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[M] (2) Mikdash

Forum Index > SC2 Maps & Custom Games
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moskonia
Profile Joined January 2011
Israel1448 Posts
Last Edited: 2013-12-07 18:03:36
November 05 2013 18:25 GMT
#1
[image loading]

Overview:

[NA] [EU]


[image loading]

Map Details


                  Bounds 156x136
                  Bases: 10 regular 8m2g and 2 8hym2g with only 1000 750 minerals in each patch (instead of 1500)
                  Rush Distances: main - 65 sec, nat - 50 sec

Pictures:


+ Show Spoiler [Main] +
[image loading]


+ Show Spoiler [nat] +
[image loading]


+ Show Spoiler [pretty pics] +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


Thoughts:


The gold bases should be pretty interesting since they are easy to harass by ranged units, but give a very fast reward, although one that depletes fast. I think that strategies will focus on getting a fast 3rd and holding on to it for enough time for it to be worth it which will give that player a large advantage if the opponent did not get his own gold.

The map is quite big and bases are pretty spread out, which means that slow compositions like mech and Swarm hosts based armies will be less powerful here, and since many bases can be easily harassed by ranged units (the high ground 3rd and the gold), compositions that involve melee units will probably be less effective than ones who rely on ranges units.

I am thinking of opening up the nat a bit while maybe putting the gold a bit closer, so after the early stage is done, which should have a lot of aggression and take longer than on a map without an open nat, you have a 3rd close by with a lot of income to go by after the long early game, but I am afraid it will altar the map too much, so for now I am leaving it at its current form.

About the 3rd I think all are decently hard, but for different reasons so there will be some decision making when choosing a 3rd, also they are pretty far apart which means no free 4th's.

Thanks for reading, feedback would be awesome.
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
November 05 2013 18:31 GMT
#2
The gold bases are legendary, I have got to steal that idea once. The main 'block' look looks pretty weird though.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Polymeron
Profile Joined April 2011
Israel5 Posts
November 05 2013 18:58 GMT
#3
I like it a lot! Very interested to see if this can breed some new strategies...
moskonia
Profile Joined January 2011
Israel1448 Posts
Last Edited: 2013-11-05 19:32:35
November 05 2013 19:05 GMT
#4
On November 06 2013 03:31 SiskosGoatee wrote:
The gold bases are legendary, I have got to steal that idea once. The main 'block' look looks pretty weird though.

Yeah I guess that does look a bit off, I will try to change to be more natural looking later.

EDIT: Although in-game it looks pretty decent, so I don't think I will change it for now.
Incubus1993
Profile Joined February 2013
Canada140 Posts
November 06 2013 22:45 GMT
#5
Cool aesthetics it's eye pleasing, but I'm not too fond of the 2011 style base layout. Still not bad.
"I like to keep an open mind, but not so open my brains fall out."
moskonia
Profile Joined January 2011
Israel1448 Posts
December 07 2013 18:01 GMT
#6
The gold bases are really awesome, although they still take quite a while to finish so I am reducing the mineral count to 750 from 1000, which means it is now half of normal base and it should be mined out very fast.
is5-baseic
Profile Joined July 2012
United States9 Posts
December 07 2013 18:19 GMT
#7
On December 08 2013 03:01 moskonia wrote:
The gold bases are really awesome, although they still take quite a while to finish so I am reducing the mineral count to 750 from 1000, which means it is now half of normal base and it should be mined out very fast.


I would be terrified of doing that if only because of the low expansion count on this map; I get that it's not supposed to last very long and that Going For Gold is a great strat to get you powered up fast on this map, but I always feel that 6 total expansions per player (including main) is really a bare minimum.

Unfortunately you designed this map too well to find any space to sneak in a Mineral-Only expansion; maybe good Rushes make for good games. I'll have to play a bunch on this map to check.
I like Nike but wait a minute/The neighborhood supports so put some money in it
moskonia
Profile Joined January 2011
Israel1448 Posts
Last Edited: 2013-12-07 21:23:39
December 07 2013 19:38 GMT
#8
On December 08 2013 03:19 is5-baseic wrote:
Show nested quote +
On December 08 2013 03:01 moskonia wrote:
The gold bases are really awesome, although they still take quite a while to finish so I am reducing the mineral count to 750 from 1000, which means it is now half of normal base and it should be mined out very fast.


I would be terrified of doing that if only because of the low expansion count on this map; I get that it's not supposed to last very long and that Going For Gold is a great strat to get you powered up fast on this map, but I always feel that 6 total expansions per player (including main) is really a bare minimum.

Unfortunately you designed this map too well to find any space to sneak in a Mineral-Only expansion; maybe good Rushes make for good games. I'll have to play a bunch on this map to check.

There are 5 bases + golds, which is fine. 5 bases is the minimum imo, not 6. Do you think belshir and ohana have too few bases? I think most people would not.

EDIT: I do agree that sometimes it can be a problem in the lategame, but I think it can create interesting resources starved situations which almost never happen on maps with a lot of bases.
ArTiFaKs
Profile Joined September 2013
United States1229 Posts
December 08 2013 03:45 GMT
#9
I really like the aesthetics of this map, really cool looking. Look forward to trying this one out!
There are things known, and things unknown, and in-between are the doors.
aioaior
Profile Joined October 2013
2 Posts
December 08 2013 19:39 GMT
#10
Great map! Liked it a lot!
"The Unseen Blade Is The Deadliest"
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