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konadora
Singapore66158 Posts
I present to you my fourth map:
Version 1.3:
Changes: - Widened mineral wall near the main - It has 10x stacked Protoss temples
+ Show Spoiler [Version 1.2] +Download link: [url blocked] Changes: - Changed Nat mineral and gas layout - Nat now has 7 mineral fields - More terrain visual enhancements
+ Show Spoiler [Version 1.1] +Changes: - Added 2 ramps to 5/11 expo - Changed 48 mineral field to 10x 0 mineral fields - Added more unbuildable terrain in the center of the map - Narrowed choke a bit - Made side bridges wider
+ Show Spoiler [Version 1] +
Map Description: Resources: Main - 9M 1G (1500/5000) Side expo - 7M 1G (750/2500) Nat - 6M 1G (1500/5000) 11/5 expo - 7M (1500) 12/6 expo - 6M 1G (1500/5000)
Features: - A mineral wall that is a mineral-only expo if you mine from your main, or a gas expo if you hop over and expand - Good location for proxies
- 48-mineral mineral patch at small choke that can be opened up to create a much shorter path Changed to 10 x 0 mineral fields - Crystal at nat for narrower choke
I am very proud of this map, I think it's quite well done compared to my previous maps lol
Although I think it might be slightly T favored...
Comments and feedback welcome, if you want to play on this map, post here 
Download link (latest ver): http://www.mediafire.com/?zz45z5nnftw
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The way you set up gas is really weird...
12 and 11 are completely different than 6 and 5...
Other than that, nice map, best one yet~
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Just by pushing to near the center, Terran controls half the bases making for even economies. Protoss doesn't really have anywhere to expo to, unless they are already winning handily.
The 6 expo does not appear to have a gas in the screenshot. Neither does the 11 expo.
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damn, how long did that take you? it looks real good aesthetically
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On June 30 2009 14:12 A3iL3r0n wrote: Just by pushing to near the center, Terran controls half the bases making for even economies. Protoss doesn't really have anywhere to expo to, unless they are already winning handily.
The 6 expo does not appear to have a gas in the screenshot. Neither does the 11 expo.
Same goes for chupung ryeong. I think the multiple bridges mitigates this problem.
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You put a gas on accident at 5 instead of 6.
Edit: nvm, I get it ;x
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A whole lot of easily taken and defended bases for terran, who can eaily push to the protoss main and shell it from the other side of the in-base expansion.
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Looks like you've spent a lot of time making this map, it's really visually appealing. However, for the map to be balanced, there's quite a bit of issues.
Like already mentioned, Ps would have a ridiculously difficult time against Ts on this map. The large ramps at 11 & 5 looks really well made, but makes it far too easy for a T to secure his third. Ts can essentially slow push to take over his side of the map. From there, once he controls the main bridge, pretty much has map control.
Edit: suggestions...how about inverting the main & nat, or create a larger gap from the side, leading into the nat? But then it'd make securing the natural too hard for zvt...hmmmm. In any case, anything that can be done to the map's center, making it more open, can definitely help.
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it looks like a T playground
my god T>>>>all i would think?
but otherwise i really do like it. lots of work was put into this that is for sure
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Pylon on one side of the mineral line, Gateways on the other <3
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konadora
Singapore66158 Posts
Lol so I did, let me fix that, deleted wrong geyser >___>
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On June 30 2009 14:20 Mortician wrote: Pylon on one side of the mineral line, Gateways on the other <3 That's genius. Konadora, you should make it like harmony with the xelnaga temples so people can't do this. Unless this was intentional, then that's pretty awesome.
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not bad but i can see a lot of proxy already hah hah
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People will be complaining about path issue on this.
Main-Main distances are HUGE! ZvZ would probably end up 12 hatch every time, + Show Spoiler +Protoss would be able to 12 nex against Zerg every time (actually the natural is palced horribly so forge/fe is impossible), etc, etc. Maybe slight exaggeration but the distances are too big.
It'll be hard to stop Terran on this as protoss. Turtle with 3 gas like colloseum except here you can get 4 expansions with ease. A fifth one isn't that harder to get. The expansions in general are too easy to hold.
Middle bridge is pretty much the only path between bases late game as it becomes harder to move around the smaller side bridges. This once again favours the less manouverable race.
Medicmarine runby at the Zerg nat? choke point looks too wide.
The mineral block really won't do much. Having to pull 6 workers early game to mine that out is too much of an economic loss and by mid-game, that small choke becomes hard to use. It's also another way to sneak forces past the natural. You may want to consider replacing this with stacked 0 mineral blocks.
Since it is your 4th map though, I'd say it's would be decent.
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i think the 11 and 5 should have 2 ramps to access it, otherwise it's too easy of a 3rd/4th for non zergs
edit: I also think that you should make it less anti-terran, I mean, can you even make turrets in the middle of the map?
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I think it looks really good, people seem to say every map that's posted here is T favored (even Battle Royal..) so I'd actually like to see how it plays out. If anyone has a chance to play any games on it please share reps!
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Kentor
United States5784 Posts
damn unit pathing is retarded :p
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Toss will have a hard time vs Zerg's hard to forge expand while Zergs going easy on 3 or 4 bases
I also can see a hidden 12 nex with mineral glitch and the map favours Arbs > Carriers
Anyway i would love to play TvT on this map ( proxies and cheese ftw )
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Tanks do seem to fit through the small choke point after it's been mined out so I see this being a little Terran favored if they're able to siege your higher-ground expansions.
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