lot more attack path/flanking path options and allow the center to be more commonly used. I guess the 3rd is similar to Derelict Watcher, but this is a pretty old concept and I don't even think Derelict Watcher was released when I first did this layout.
|
Overall I like this but it looks like another map that will be pretty dumb for zerg in TvZ if the terran wants to do endless biomine. I feel like this is one of the things that maps should be actively considering these days. But, I think if this was played zergs might start taking the far 3rd base and then the game gets pretty fun when they fight back and forth once there's a 4th involved. But then for a 5th base it's pretty rough again. Deceptively "win by 30 mintues" kind of a map, imo.
|
Very nice. But I think you should tuck back the gold about 4 squares. Just for the lulz of having an actually valid gold.
|
This came out pretty nice.
|
On September 03 2013 17:11 EatThePath wrote: Overall I like this but it looks like another map that will be pretty dumb for zerg in TvZ if the terran wants to do endless biomine. I feel like this is one of the things that maps should be actively considering these days. But, I think if this was played zergs might start taking the far 3rd base and then the game gets pretty fun when they fight back and forth once there's a 4th involved. But then for a 5th base it's pretty rough again. Deceptively "win by 30 mintues" kind of a map, imo. Good point about the 3rd. Forcing the choice of 3rds for Z was intentional - the closer option is more vulnerable to a straight push, while the farther option is away from the opponent and is surrounded by more open space to get a better engagement. Not sure if this is a good enough advantage to justify the longer distance, but also note that there are tons of overlord pods around the map - so at the very least, reacting in time to an attack won't be a problem.
I don't know how the 5th would be too difficult - assuming you take the gold as the 5th, you can station your army at the gold and move it up either of the ramps to defend the 3rd or 4th. Or are you saying it would be too close to the opponent?
On September 03 2013 19:16 Aunvilgod wrote: Very nice. But I think you should tuck back the gold about 4 squares. Just for the lulz of having an actually valid gold. If I move the golds close to the mains then the corridor behind them will probably become too narrow.
|
Overall, I like the design of the map. The middle resembles Planet S, but not by much. It's easily my favorite feature of the map. It's got plenty of narrow areas and lots of potential for some really sick engagements.
Air space will be a problem on this map, but that's a given considering it is a conversely symmetrical map with the line of symmetry at a diagonal. Nothing you can do about that, just be aware that air harassment is slightly easier when you are balancing out the rest of the map.
In my opinion, the bottom right island expansion is a gimmick. I see what you are trying to do with the rocks blocking the harassment cliff, but that will probably aid the attacker because he will be dropping to attack that base anyway. It's also very far away from your sphere of influence, making it difficult to defend, and due to the rocks, difficult to expand to. I'd change it so that it's a semi-island with rocks blocking a ramp down there or something. Honestly, islands are really difficult to do right on a map. If you make one, it can't be too easy for Terran to abuse it, hence the rocks, but the rocks make it such an awkward expansion it will hardly be used in game.
I don't know enough about the metagame balance, so I can't speak about that.
|
|
|
|