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konadora
Singapore66158 Posts
After my first failed attempt, I spent some time making another, looking through a few other maps that were deemed decent. Here's the result:
Latest:
Changelog - Added 5x stacked temples at the long-ends of the middle high ground ramps. - Added 15x 0 minerals near the corners to block vision (yet to test if this works)
PvP replay: http://www.repdepot.net/replay.php?id=13438 TvP replay: http://www.repdepot.net/replay.php?id=13439
+ Show Spoiler [Fourth draft] +Changelog- Assimilators at nat ramp removed - Replaced assimilators at 12 and 6 expos with neutral geysers than can be built on - Widened the choke where there are 3 mineral patches. Units can now flow through, but need to mine for more units to get out quickly - Heavily redesigned 1/2/4/7/8/10 expos - Redesigned the corner of the middle higher ground platform - A small mid-wide ramp size fix
+ Show Spoiler [Third Draft] +Changelog- Removed ramp with stacked minerals - Moved assimilators from 11/5 to 12/6 expos - Shifted the mineral line at 12 and 6 expos - Removed gas at 12 and 6 - Shifted mineral line at high ground nat - Changed 2/8 expo design a bit - Added gas at 2/8 expo Just thinking: Should I change the assimilators at 12 and 6 to geysers instead?
+ Show Spoiler [2nd draft] +Changelog- Added assimilators to ramp near Xel'Naga temple, where both can be destroyed AND one can be rebuilt. (Small to medium units will be able to pass through when there is 1 assimilator built, only marine/medic for refinery and none for extractors) - Replaced neutral assimilators with neutral geysers at 11 and 5 where you can build on them later. - Removed gas at 2 and 8 expos - Added gas at 12 and 6 expos - Readjusted the mineral line at 4/10 expo (mineral mining problem) - Readjusted the 3 mineral patches to 24 minerals - Slightly adjusted the nat size Edit: I'm thinking about removing the ramp with stacked minerals, removing the neutral geyser blocks and add assimilators near the 12/6 expos instead. How does that sound?
+ Show Spoiler [First draft] +Map info: Resources(All minerals and gases are 1500 and 5000 respectively unless stated) Mains: 10M + 1G Nat: 7M + 1G 4/10 Expos: (5+3)M + 2G, Minerals are 1000 each and gases are 2500 each 2/8 Expos: 7M + 1G 1/9 Corner Expos: 5M + 1G 12/6 Expos: 5M Features- You can wall off your main with 1 supply 1 rax - Neutral Assimilators at 5 and 11 that can be destroyed to make a wall (haven't tested if it can be rebuilt) - The mineral stacks near the assimilators are 0 minerals stacked 15 times. - The 3 mineral patches near the nat are worth 18 minerals each. - Xel'Naga temples are not stacked. - Minerals are 1 and 9 corner on the ramps are worth 40 minerals. - You can build your town hall between the geysers at 4 and 10 to get 2 gas fast, but it will mine minerals slower and block army pathing, which forces you to mine out the 3 mineral patches, destroy the Xel'Naga temples and/or mine out the 15x0 stacked minerals. - Player who holds the center area has the map advantage
Comments? Suggestions? All welcome~
Map download: http://www.mediafire.com/?alyn4uf0mkm
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Netherlands6142 Posts
What's the fastest route for scouting?
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Haha that looks pretty awesome at first glance man. Mad props for all the diffrent work you do for this community.
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this actually looks pretty interesting
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konadora
Singapore66158 Posts
On May 25 2009 22:39 Pholon wrote: What's the fastest route for scouting? Fastest route is to go through assimilators and turn at the 1/7 corners of the maps and get there (early game). Later on, it'll be through the path created by destroying Xel'Naga temples, mining out the 3 mineral patches and through the middle.
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isnt this really imbalanced ZvP considering that there's no ramp and there's two entrances to the base
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konadora
Singapore66158 Posts
Destroy assimilators + use cannons to prevent mining out the stacked minerals = only 1 entrance.
On May 25 2009 22:39 Evilmonkey. wrote: Haha that looks pretty awesome at first glance man. Mad props for all the diffrent work you do for this community.
Lol I don't really think of this as a 'contribution' to the community, more like the community helping me out. This was really out of my own interest
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This map is Z>>>>>P (Seriously you cant defend your 3rd base, heck even you cant get your nat, 4 possible routes to main and nat and really easy to flank)
And i think its P>T but i'm not sure
for tvz, i have no clue
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On May 25 2009 22:44 konadora wrote:Destroy assimilators + use cannons to prevent mining out the stacked minerals = only 1 entrance. Show nested quote +On May 25 2009 22:39 Evilmonkey. wrote: Haha that looks pretty awesome at first glance man. Mad props for all the diffrent work you do for this community. Lol I don't really think of this as a 'contribution' to the community, more like the community helping me out. This was really out of my own interest 
Dude there's a 2nd ramp to nat and 1 temple is not hard to destroy with 8-10 lings
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konadora
Singapore66158 Posts
Mm I'll think of something.. also found a bug
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On May 25 2009 22:48 Hyperionnn wrote:This map is Z>>>>>P (Seriously you cant defend your 3rd base, heck even you cant get your nat, 4 possible routes to main and nat and really easy to flank) And i think its P>T but i'm not sure for tvz, i have no clue 
TvZ sparks cleans up due to 2 entrances and no where to put sunks, this map is only playable mirrors + TvP.
Edit: It looks nice and its probably fun to play, but good thumbs up rule for maps, the weirder and cooler they look the more imbalanced they probably are. Defending vs muta is going to be really awkward on this map too.
Also if those temples arent stacked, defending vs 3hat hydra from 3 fronts is basically impossible unless you go 1gate tech into fast HTs which is still difficult since its a reversed ramp. 2 openings + nowhere to put static defense + 1 potential opening makes it very difficult to defend vs certain all ins like 2/3hat hydra or 3hatling with mining patch vP and spark sunk breaks TvZ.
Edit2: If you really want to make this map interesting, delete the ramp min pathway to the nat and build dead geyesers which can be buildable while having 0 gas, that should be entertaining.
Edit3: You might also want to fix positioning at nat minerals to allow P to snipe tanks or vults if they are hitting from the back of the ledge so goons can go behind the min line If you know what i mean, any P/Z will know what im talking about in Andromeda min only, it allows for more interesting rushes but balances the map out. Making more space behind min line also makes 2hat muta with mutas vT out less effective and not an autowin if JD is playing.
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Looks really cool, might be a bit imba for Z to get 4 gas so easy, but seeing as its only 2500 in thoses geysers, maybe not. I like the long ramp splitting the map, kind of a blue-storm feel to it.
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On May 25 2009 22:54 samachking wrote:Show nested quote +On May 25 2009 22:48 Hyperionnn wrote:This map is Z>>>>>P (Seriously you cant defend your 3rd base, heck even you cant get your nat, 4 possible routes to main and nat and really easy to flank) And i think its P>T but i'm not sure for tvz, i have no clue  TvZ sparks cleans up due to 2 entrances and no where to put sunks, this map is only playable mirrors + TvP.
Yeah you are right about that
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On May 25 2009 22:54 samachking wrote:Show nested quote +On May 25 2009 22:48 Hyperionnn wrote:This map is Z>>>>>P (Seriously you cant defend your 3rd base, heck even you cant get your nat, 4 possible routes to main and nat and really easy to flank) And i think its P>T but i'm not sure for tvz, i have no clue  TvZ sparks cleans up due to 2 entrances and no where to put sunks, this map is only playable mirrors + TvP. Edit: It looks nice and its probably fun to play, but good thumbs up rule for maps, the weirder and cooler they look the more imbalanced they probably are. Defending vs muta is going to be really awkward on this map too. It'll just happen like it does on the old version of Lost Temple, don't 12 hatch at your natural so you can sunken up. Though it will make 2 base play significantly harder, so not many people will be pulling Jaedongs.
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On May 25 2009 22:57 Archaic wrote:Show nested quote +On May 25 2009 22:54 samachking wrote:On May 25 2009 22:48 Hyperionnn wrote:This map is Z>>>>>P (Seriously you cant defend your 3rd base, heck even you cant get your nat, 4 possible routes to main and nat and really easy to flank) And i think its P>T but i'm not sure for tvz, i have no clue  TvZ sparks cleans up due to 2 entrances and no where to put sunks, this map is only playable mirrors + TvP. Edit: It looks nice and its probably fun to play, but good thumbs up rule for maps, the weirder and cooler they look the more imbalanced they probably are. Defending vs muta is going to be really awkward on this map too. It'll just happen like it does on the old version of Lost Temple, don't 12 hatch at your natural so you can sunken up. Though it will make 2 base play significantly harder, so not many people will be pulling Jaedongs.
If you dont hatch at your nat you are still in deep shit as the sunks will be fighting up ramp if the T goes for a 2 base sunk bust which means youll even have to build more sunks. The sunk placement looks really awkward, but this map is really strong for 2hat muta vs standard play due to min placement, mech is going to be really troublesome too with vults having 2 pathways early game making it really hard to defend unless you put the hatch in the position you mentioned which puts Z way behind as he needs to build more sunks later on to defend mech at nat.
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konadora
Singapore66158 Posts
Okay did some adjustments, going through mechanics testing, will update OP if all bugs are fixed 
Thanks for all the response so far guys!
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On May 25 2009 23:13 konadora wrote:Okay did some adjustments, going through mechanics testing, will update OP if all bugs are fixed  Thanks for all the response so far guys!
Np, I added a few suggestions, I would love to play on this map, I love to all in with all 3 races so it seems to be pretty interesting. Try to figure a way to allow for static defense without ruining your whole idea of the map.
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It looks too complicated. There's the assimilators, the Xel'Naga temples, the 0 minerals on the ramp, and the line of minerals beside the nat ramp... It feels as if you've tried to cluster every cool map feature into one area, and the result feels a little messy. The nat also looks very small and hard to work with. Is it possible to sneak into the main without being seen by the opponent? Proxy gate potential perhaps?
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erm, no easily ascessible gas nat for zerg is not fun
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This map is definatly P > T no doubt...
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