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Published on EU & NA servers This my first time to publish a map with 4p rotational symmetry. It´s taken me forever to come up with a layout that isn´t a clone of some previous map.
154x154 playable - 16 bases - 4 watchtowers
Overview:+ Show Spoiler + Angled:+ Show Spoiler + Analyzer: + Show Spoiler + In-game screens: + Show Spoiler + Replays: + Show Spoiler +
The map is quite gimmicky. I plan on removing gimmicks as I learn more from testing. First and foremost I have these extreme high yield gas pods (6 units per trip/5000 total) between 3rd & 4ths, that can only be long distance mined, and they serve as an alternative attack path outside of Watchtower range.
Initially all side paths are blocked by destructible Security Gates, (1000 hp, 2 armor). 1 at each of the bridges by the Watchtowers and 2 at each of the HY gas pods. That means early scouting and cheese has to go through the middle, yet a small force can take down gate in a matter of seconds.
I have made sure the is no vision to the HY pods by ground troops outside. The Terrain objects have creep and fps issues, so I might end up removing them, but
Feel free to chime in with ideas and feedback. And please take it for a spin in-game.
My Map Thread
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I dont get the name , I expected a sort of agria-ish map here...
Also, what is it with you and geysers in weird places man :D
Will comment further when done with dinnarrr
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I kind of feel like Protoss gets shafted if they had to play a PvZ on this map. There are so many paths for ling runbys even with sim city wall offs. I don't want to pull off a Blizzard and add rocks on some places, but ling runbys might be really powerful here.
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There seems to be a few too many gimmicks and I'm not sure about the high yield bridges. I feel like they would be equally viable as a one ramp high point cliff for Ovie watch/reaper/hidden tech/drop in third etc use (depending on configuration). I also wonder if the nat and third could be switched so that spawning close will give more or less equally vulnerable nats (rather than one player being slightly more protected due to rotation), but I can't tell what the rush distance is. That's just spitballing though.
The one thing I'm not sold on is the tower layout. If you control only one tower, it seems that your scouting probe/drone/scv can easily get pinned at a tower as the way out is a long, tight corridor towards the route where the enemy comes in. The thing I like about the tower on metalopolis, for example, is that if you're observant, even though you move towards what's coming at you, you can still get away at the ramp. Not so much here. And if you control the oppenents two towers, it feels like you have maybe too much vision, pinning them with only the high yield tiny ramps for hidden paths?
I'd prefer them if they were more accessible to the outer path, so that if they provide so much critical vision, it's easier to reclaim the two that show all your cards, should you get pinned? And also easier to escape, should you see the enemy coming towards the towers closer to you?
Looking forward to it on NA though.
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i like the idea of your vespene gas but i think it might be too far.
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ooooooooh that middle looks like the alien movies, much love for that (:
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Awesome aesthetics, awesome towerplacement, awesome expansions, awesome destructibles, awesome gimmicky gas: your map is super awesome!
You should really be hired by iCCup so that your maps get played by more pros
One question: Size of the map?
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On June 29 2011 04:36 Ragoo wrote:Awesome aesthetics, awesome towerplacement, awesome expansions, awesome destructibles, awesome gimmicky gas: your map is super awesome! You should really be hired by iCCup so that your maps get played by more pros One question: Size of the map? more like by the prestigious LoS team. jk aside, johanaz has always been top 3 control in the aesthetic department.
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by the way, i have always wondered, what does LoS stand for?
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In ancient greek it ment : Lick or Stick , a childrensgame where they had to lick honey of a piece of candy rly rly fast, or it would forever stick to their tongues.
In mapping, Line of Sight
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LoS team is the best team ever .
The map is original, the art is well made. In terms of balances, there is the rotational imblances. The expansion looks not to hard or to easy to take, so I like. Only problem for me right now are the little gimmicks and that when you destroy the gate it's to chocked.
Other thing can tank hit the third of the analyzer (it's more of a fourth)?
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I love the layout, can't wait to test it out.
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Yet another great map that makes me absolutely agree your the best if not within the top 2 best mappers out there.
My main concern is those destructible gates being visually hard to see since they're so small (blunk them up a bit). I think a great a idea would be to have red landing lights right close with a trigger turning them to green when the gate is gone.
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I love this map, excellent layout and atmosphere. I love that there are two options for the third base. This is simply beautiful, i hope to see this map in competitive play soon. Congratulations.
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@ihasaKAROT: The name is like a gimmick in itself, it makes you think of lush green fields, but the map theme revolves around harvesting vespene gas in a gassy green environment. I came up with this theme for my previous map, Gas Chamber, which got me the MotM "prettiest map" award in January, but that map was not useable in competitive play, and the name made a lot of people cringe. The weird geysers are connected to the overall theme of the map, plus I wanted to add functionality to the weird sidepaths.
@Tatari: I´ll keep note of this when testing PvZ, thanks.
@kcdzim: Yes, there might be too many gimmicks as I said in the OP, but I plan to weed the bad ones out after more testing. The towers are placed to cover 2 ramps in the center plus one geyser at each of the nearest expos. You might be right about them being accessible to the outside paths, but again, without further testing this is just guessing.
@GeoffreyStarcraft: Thanks. I´m not done testing, but I think when you´re geysers at the 3rd run out, you can take the 6 workers and put them to long distance mining. My goal is that they produce at least the same.
@WniO: (:
@Ragoo: awesome thanks - I think the map is about 156x156...
@Icetoad: Thanks, yeah as I said I need to do a ton of testing still. I made it so that one geyser can be tanked, no big deal.
@Extasy: Thanks, plz do, and don´t forget to send me the replays. Don´t care if you´re Gold, I´m Bronze, and I might learn stuff from watching anyways. (sc2johanaz(at)gmail.com).
@hobbidude: wow, thanks! - awesome idea. No triggers needed, though. I´ll just hide the green landing lights inside the gates, so they become visible when the gate´s destroyed. THANKS!!
@Warpish: Thanks, appreciate it
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Naaaah ur just in love with weird geysers, admit it
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congrats on making the finalists Johanaz!
but that is not why i am here... I'm going to need an overview image for the motm7 wiki... or else
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looks really good. maybe a bit stronger for terran since they can highground the natural/third with siege tanks. but u will test this. how much gas do u get from one trip to one of those rich geysers and how long does this take? Im wondering if its gives more or less then a normal geysers that is closeby. but still, if ur gas starved any way to get extra gas is good.
Im also wondering if that little gap at the 4th is needed. there are already a lot of chokes there.
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On July 13 2011 15:44 pyrestrike wrote:congrats on making the finalists Johanaz! but that is not why i am here... I'm going to need an overview image for the motm7 wiki... or else
Sorry, here:+ Show Spoiler +
Map overview as 1920x1920
Here are 2 replays from testing, featuring Master players:
Green Harvest - PvZ Green Harvest - ZvT
- Terran seeks to contain Zerg at 2 bases after a decent blue flame hellion harras, but Z is able to prevent it, using the 2 entances and the wide chokes to his advantage.
I am in the process of updating this thread with more replays, pics & info coming soon
/edit: the back door bridges (HY pods) serve as an extra path outside of Watchtower range. //edit: layout
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