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Corruption by monitor
Corruption is a very experimental map, in both layout and aesthetics. It's layout features a seperated main and natural, but can still be walled on the lowground. Expanding to a third gives you the option between a single high yield gas expansion, or a 2 gas expo that is farther away.
Note: The cliff at the 1-gas third cannot be dropped.
Notably, there is a neutral creep tumor in front of the natural choke. Protoss and Terran can still wall off the lowground, but Zerg can also defend in the early game by using spine crawlers. Since the creep tumor is visible, you can avoid a spine crawler rush by killing it in 55 seconds using a harvester.
The map is set in the Protoss homeworld of Auir, but the Zerg swarm is slowly taking it over. You'll find 'fake' creep spread throughout the map- coupled with Zerg eggs and intestines. This does not affect gameplay (but can be confusing at first)- only gives the map a unique setting.
- # of Players: 4 (meant for 1v1)
- XelNaga Towers: 4
- Expansions total: 16
- Gold Expansions: None
- Map Bounds: 138x138
Changelog: 1.0 -Released 1.1 -Supply Depot added at the bottom of the main ramp 1.2 -Natural mineral formation adjusted to be out of tank range 2.0 -One gas @ natural moved to other side -Creep tumor now visible, hp = 200 (60 seconds to kill w/ probe) -Brighter lighting, now Bel'Shir -Loading Screen added -Map bounds increased to 138x138 2.1 -Rotated 4th minerals -3rd cliff cannot be dropped -moved main minerals closer to ramp
The map is currently published on NA under "Corruption by monitor".
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Oh yeah, I love to see that you use your solid 4player rotational map skills for something truly innovative now! I'd looove to see how this plays out in pro matches. <3
edit: Aesthetics are really interesting. I didn't ever think about using the Haven Grass Rocky like that (it's Haven Grass Rocky, right?!^^). edit2: I want to emphasize again that I instantly love every map which truly brings something new and I really want to see how this natural setup will work out in your map or LSPrime's map
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On July 25 2011 03:17 Ragoo wrote: Oh yeah, I love to see that you use your solid 4player rotation map skills for something truly innovative now! I'd looove to see how this plays out in pro matches. <3
edit: Aesthetics are really interesting. I didn't ever think about using the Haven Grass Rocky like that (it's Haven Grass Rocky, right?!^^).
Thanks!
I'm going to add a lowered supply depot at the bottom of the main ramp to prevent walloffs/bunker rushes.
[edit] Oh yeah, I'll post an image of the aesthetics.
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Natural is wicked easy to defend, dont you think?
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On July 25 2011 03:25 IronManSC wrote: Natural is wicked easy to defend, dont you think?
It's definitely very easy to defend. It's not too easy because-
Zerg can be aggressive using the creep tumor. It allows spine crawler aggression, and a lot of timing attacks using the speed boost (like Hydras). Zerg can also do drops/nydus very effectively because there's a lot of space to do it, and the expansions are seperated.
Terran can be aggressive too. Drops will be particularly easy with the separated expansions, and there's lots of space for it. Siege tanks can also hit the natural gas and part of the mineral line (although I'm trying to fix this).
Protoss can use forcefields very easily to be aggressive, because of the small chokes and two ramps. They can also do drops (if they ever do...) very effectively. Colossi and blink stalker armies will be extremely good at breaking 2base turtling too.
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On July 25 2011 03:31 monitor wrote: [...]Siege tanks can also hit the natural gas and part of the mineral line (although I'm trying to fix this).
Ah good to hear. I was just about to point that out, it looks very imba, like even worse than when you spawn clockwise to your opponent on Tal'Darim in TvZ and can easily siege on his nat.
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You sir just created the ULTIMATE PvZ 2 base Turtle map . Thank you very much ! I have already a merely unbeatable strategy in mind other then that you problably know yourself that this was a unreasonable to use that mapsize for a 4 player map it clearly is shown reflected on your layout / the way ressources are placed i dont see this map ever getting played, except maybe for a TvT showmatch/grudgematch just for the lolz. I also feel like there is somewhat missing a clear 3rd collor and a half clear 4th collor in the design coppeled with dodats that support that design flow wich is extremly hard to archieve on a 4 player roational symetry map. it is way easier on maps like shakuras platueau where the theme can flow easier over the map. Such a layout main / natural high/low ground is sadly against game balance maths.
I feel like the only way of making such a layout viable is to add backdoorrocks at the highground natural on equal cliff level i see it still to easy to defend if it were a lower ground cliff level and a higher cliff level seems imbalanced depending on some sitations aswell.
A big error for a 4 player map that is not Tal´darim altar or Terminus re wich are in my view already unreasonable maps is to provide 4 Xel Naga Towers on it especialy with such little size 150x150 seems better to work.
I honestly dont have made up my mind what exactly is the best number of towers for a medium/small sized rotational symertry map. But i strongly tend to 3 towers wich is very hard to support with athestics/dodats/terrain design but i tend to having them spread out in such a way that their circles nearly connect placed at the edge of the middle 4 towers are just not something you can constantly fight over or watch over.
To also not see a single drop of water makes me: 1. thirsty 2.wonder how there is so much gras / plants and zero trees:O
A thing you should never add on a map is race imbalance wich you just did with that creep , i think your mind was not correctly set how to make they layout in such way that from main to natural 2-3 creep tumors are needed to connect the creep.
The map truly is an experiment wich requires allot of thoughts and time to watch over it , use this advice to your own risk ! "rest of policy copy paste stuff to not blame someone"
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On July 25 2011 03:59 Serashin wrote: You sir just created the ULTIMATE PvZ 2 base Turtle map . Thank you very much ! I have already a merely unbeatable strategy in mind other then that you problably know yourself that this was a unreasonable to use that mapsize for a 4 player map it clearly is shown reflected on your layout / the way ressources are placed i dont see this map ever getting played, except maybe for a TvT showmatch/grudgematch just for the lolz. I also feel like there is somewhat missing a clear 3rd collor and a half clear 4th collor in the design coppeled with dodats that support that design flow wich is extremly hard to archieve on a 4 player roational symetry map. it is way easier on maps like shakuras platueau where the theme can flow easier over the map. Such a layout main / natural high/low ground is sadly against game balance maths.
I feel like the only way of making such a layout viable is to add backdoorrocks at the highground natural on equal cliff level i see it still to easy to defend if it were a lower ground cliff level and a higher cliff level seems imbalanced depending on some sitations aswell.
A big error for a 4 player map that is not Tal´darim altar or Terminus re wich are in my view already unreasonable maps is to provide 4 Xel Naga Towers on it especialy with such little size 150x150 seems better to work.
I honestly dont have made up my mind what exactly is the best number of towers for a medium/small sized rotational symertry map. But i strongly tend to 3 towers wich is very hard to support with athestics/dodats/terrain design but i tend to having them spread out in such a way that their circles nearly connect placed at the edge of the middle 4 towers are just not something you can constantly fight over or watch over.
To also not see a single drop of water makes me: 1. thirsty 2.wonder how there is so much gras / plants and zero trees:O
A thing you should never add on a map is race imbalance wich you just did with that creep , i think your mind was not correctly set how to make they layout in such way that from main to natural 2-3 creep tumors are needed to connect the creep.
The map truly is an experiment wich requires allot of thoughts and time to watch over it , use this advice to your own risk ! "rest of policy copy paste stuff to not blame someone"
Wow, this is confusing. Uhhh....
I agree the natural is pretty easy to defend, but not too bad. I'd be glad to beat your 'unbeatable' strategy- add me on NA @ Pawp.693.
The towers have a radius of 16 instead of 22, so this really isn't an issue. They offer small vision for aggression into the 3rd, but don't see up to the natural (making blink ridiculous).
There is water in the middle... but that is the only wasted space in the map (and its not wasted, because it needs to choke up the map). So there isn't any way to add more water, since there is no wasted space. Oh and, there are a lot of trees and a lot of grass. Not sure what you mean?
The creep tumor absolutely needs to be there to allow Zerg to fast expand vs. Protoss and Terran. Otherwise it would far too hard to secure the natural compared to the other races.
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I smile for having wasted my time to give advice on lazy work.
Fact map as it is is not ready for being able to play im pretty sure you can create a high/ lowground layout wich allows the usual zerg invest into creep tumor himself without creating imbalance.
yes the trees i noticed after the pic loaded after 2 minutes thats how cute my internet is atm , wich wont allow me to demonstrate my strategy on this map and it is not 2 base the entire game but 2 base to such a point that every cost effective trade is extremly hard / basicly impossible to achieve.
It works prety much the same on Shakuras plateau sadly it doesnt work against terran cause they have nukes wich you cant prevent with my strategy . I also dont have a NA acc and i get with my current connection droped from game and make oppenent lag.
The radius is also something what you should never change of a xel naga tower its like a ressource wich shouldnt get cut , and you say yourself that you were forced to do this but all comes down to your initial map size choice . wich is why this map is and will stay unplayable for competive matches forever however basic ideas can be used for a playable map.
also its hard to recognize the water except for the belshir plant in it given reflection light effects used with it. also this adivice with high ground natural lowground space with making backdoorrocks is ment as general point for such a main / natural design you need more space to attack such expansions. just look how it is at XNC there are used sight blockers now make a picture in your mind with rocks there and you are safe early against helion run / by harass cause those dudes need long to melt a rock o.O
User was warned for this post
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Great map. My only worry is that siege tanks on the cliff behind the third could completely contain a zerg or toss and would be too hard to defend but I don't know the range of tanks on that cliff.
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On July 25 2011 04:42 Serashin wrote:I smile for having wasted my time to give advice on lazy work.
Fact map as it is is not ready for being able to playIt's been played quite a bit, and its played out pretty solid. Unusual, but solid. And yes, games got off of 2 bases. im pretty sure you can create a high/ lowground layout wich allows the usual zerg invest into creep tumor himself without creating imbalance.There is no imbalance with the neutral creep tumor. Protoss and Terran can still wall off. Zerg can just use early defense, and can be aggressive vs. a turtling 2base opponent. yes the trees i noticed after the pic loaded after 2 minutes thats how cute my internet is atm , wich wont allow me to demonstrate my strategy on this mapexpansions Uhhh... how do the trees affect the strategy? and it is not 2 base the entire game but 2 base to such a point that every cost effective trade is extremly hard / basicly impossible to achieve.Okay... so just a 2 base timing into expand? Please give more details, otherwise there really is no point in giving feedback. It works prety much the same on Shakuras plateau sadly it doesnt work against terran cause they have nukes wich you cant prevent with my strategy .Crazy! Still have no idea what you're talking about, but would like to hear it if nukes counter it. I also dont have a NA acc and i get with my current connection droped from game and make oppenent lag.Oh okay... I can use the iCCup EU account, does that work for you? The radius is also something what you should never change of a xel naga tower its like a ressource wich shouldnt get cutNo it isn't. Towers often have their radius changed, and there is every reason to fiddle with it. If you left it at 22, every one would be the same- smaller allows more on the map, and makes them less of "oh I'm too lazy to scout... I'll just take the tower". and you say yourself that you were forced to do this but all comes down to your initial map size choice .If the map was bigger, it would completely screw up distances. Right now there exactly how I want them to be (# of tumors to expansions, tank range, pylon warp ins, open space for surrounds, choke for FF's, wall offs, etc.). The tower range is decreased to allow 4 towers. wich is why this map is and will stay unplayable for competive matches forever however basic ideas can be used for a playable map.Mmm... I see no reasons why it is unplayable. also its hard to recognize the water except for the belshir plant in it given reflection light effects used with it.I hadn't intended for the water to be seen from the overview. It's completely visible in-game. also this adivice with high ground natural lowground space with making backdoorrocks is ment as general point for such a main / natural design I absolutely cannot add a backdoor to this map, because that would create massive positional imbalances for the counterclockwise player to attack into, way worse than Blistering Sands. you need more space to attack such expansions.The natural? Right now the point of it is to be pretty safe. just look how it is at XNC there are used sight blockers now make a picture in your mind with rocks there and you are safe early against helion run / by harass cause those dudes need long to melt a rock o.ORunby harass is not what I'm worried abut at all. It's aggression and timing pushes that will kill any attempt to macro, because static defense cannot cover both entrances. It would also make the distance for aggression ridiculously short for the counterclockwise player (positionally imbalanced). Your idea has the same problem Blistering Sands does.
I added in my comments beneath each section (your writing is red). Pleeeeaaase use more examples that I can figure out what you mean (ie Zerg won't be able to do X because of X).
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I don't think safe naturals are a problem at all, safe 3+ base is much more problematic the way this game currently plays out. As long as you Zerg can easily take more bases than a turtling P/T it's fine, and I think that's the case for this map.
Btw sorry for being a bit off topic, but which maps use altered watchtower vision? I also thought nobody did this so far :O
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On July 25 2011 05:06 monitor wrote:Show nested quote +On July 25 2011 04:42 Serashin wrote:I smile for having wasted my time to give advice on lazy work.
Fact map as it is is not ready for being able to playIt's been played quite a bit, and its played out pretty solid. Unusual, but solid. And yes, games got off of 2 bases. im pretty sure you can create a high/ lowground layout wich allows the usual zerg invest into creep tumor himself without creating imbalance.There is no imbalance with the neutral creep tumor. Protoss and Terran can still wall off. Zerg can just use early defense, and can be aggressive vs. a turtling 2base opponent. yes the trees i noticed after the pic loaded after 2 minutes thats how cute my internet is atm , wich wont allow me to demonstrate my strategy on this mapexpansions Uhhh... how do the trees affect the strategy? and it is not 2 base the entire game but 2 base to such a point that every cost effective trade is extremly hard / basicly impossible to achieve.Okay... so just a 2 base timing into expand? Please give more details, otherwise there really is no point in giving feedback. It works prety much the same on Shakuras plateau sadly it doesnt work against terran cause they have nukes wich you cant prevent with my strategy .Crazy! Still have no idea what you're talking about, but would like to hear it if nukes counter it. I also dont have a NA acc and i get with my current connection droped from game and make oppenent lag.Oh okay... I can use the iCCup EU account, does that work for you? The radius is also something what you should never change of a xel naga tower its like a ressource wich shouldnt get cutNo it isn't. Towers often have their radius changed, and there is every reason to fiddle with it. If you left it at 22, every one would be the same- smaller allows more on the map, and makes them less of "oh I'm too lazy to scout... I'll just take the tower". and you say yourself that you were forced to do this but all comes down to your initial map size choice .If the map was bigger, it would completely screw up distances. Right now there exactly how I want them to be (# of tumors to expansions, tank range, pylon warp ins, open space for surrounds, choke for FF's, wall offs, etc.). The tower range is decreased to allow 4 towers. wich is why this map is and will stay unplayable for competive matches forever however basic ideas can be used for a playable map.Mmm... I see no reasons why it is unplayable. also its hard to recognize the water except for the belshir plant in it given reflection light effects used with it.I hadn't intended for the water to be seen from the overview. It's completely visible in-game. also this adivice with high ground natural lowground space with making backdoorrocks is ment as general point for such a main / natural design I absolutely cannot add a backdoor to this map, because that would create massive positional imbalances for the counterclockwise player to attack into, way worse than Blistering Sands. you need more space to attack such expansions.The natural? Right now the point of it is to be pretty safe. just look how it is at XNC there are used sight blockers now make a picture in your mind with rocks there and you are safe early against helion run / by harass cause those dudes need long to melt a rock o.ORunny harass us not what I'm worried abut at all. It's aggression and timing pushes that will kill any attempt to macro, because static defense cannot cover both entrances. It would also make the distance for aggression ridiculously short for the counterclockwise player (positionally imbalanced). Your idea has the same problem Blistering Sands does. I added in my comments beneath each section (your writing is red). Pleeeeaaase use more examples that I can figure out what you mean (ie Zerg won't be able to do X because of X). HAHA way to show that dumb troll. He actually thinks back doors are good. Good work on the map.
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Oh, by the way, forgot to mention. It's impossible for Protoss to Forge FE against Zerg on this map because of the creep. Two spine crawlers and the front buildings are gone. A few more and the protoss has to put up mass cannons to defend against a possible all-in.
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On July 25 2011 07:11 neobowman wrote: Oh, by the way, forgot to mention. It's impossible for Protoss to Forge FE against Zerg on this map because of the creep. Two spine crawlers and the front buildings are gone. A few more and the protoss has to put up mass cannons to defend against a possible all-in.
Yeah good point. I had wanted to reduce the radius of the creep tumor and move it closer so at a cannon could detect & shoot it. I'll work on it when I get back in a week.
[edit] Can't Protoss put the cannon in front? And one in the back if they risk losing it to ling/roach.
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I absolutely love the amount of creativity in this map.
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Note: I haven't actually played the map. If you could publish it on EU I'd definitely take a look at it.
On July 25 2011 07:14 monitor wrote: [edit] Can't Protoss put the cannon in front? And one in the back if they risk losing it to ling/roach.
Well no, because it will then get killed. Having to put a cannon down to remove a neutral imbalance isn't good. Moreover, from the SS you posted it seems like the cannon is a part of the wall-off, which isn't ideal either. It's also skewed to one side so I suspect roaches might be able to kill your forge without being shot at.
The map looks pretty, but it seems quite small. Especially at the third (the 1gas one), if I put down a nexus and a few pylons it looks like it could feel cramped. Rush distances seem rather short. If you could post an analyser pic to disprove that it'd be awesome.
Lastly, and this is a general problem of high-ground naturals, if you lose control of the natural (eg PvT vs a 2rax pressure or 3rax allin, you have to let your nexus tank for a bit more often than not), that's it, you lose it. If opponent's forces get up that ramp, the natural is gone. I can't go up because I'll get whooped, so I have to lose the nexus.
Edit: I assume that cliff above the 1gas third isn't droppable. Because that'd be unpleasant to deal with.
These are my thoughts, but I am a nub so pardon if they're incorrect etc.
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Idea: Make the creep tumor uncloaked.
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On July 25 2011 11:07 Barrin wrote:You would be able to use one of your earliest probes to kill the creep tumor (4 or 5 hits, right?) and the creep would be almost gone by the time your forge was finished? Maybe? I guess that's like a 30-50 mineral investment, but potentially worth it. I think that's the best solution
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