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konadora
Singapore66156 Posts
My map names seem to get worse and worse lol
After finishing my previous map, I decided to work on a macro map. Here it is - Tears of the Sun!
Version 1.2:
Version 1.2 changes: - 30x 0 minerals changed to 2x mature crysalis due to resource gathering bug, which should take around the same amount of time to destroy the building as the time needed to mine out the 30 mineral patches. - Fixed a few mining errors that caused minerals not to be mined - Changed nat layout for better muta harassment - Pushed nat's ramp behind a bit for above change - Changed the 'fence' at the center of map a bit
+ Show Spoiler [Version 1.0] +(Please ignore the neutral starting position in the image at 9 o clock lol, I removed it in the map I uploaded) Resources:Main: 10M1G (1300 minerals, 2000 gas)Behind-Mineral-Wall expo: 6M1G (1000 minerals, 5000 gas) Nat: 6M1G (1500 minerals, 4000 gas)Mineral-only expos (3 and 9): 6M (1000 minerals) Protected expos (12 and 6): 6M1G (1500 minerals, 5000 gas) Center expo: 10M2G (750 minerals, 3000 gas) Features:- 4 player macro map - Main has less resources for balance issues - Behind-Mineral-Wall expo has 30 stacked 0-value mineral fields to prevent fast expo taking - Nat has a destroyable Xel'Naga temple for tighter choke (PvZ balance) - 6 and 12 expos have 6x 40 mineral fields that blocks the nat, as well as one 0-value mineral field to prevent Terran from taking the expo safely - Center area has 4x 10 stacked temples that can be destroyed to make path wider - Majority of map is unbuildable (Terran imbalance issue) - 3 and 9 cliffs are unbuildable (Terran imbalance issue)
Download link: http://www.mediafire.com/?ty5yfmyg4zz , [url blocked] (both links for Version 1 only) Version 1.2: http://www.mediafire.com/?c3q2iz4ft3y , [url blocked]
Comments and feedback please, willing to play-test the map with anyone :p
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Aotearoa39261 Posts
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I'll leave balance comments to the experts since I am not a good judge of that. The map looks really cool though. Nice concept as Plexa said.
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Spenguin
Australia3316 Posts
I can see Terran being able to hold out on 3 bases with that back expo. Just lift CC land it next to 30 min patch build scvs and mine it out also with that cliff over looking the nat entrance. I would say fix it but then again I could be wrong.
EDIT: Wait on seconds thoughts I dodn't think you can land a CC there without mining it out, am I correct?? Also can you glitch probes through the mains minerals to get to back expo?
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konadora
Singapore66156 Posts
On August 01 2009 20:27 Spenguin wrote: I can see Terran being able to hold out on 3 bases with that back expo. Just lift CC land it next to 30 min patch build scvs and mine it out also with that cliff over looking the nat entrance. I would say fix it but then again I could be wrong.
EDIT: Wait on seconds thoughts I dodn't think you can land a CC there without mining it out, am I correct?? Also can you glitch probes through the mains minerals to get to back expo? Oh you edited. Yes you can't land the CC there without mining it out. And ALL races can glitch units through the mine the minerals out. That's my main concept of this map.
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can a reaver scarab get through the mineral line? Just like how they can sneak in the min only side expansions of outsider?:D
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konadora
Singapore66156 Posts
On August 01 2009 20:31 SilverSkyLark wrote: can a reaver scarab get through the mineral line? Just like how they can sneak in the min only side expansions of outsider?:D Scarabs yes, zerglings no
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i dunno about the free 3 gas zerg gets here
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Uhm, hmm, I was supposed to suggest something like place a mine on the back nat so you won't have to mine out patches (o those are stacked 0 minerals...my bad.), but I guess that would go with the balance of not having 3 bases instantly.
Is it just me or is it hard to flank on this map?
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konadora
Singapore66156 Posts
On August 01 2009 20:36 [DUF]MethodMan wrote: i dunno about the free 3 gas zerg gets here 30x 0mineral fields = not free
Unless you glitch a drone super early
On August 01 2009 20:36 SilverSkyLark wrote: Uhm, hmm, I was supposed to suggest something like place a mine on the back nat so you won't have to mine out patches (o those are stacked 0 minerals...my bad.), but I guess that would go with the balance of not having 3 bases instantly.
Is it just me or is it hard to flank on this map?
I think it is. Slightly though.
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Well you can glitch 30 drones....
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konadora
Singapore66156 Posts
On August 01 2009 20:47 SilverSkyLark wrote: Well you can glitch 30 drones.... lololol
So.. anyone wanna play? :p
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it looks nice ... i think im gonna try this out
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Hmm, this is just me thinking out-loud. Make of it what you want.
11/1 vs 5/7 will favour Terran in all match-ups. There's barely any possibility of harassment; the majority of the minerals are tight against a wall with little space to maneuver shuttles or mutalisks. There are no overhanging or impassable terrain behind the minerals either. Then to make it worse the bases are very close and easy to secure. Terran can defend FOUR gas without barely moving from his base. Even the partial Island expo can be protected by tanks in the main. With the wide open center carriers aren't strong either. TvP would become a massive turtle fest with Terran running over Protoss once maxed. TvZ wouldn't be much different. Mech would be preferred with Zerg struggling to do any damage before getting rolled. ZvP would be really hard for Protoss. Again lack of harassment, long rush distance and the defensive entrance to the mains means Zerg could expand freely.
11 vs 1 / 7 vs 5 Protoss and Zerg would prefer this situation. With shorter travel times harass would be more viable. Protoss could take expand to the opposite side of the map and Terran would really struggle to reach it. However once securing 4 gas Terran would still be content and once the push reaches the narrow choke of the Protoss main it's game. Zerg would also have a better time in this position. But again ultimately being able to defend a mech push 1/2 the way with tanks in your main or tight against a wall is hard to beat. Vultures could be lifted into the far away expos to harass them, stopping Zerg a bit. ZvP would favour Zerg again. Simply because Protoss would really struggle to stop mass expanding.
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Spenguin
Australia3316 Posts
Hey kona you should stream yourself playing games on that map.
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konadora
Singapore66156 Posts
On August 01 2009 21:32 Spenguin wrote: Hey kona you should stream yourself playing games on that map. no one to play with lol
@Klive5ive: I'm taking those comments and modified the map accordingly. Hopefully it'll be a bit better now.
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konadora
Singapore66156 Posts
Updated the map, comments please!
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It seems like the outsider/requiem style of zvt would be ridiculously hard to stop on this map. Glitching a drone through to 6/12, then later on destroying the crysalis with your muta and taking an easy to defend 4 gas seems like it would be pretty impossible to counter.
Although mech seems like it would be extremely powerful with the easy 3base as well so who knows if Ts would even play bio.
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looks like colosseum + andromeda.
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that movie blew. The map is nice though =)
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