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[Map] First melee map in a long time ~_~

Forum Index > BW General
Post a Reply
1 2 3 Next All
konadora *
Profile Blog Joined February 2009
Singapore66357 Posts
Last Edited: 2009-05-14 01:23:58
May 13 2009 15:12 GMT
#1
After some trouble I ran into, I finally finished this map. Been out of touch of map-making for years >__<

Anyway, here is the map:

Latest design:
[image loading]

Changed 6 and 12 design a bit
Added grass doodad so that Terran wall-in is now possible

+ Show Spoiler [4th design] +

[image loading]


Heavy design changes at 6 and 12, as well as nat.
Nat has a neutral creep colony that allows sunkens to be built without having a hatchery there, while nexus/CC can still be built at the nat itself
Back entrance has a zerg crysalis + DWeb at ramp, 5x0 mineral fields + 1 temple en route.
Added a mineral-only expo at backyard expo
Redesigned such that initial land-to-land becomes vertical instead of horizontal


+ Show Spoiler [3rd design] +

[image loading]


Major changes:
Main is now 9 mineral fields
3 and 9 expos have now 8 mineral fields instead
6 and 12 expos closer to the center now has a stasis cell instead of a warp gate (Stasis cell has more hp)


+ Show Spoiler [2nd design] +

[image loading]



+ Show Spoiler [Original design] +

[image loading]


Key difference - removed creep colonies at 3 and 9


+ Show Spoiler [2nd Edit] +

The stacked minerals at the temples at 12 and 6 are to help glitch units across, and they are 10x 0 stacked minerals.

At 3 and 9, I've applied the Troy/Battle Royal assimilator mechanics, so destroying both = no units except ghosts are allowed. The stacked mineral fields there are 5x 0 minerals.

All races can get the expos at 12 and 6, but will not be able to put additional defenses (cannons, turrets, bunkers) until the creep colonies are destroyed. Also, there are disruption webs placed around the geyser, which has a power generator stacked on it, so that the Zerg will not be able to mine gas from it until they build a sunken colony or get mutalisks or hydralisks (ranged units, basically). Hence, they'll either have to choose between destroying the power generator with a range unit or destroying the warp gate and getting that expo. (Or alternatively, he can get the starting positions.

The expansions below 12 and above 6 need the warp gate to be destroyed in order to get an expansion.

At 3, 9 and center expansion, power generators need to be destroyed in order to start mining gas.

There are 5 temples at 12 and 6, stacked just one square above another. Destroying this allows quick access from left to right side.


The concept I wanted to use was a position-based fight, so if both players spawn at the bottom, early fights are expected while if the players spawn at north and south side, a macro game will ensue.

Any suggestions/comments are welcome!

(P.S: My reverse ramps are so damn ugly :< )

Download link: -> http://www.mediafire.com/?nzuhx3zmzlo

Some info (latest):
Main: 9M 1G (1500/5000)
Nat: 7M 1G (1500/5000)
12/6 Expo: 5M 1G (1500/5000) (Gas needs to have Psi Disruptor destroyed)
12/6 Expo (closer to center): 7M 1G (1500/5000) (Stasis Cell needs to be destroyed)
3/9 Expo: 8M 2G (1500/5000) (1 Gas needs to have Psi Disruptor destroyed to run)
Center expo: 10M 2G (1500/5000) (Both gas needs Psi Disruptor destroyed + Xel'Naga temple must be destroyed to run)

Thanks to RubiksCube and Saracen for helping me out with the sprite issues.
POGGERS
Arrian
Profile Blog Joined February 2008
United States889 Posts
May 13 2009 15:16 GMT
#2
Wow. There are a lot of neutral buildings on that map. Really interesting design.
Writersator arepo tenet opera rotas
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
May 13 2009 15:21 GMT
#3
ive always wondered this, when a map says 128x128, does that mean 128 inches by 128 inches? and does that mean actual inches? so that means we move across 128 inxhes both high and wide, at a fast pace. Fuck we are the shit!
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
konadora *
Profile Blog Joined February 2009
Singapore66357 Posts
May 13 2009 15:23 GMT
#4
I don't know :X
POGGERS
RushWifDietCoke
Profile Joined May 2008
United States488 Posts
May 13 2009 15:25 GMT
#5
Cool map. I like the newer one with the creeps removed. I bet Zerg would dominate Terran on this map because Terran would have a hard time setting up a 3rd but thats just my guess. Time to download it and try it out Thanks for spendings some time to make a map for all of us to enjoy.
Nothing to it but to do it.
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2009-05-13 15:26:12
May 13 2009 15:25 GMT
#6
if so then blizzard shud come out with cheap costing projectors so it can project a 128x128 minimap on my wall at home. :D aha. That would be gosu!
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
Mogwai
Profile Blog Joined January 2009
United States13274 Posts
May 13 2009 15:26 GMT
#7
i think 128 is talking about the squares that are used for buildings and whatnot. like, a pylon is 2 x 2... I could be wrong, but I've always thought that's what those measurements were.
mogwaismusings.wordpress.com
konadora *
Profile Blog Joined February 2009
Singapore66357 Posts
Last Edited: 2009-05-13 15:28:30
May 13 2009 15:27 GMT
#8
Each number represents one 'grid square' of the map IIRC

Suddenly remembered about the process of map making -_-
POGGERS
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2009-05-13 15:30:21
May 13 2009 15:29 GMT
#9
On May 14 2009 00:26 Mogwai wrote:
i think 128 is talking about the squares that are used for buildings and whatnot. like, a pylon is 2 x 2... I could be wrong, but I've always thought that's what those measurements were.

you are right i remember making maps and the bottom left counts those. But my thought sounds right, i mean if you go and check it out you might be surprised how close to 128x128 inches a map 128x128 is. I am now on the next phase, i bet those map editor squares actually get converted into RTI's Real Time Inches. O.o

hold this thought im getting my measuring tape. Ill be back with the answer <3
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
sushiman
Profile Joined September 2003
Sweden2691 Posts
May 13 2009 15:29 GMT
#10
Seems quite z-favored. Lots of open ground and exposed expansions. No way for toss to make a safe FE if both players end up on the same side of the map.
Unless the middle is opened up, there's a 66% chance you end up without early land access to your opponent, and with the many routes into the main and expo, mutas will probably reign supreme.
1000 at least.
KnightOfNi
Profile Joined December 2007
United States1508 Posts
May 13 2009 15:29 GMT
#11
I don't think that you can kill warp gates, but I'm not sure on that. You should probably get that checked through testing.

Also, the map looks really linear, and the buildings (especially at 12/3/6/9) make the map look and probably feel really convoluted. Another thing: do the power generators on top of the geysers actually prevent an assimilator from being built?

I'm gonna go and test this out now.
RIP eSTRO :(
konadora *
Profile Blog Joined February 2009
Singapore66357 Posts
May 13 2009 15:31 GMT
#12
On May 14 2009 00:29 sushiman wrote:
Seems quite z-favored. Lots of open ground and exposed expansions. No way for toss to make a safe FE if both players end up on the same side of the map.
Unless the middle is opened up, there's a 66% chance you end up without early land access to your opponent, and with the many routes into the main and expo, mutas will probably reign supreme.


Hmm.. so do I make the expos tighter (with walls) or something?

On May 14 2009 00:29 KnightOfNi wrote:
I don't think that you can kill warp gates, but I'm not sure on that. You should probably get that checked through testing.

Also, the map looks really linear, and the buildings (especially at 12/3/6/9) make the map look and probably feel really convoluted. Another thing: do the power generators on top of the geysers actually prevent an assimilator from being built?

I'm gonna go and test this out now.


Ah, great issues. I'll test them all now.
POGGERS
konadora *
Profile Blog Joined February 2009
Singapore66357 Posts
May 13 2009 15:32 GMT
#13
Ok, I guess I should replace the power generators on geysers, they do nothing lol
POGGERS
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2009-05-13 15:37:32
May 13 2009 15:36 GMT
#14
http://auctionrepair.com/pixels.html

alrite I checked 4096x4096 on that website and it says: 54.61x54.61 inches. :o but! but!, notice the minerals are a tad smaller than in the game so i would add another 10 inches to that maybe put it around 65x65inches for a 128x128 map. Good Game. Nice map btw all i had to do was click the picture to be able to see it smaller. I was trying to see it in its current state.

edit: i have yet to find out just how many inches is on Killing Fields. ahahah gosu map.
again, nice map.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
konadora *
Profile Blog Joined February 2009
Singapore66357 Posts
May 13 2009 15:38 GMT
#15
I tried replacing geysers with assimilators, but when they are destroyed they show as 'depleted' >__>
POGGERS
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
May 13 2009 15:39 GMT
#16
maybe have the power generators have a ridiculous amount of hp like 10,000. No one will try to kill that right away.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
KnightOfNi
Profile Joined December 2007
United States1508 Posts
May 13 2009 15:40 GMT
#17
Alright, after testing, your concept doesn't work. I could build assimilators extractors and refineries on all of the geysers on the map. You can apparently kill the warp gates... who knew? Oh and your dwebs are messed up too. They kinda show up wherever they want to in game. Don't know why, they just do.
RIP eSTRO :(
konadora *
Profile Blog Joined February 2009
Singapore66357 Posts
May 13 2009 15:45 GMT
#18
Yeah I noticed the D-webs going haywire too. I think I should try using starforge for that.

As for the power generators, it doesn't matter how much HP they have, buildings still can be built on it. I tried another concept, placing mineral fields on the geysers, but that doesn't work as well.

MMm.. >__<
POGGERS
Abihsot
Profile Joined April 2009
United States13 Posts
May 13 2009 15:48 GMT
#19
very interesting map. I realized there are 10 mineral patches in main base so I assume in PvZ, P can go 2gate lot push (when they are on same side) then expand to natural or something. Only thing im concerned is that there might be too much resources on other expansions. (even though they are blocked by natural buildings..) Maybe try 6~8 min+ 1 gas instead 10 min+2 gas on 3 and 9?
KnightOfNi
Profile Joined December 2007
United States1508 Posts
May 13 2009 15:51 GMT
#20
Use SCMDraft.

Yeah and the bases at 3 and 9 are LOADED with minerals... WAYY too much so.
RIP eSTRO :(
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