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konadora
Singapore66071 Posts
Following my article on the controversial Battle Royal, I've decided to post this picture of a Starcraft map-making community member, Narcisse, who attempted to redesign Battle Royal.
Original Battle Royal:
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/201_Battle%20Royal.jpg)
Community redesign:
Some important info of the map:
- Once the assimilators are destroyed, the nat is completely safe except only from sieged siege tanks' attacks.
- All neutral buildings are stacked twice (except the assimilators)
- The mineral walls are of 16 mineral values per field.
Official link to the map is here (use IE): Link
This map also won 'Map of the Month' for March this year.
What do you think of the differences in the two maps? Do you think they will solve the balance issues?
Edit: Community's responses:
- Wow, this is really well-made. The center design of the map left me the strongest impression.
- The center line really leaves an impression. Well made.
- Battle Royal?
- I look at it again and it's still awesome.
- We'll have to play the map to find out, but we can already see that it is awesome!
- Wow this map made it (when this map became MotM). 4 entrances to base.
- Aah I feel so disappointed, I thought this will become part of the new maps (for Proleague).
Poll: Which is better? (Vote): Current Battle Royal (Vote): Redesigned Battle Royal (Vote): Neither (Vote): Can't decide
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Wow, the community redesign looks so much better. Battle Royale is so imbalanced as it is; it's ridiculous. Will it be replaced in proleague?
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No the new one isn't ice tileset ...
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these maps look so much better. also, thank you konadora for posting this article.
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That's a fairly radical redesign. I don't suppose it's possible to glitch units through the minerals at the back of the mains? The thirds at 5 and 11 look fairly easy to take and keep than in the original - perhaps we could see some longer macro games here? How has the Korean community reacted to this map?
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konadora
Singapore66071 Posts
On May 15 2009 00:49 The Raurosaur wrote: That's a fairly radical redesign. I don't suppose it's possible to glitch units through the minerals at the back of the mains? The thirds at 5 and 11 look fairly easy to take and keep than in the original - perhaps we could see some longer macro games here? How has the Korean community reacted to this map? Ah that's right, forgot to translate comments. Brb
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konadora
Singapore66071 Posts
Added poll
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konadora
Singapore66071 Posts
Guys guys, this thread isn't about saying 'Thanks konadora' (although I appreciate it a lot). Discuss about the balance issues here, and see whether the changes are viable or not, etc. (I will do that later, I need to sleep soon ~_~)
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Has anyone made a "Battle Royale with cheese" joke yet?
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kondora go find a map download for this... thanks.
i could see the boxer rax float proxy coming back on this map...
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I think the ZvT imbalance is partly fixed here since it's alot harder to secure the 3rd with a pure 2 hatch muta build.
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Hong Kong20321 Posts
thanks konadora!
well i think the map will give some more opportunities for other races since the mineral wall will make it easier to get out.
while the rush distance is still short, the repositioning of natural and main helps to defend mutalisk harass i guess. can't really think of anything else right now.
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konadora
Singapore66071 Posts
On May 15 2009 01:38 omninmo wrote: kondora go find a map download for this... thanks.
i could see the boxer rax float proxy coming back on this map...
The site's map download link is dead ATM, I'll update the OP as soon as it's back up.
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One thing I don't like about the community redesign.
They switched the tile set to jungle, from Ice. Ice is so much cooler than jungle (literally).
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I don't like the "the nat is completely safe except only from sieged siege tanks' attacks" part.
And it seems like overlords would still get a quick ride to the opponents main, still giving the zerg a free maphax.
Also, the darker tileset is FML 
So, even tough Battle Royal is imba right now, I don't really like the "solution"
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I seem to sense some TvP imbalance... once taking over that middle of the map an minining both sides / pushing iwth turrests, its gonna be hard as hell for toss to break out. Then again, i havent played it but i think this could be an issue T-T
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Rush distance actually look shorter in the new version since the main is a lot closer to the assimilators than in the original version. Other than that I can't really comment on much. It's almost a completely new map with all the changes. Seems really easy to take and defend the expos right outside your main (on the side with neutral building) since there's only one entrance and you can easily reinforce. Seems like you can easily go 4-base/3-gas if you defend the small mineral line by your main.
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I wonder if this will get added to the Iccup mappack.
If anything, the nat wall's so close to the mins that it will definitely HELP muta harass. You're going to have to go some type of air to defend that wall anyways.
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