|
konadora
Singapore66158 Posts
First attempt: http://www.teamliquid.net/forum/viewmessage.php?topic_id=93242 Second attempt: http://www.teamliquid.net/forum/viewmessage.php?topic_id=94032
This time, I attempted a 4-player rotational-symmetrical macro map.
Updated version: + Show Spoiler +
Info and features: - Main: 9M + 1G (1500/5000) - Nat: 7M + 1G (1500/5000) - Corner expos: 7M + 1G (1500/5000) - Xel'Naga temples: 5000HP - Protoss temples: 1500HP - Overminds at starting locations, so that players need to destroy the Overminds before starting an expo there - Nat has a power generator which can be destroyed to make the nat choke wider - Indestructible crystal sprite near the mineral lines to prevent unit runbys (mostly for PvZ balance) - You can wall in with 2 supply depots and 1 rax with your marine spawning inside your main EXCEPT 9 expo. - Zerg eggs that can only be passed with workers for scouting, allowing gameplay to change according to spawn locations - Neutral Hives at corners so that Terrans and Protoss can't get a fast 3rd expo.
Anyone who wants to play on this map can give me a PM. Feedback and comments appreciated! (Even 'it sucks' is fine, as long as you tell me why lol)
|
Comments from looking at it.
it looks like third is extremely easy to take. it seems that Terran can shell a third expansion with tanks. this map seems Terran favored they can float over and attack
|
konadora
Singapore66158 Posts
Third expo? You mean the corners? They can't be reached from the mains...
|
On June 15 2009 03:16 konadora wrote: Third expo? You mean the corners? They can't be reached from the mains... What? How so?
Are the overmind-things the start locations?
|
- Overminds at starting locations, so that players need to destroy the Overminds before starting an expo there
This is confusing. Did you mean to put Overminds at the nat?
|
You sure do love neutral buildings. I dunno about the main being siegeable (the corners), but looks great.
|
It seems that this map is kinda terran favored, which was already said, and also all the neutral buildings just kind of... interfere with how the game should be played. Sorry but i dont really like it.
|
imagine being P or Z at 4 a clock against terran at 6. he will have the shortest push distance in the universe to reach your main and siege it while taking the corner expo for free. terran will actually have a shorter route to reinforce than the besieged one. On other positions this map will work better i guess, though that really easy third with zero alternate paths makes the map look pretty boring.
|
Melbourne5338 Posts
On June 15 2009 03:20 Railz wrote:Show nested quote +- Overminds at starting locations, so that players need to destroy the Overminds before starting an expo there This is confusing. Did you mean to put Overminds at the nat?
I would assume if players start at the position, there is no overmind. But any free slots (like if you play 2 player), the empty mains will have a overmind to kill.
On June 15 2009 03:20 RoieTRS wrote:Show nested quote +On June 15 2009 03:16 konadora wrote: Third expo? You mean the corners? They can't be reached from the mains... What? How so? Are the overmind-things the start locations?
I think he means tanks won't reach.
|
Main issue with this map seems to be positional imbalance.
Depending on where you and your opponent spawn, you will want to play it out wildly different, but you can't scout so you end up being forced to guess, gamble or play cautious, which is detrimental to gameplay. I really think you need to add a lurker egg barrier with minerals on either side to enable workers to jump through the walls and scout your opponent's position and strategy. It's an interesting concept, but playing blind is never something you want to do, especially if it will cost you games.
|
|
9 o ' clock can place tanks behind main minerals to defend/attack third expo below yes? Sure looks like it..
Cool map cant say anything other then it needs to be tested to know stuff
|
I like this better than your previous maps.
It has the 3 easy gas macro-style base that fits with the current metagame and the neutral buildings don't seem to interfere much with straight up play while allowing for some creativity.
You can't build in the middle area, correct?
|
It is possible to shell 9's main from 12? and 3's main from 6?
I would cry if I was playing on a map and that happened.
|
konadora
Singapore66158 Posts
On June 15 2009 03:20 Railz wrote:Show nested quote +- Overminds at starting locations, so that players need to destroy the Overminds before starting an expo there This is confusing. Did you mean to put Overminds at the nat?
As pachi mentioned, if you spawn there, the overminds disappear but if nobody spawns there, the overminds will remain there, forcing you to destroy them before starting an expo there.
On June 15 2009 03:21 HuskyTheHusky wrote: You sure do love neutral buildings. I dunno about the main being siegeable (the corners), but looks great.
Everyone keeps saying siegable, but where? The path to the corner expos, or from the lower-ground to main's higher grounds around its perimeters?
On June 15 2009 03:25 ghermination wrote: It seems that this map is kinda terran favored, which was already said, and also all the neutral buildings just kind of... interfere with how the game should be played. Sorry but i dont really like it.
How is it Terran-favored, and why do you think they interfere? I purposely put those buildings there.
On June 15 2009 03:25 lingallin wrote: imagine being P or Z at 4 a clock against terran at 6. he will have the shortest push distance in the universe to reach your main and siege it while taking the corner expo for free. terran will actually have a shorter route to reinforce than the besieged one. On other positions this map will work better i guess, though that really easy third with zero alternate paths makes the map look pretty boring.
Mm should I do something about the corners then, so that the Terran can't take it easily?
On June 15 2009 03:38 prOxi.Beater wrote: Main issue with this map seems to be positional imbalance.
Depending on where you and your opponent spawn, you will want to play it out wildly different, but you can't scout so you end up being forced to guess, gamble or play cautious, which is detrimental to gameplay. I really think you need to add a lurker egg barrier with minerals on either side to enable workers to jump through the walls and scout your opponent's position and strategy. It's an interesting concept, but playing blind is never something you want to do, especially if it will cost you games.
Oic, good point there. I'll keep that in mind and do some adjustments.
On June 15 2009 03:58 Patriot.dlk wrote: 9 o ' clock can place tanks behind main minerals to defend/attack third expo below yes? Sure looks like it..
Cool map cant say anything other then it needs to be tested to know stuff You mean nat minerals? Or you mean third expo above?
On June 15 2009 04:05 thopol wrote: I like this better than your previous maps.
It has the 3 easy gas macro-style base that fits with the current metagame and the neutral buildings don't seem to interfere much with straight up play while allowing for some creativity.
You can't build in the middle area, correct?
The crevice areas can't be built on, but the middle cross area can be built on.
On June 15 2009 04:13 Fontong wrote: It is possible to shell 9's main from 12? and 3's main from 6?
I would cry if I was playing on a map and that happened.
I just tested and you can attack the TOWN HALL with siege tanks. Jesus. Fixing that lol
|
no I kinda like the siege tank imba
and i think players at 6/12 have an inherent advantage because they can FE safely unless they get scouted and proxied
|
16984 Posts
There aren't many resources on the map :/
Also the mains are huge <_<
|
konadora
Singapore66158 Posts
|
The first thing I noticed is the massive T > P imbalance on this map. I would never play it. Being able to shell the mains from below the cliffs needs to be fixed immediately. edit: I guess you can disregard my comment now.
|
- Overminds at starting locations, so that players need to destroy the Overminds before starting an expo there
if u OD on these zerg become imba on the map...
EDIT: also can you get units out properly out of those mains? a lot of them look very unit rally unfriendly
|
|
|
|