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Map Name: DoGG Shakuras Proving Grounds Download: Search for "DoGG Shakuras Proving Grounds" in game (EU/NA)
Map size: 180x164 (playable) Game types: 1v1 Number of player spawns: 4 Number of bases: 16 Main locations:Top versus bottom spawns. Destructable rocks block the northern and southern bases. Destructable rocks placed in the middle.
Current images are from version 1.0.
Top down picture:
Change log: 06 / 09 / 2011 - published version 1.2 to Bnet - published version 1.3 to Bnet. changes: * the main ramps are now diagonally + widened choke on each spawn 19 / 09 / 2011 - published under a different name. current version is back to 1.0. * the size of the mains are smaller * distance between natural and main is reduced * close ground spawns no longer possible * middle is less open * additional pathways introduced in the middle of the map * extra base added to server as a third, 4th is now also closer * gold expansions replaced with standard expansions * rocks added on the 4th expansion * central watch tower has been removed * back door pathway adjusted * neutral supply depot added * improved texturing, doodads and other visual improvements 27 / 09 / 2011 - published version 1.0 to NA server
Preview:
http://i.imgur.com/lmIUo.jpg
http://i.imgur.com/ZgNnV.jpg
http://i.imgur.com/RfDv7.jpg
http://i.imgur.com/C4LeI.jpg
Map analyser pictures: + Show Spoiler +
Building placement pictures: + Show Spoiler +
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The center seems a little bit too open to me. A dream for zerg, but a nightmare in TvZ or PvZ.
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Well, the center maybe zerg friendly but there's not a third to be found, at least not a reasonable one. I'm becoming less and less a fan of this general layout for this very reason, you kinda can't make a reasonable third without the map just being metal.
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Walling for terran with rax/addon seems unusually hard on this map compared to others for the left two spawns.
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Make the ramps from the mains diagonal. Otherwise it is incredibly hard to wall off. Diagonal main ramps have become the standard because that's what blizzard uses.
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@ MrDonkeyBong: Yeah true lolol but I thought adding the wide-ish pathways at the top/bottom would help compensate for this. I don't see what else I can do to the middle without messing it up to much.
@ Soluhwin Apart from it being possible to be shot at from the top/bottom pathways and rocks I'm not to sure why you class the third to not be "reasonable", so not to sure how I could change it lol
@ FabledIntegral and RumbleBadger: Thanks for pointing that out! I uploaded some screenshots of the new ramps, are these better?
+ Show Spoiler +Top right: Bottom right: Top left: Bottom left:
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I love the new ramps, they give a nice defenders advantage for ranged units with the platform being parallel to it.
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My first idea was: 'what the hell is this ****?'
My second look is: 'I actually kind of like it.'
I'll try and play this one tonight.
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Oh, I'm completely obvlious to how much work it is, but it might be an idea to integrate the GTAI into your maps. It makes it easier to test it, because then you don't necessarily need an opponent to play them.
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So... the third is very annoying to take, has a path behind it to make it easy to harass. The gold base is very far away, but the most reasonable base as 4th. Don't like this layout, it would too easily end up as 2 base all-in. Oh and FFE is possible, so it would be pretty easy for a protoss, as zerg has no 3rd to take.
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The third is not the problem; it's the fourth I worry about. The path behind it is easy to scout to make sure nothing funny happens.
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Am I the only one that thinks this looks alot like abyssal caverns?
Or like
Abyssal cavers + Slag pits + shakuras plateau had a baby?
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@NunedQ: Yeah I was really shocked how having a different ramp changes the whole thing. Will deffo have to learn to watch out for such things.
@AdrianHealey: I guess I'm glad you gave it a second look lolol. As for worrying about the 4th, the whole left vs right was the thought behind making a 4th somewhat accessible.
@Baseic: If it helps by explaining, the idea behind the third was having something similar to what Xel'Naga caverns has for a third (in terms of raised path + rock blocking entrance)
@AGIANTSMURF: It falls under the same layout that abyssal, metal and shattered temple has and uses the shakuras textures =o
Thanks for all the comments so far!
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Nice map but: 2v2? seriously? This map BLOWS for 2v2. The gap between your base and your m8s base is simply redicilous ><
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On September 07 2011 01:10 AdrianHealey wrote: The third is not the problem; it's the fourth I worry about. The path behind it is easy to scout to make sure nothing funny happens.
I disagree. Terrans only need a couple of auxillary tanks behind on the ledge to completely negate any attempts for zerg to control it. This map is a nightmare for zergs, even with the relatively open middle.
For ZvP a FFE is too easy to defend and if you make the the right place it more or less shields a third as well. Any Zerg would veto this map the second they saw it.
That said I love the textures, it's a great aesthetically looking map.
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@Mandalore: Oh its not a 2v2 map! When making the post I simply added 2v2 when creating the post without thinking, because there were 4 spawns lolol. I should have taken spotted that, thanks.
@OrchidThief: Thanks ^_^ As for the third, which ledge are you referring to? The back pathway with the LOS blockers?
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is this available on the NA server? i like the wide open middle, for large armies to move about freely, and the constricted side pathways for smaller harass taskforces.
if this is on NA ill definitely play this with some friends and give you some more solid feedback
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When will it be up for NA T-T It looks Aweeesomee
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On September 11 2011 21:35 lawol wrote: @Mandalore: Oh its not a 2v2 map! When making the post I simply added 2v2 when creating the post without thinking, because there were 4 spawns lolol. I should have taken spotted that, thanks.
@OrchidThief: Thanks ^_^ As for the third, which ledge are you referring to? The back pathway with the LOS blockers?
Oh, didn't realise those were LoS blockers, mistook them for rocks. Regardless, I still think it's a nightmare of a base for Zerg to take and hold. It's a bit like the pathway in XNC, only it's a direct reinforcement path. (If the terran spawns north at least.)
I guess my comment about ZvP FFE's is irrelevant now.
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So following most of the feedback recieved I decided to try and improve this map. The original post has been updated to reflect the recent changes, so for updated screenshots please refir to that!
Notable changes included: - easier to take and defend 3rd - a new 4th has been added - close ground spawns no longer possible (so its now top vs bottom!) - gold expansion removed - the watch tower in the middle has been removed
@ Jameslf and child7of7christ: I'm busy scheming to get maps posted on NA!
The changelog includes all of the changes. Thanks for all the feedback!
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