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TPW Rusty Cage - by Johanaz
Published EU & NA -latest version published as Rusty Cage RE - EU only
Named after the song by Soundgarden in particular as performed by Johnny Cash.
Overview:
Playable bounds: 154x154
16 bases 2 watchtowers. All spawns enabled.
1+2 axis rotational symmetry* + Show Spoiler [*] +I have wanted to make a map with this type of symmetry for some time now. I have seen it previously used in Antiga Shipyard, Lawinenbahn by JackyPrime and Artemis by Icetoad. The concept is such that mains/naturals are copied-rotated 4 times and the center only twice (one axis rotational symmetry). Only Lawinenbahn went beyond the center and included 3rds to the one axis rotation. I wanted to go all-in and perfect this concept, because if done right, it provides 4 very different spawn patterns:
Spawn patterns:
close horizontal close vertical cross 4 vs 10 o'clock cross 1 vs 7 o'clock
Each should make for different expansion patterns and dynamics. Sounds too good to be true? It probably is; if you place a 3rd right in the middle between 2 positions, it's gonna be a bit too far away or the close positions will be too close. Whatever. I am still hoping I can hit the sweet spot where nat2nat is 36 seconds (game time) and 3rds 18 seconds away. I know 3rds are better 12-15 seconds from nat, but I will test and test to see what people think about it.
Angled view: + Show Spoiler +
Analyzer (outdated): + Show Spoiler +
Screenshots: + Show Spoiler +
Previous version: + Show Spoiler +
Replays: + Show Spoiler +
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Love the positional variety. Great map.
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Its slightly too choked , it looks open at a first glance, but analyzer tells me its just slightly too choky. You have some 'dead space' you can use to open it up a little.
edit: ok im confusing myself now , im not sure anymore
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I plan on submitting this to MotM February, so I have about a week to test it as much as I can and fix issues as they arise. Can´t wait for the players to tell me: "3rds are too far away you fool!"
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On January 31 2012 00:30 Barrin wrote:Have you considered doing something like this? + Show Spoiler +
Thanks Barrin, good point. I will try and make some adjustments. Especially the 4 center ramps could be 4x instead of 3x. With regards to the 6/12 o'clock bases - I tried to make them wallable with like 3 barracks+1 depot or equivalent, but maybe that was unnescessary.
3 & o'clock bases could definitely have 2x ramps instead of 3x.
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I think this actually looks pretty good, aesthetically and with regards to overall design. I know you already mentioned it, but the 3rd could be a tad closer. I dont really mind the 3 ramps on the nat though.
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Update:
Implemented changes suggested by Barrin <3 Updated OP with fresh screens
I ran a few test games Friday. I managed to setup one game with my main man master terran, DLMredBullX versus finnish GM Zerg, Protosser, who had some valuable feedback:
I like how it's so big... but, not sure if it's a too big advantage for zerg, especially in cross positions. ...if it's cross position..., then it's pretty wide open. - Im not sure what I think about the 3rd, -it's pretty hard for protoss and terran to take in my opinion and easier for zerg because of the size of the map.
Here's the replay; plz check it out and let me know what you think about those 3rds.
Rusty Cage - ZvT - Protosser vs DLMredBullX
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I like this map very much. One has multiple eypansion patterns which is always great for versatility and the overall balance. There are alot of tight chokes and ramps which is good for T and P, but there are also alot of paths that Z can exploit to counter and surround the opponent.
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Thanks guys
Latest version published EU & NA.
Any and all feedback is highly appreciated before I submit it to MotM.
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On January 31 2012 00:39 Barrin wrote:Show nested quote +On January 31 2012 00:26 Johanaz wrote: Can´t wait for the players to tell me: "3rds are too far away you fool!" I was actually going to say this myself, but in terms of "gravity" it is quite perfect. The distance between 12/6 or 3/9 thirds is quite far, especially on ground. Furthermore, it is an important link in the chain to help you connect to the (VERY HEAVY / DESIRABLE) untaken main/nat on your side of the map. Distances/weight(desirability) is more than reasonable on this map in terms of the third. Don't listen to whoever tells you that.
Yeah, also in the more distant case (horizontal adjacent spawns requiring you to go vertical for your 3rd), it totally works because the 3rd is sooo far removed from the opponent and you can defend the closer route by camping outside your natural. Which makes it like daybreak but moreso, with better intervening routes.
Best shifted symmetry map so far, very nice Johanaz. ;D
edit: oh I just read the comments and saw you updated with some changes from barrin. lol good job team.
On January 31 2012 00:48 Johanaz wrote:Thanks Barrin, good point. I will try and make some adjustments. Especially the 4 center ramps could be 4x instead of 3x. With regards to the 6/12 o'clock bases - I tried to make them wallable with like 3 barracks+1 depot or equivalent, but maybe that was unnescessary. 3 & o'clock bases could definitely have 2x ramps instead of 3x.
spot on. =]
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<3 EatThePath
I have been getting a lot of PMs asking how to achieve that rusty texture look:
+ Show Spoiler +
Here is the recipe: First apply basis texture, in my case Mar Sara Panels. Then apply Avernus Panels between the lines using a small brush. Lastly top it off with Agria Dirt Rough, more or less depending on how rusty you want it.
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Update!
I have replaced all images in OP with the latest version (as submitted to MotM).
Also, added TPW tag, thanks to the team.
Latest version up on EU & NA.
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Name from the Chris Cornell song by any chance?
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The concept here is beyond awesome.
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On January 30 2012 23:38 neobowman wrote: Love the positional variety. Great map.
On February 16 2012 00:42 G_Wen wrote: The concept here is beyond awesome.
Wow! Big words from the big fish! ESV ftw! Thanks guys
@Karot: yeah Rusty Cage by Chris Cornell, added links in the OP :p
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On February 16 2012 02:40 Johanaz wrote:Show nested quote +On January 30 2012 23:38 neobowman wrote: Love the positional variety. Great map. Wow! Big words from the big fish! ESV ftw! Thanks guys @Karot: yeah Rusty Cage by Chris Cornell, added links in the OP :p
Did I say I loved you already? Cus I do
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MotM February finalist bump!
Here are some of my thoughts concerning protoss: + Show Spoiler +For FFE you can wall off your natural from ramp to nexus with 2 buildings: - or you can wall off the natural choke with 3 buildings: The low ground 3rds can be walled off as well with 3 buildings: The rocks can be taken down to open up when it's time to take your 4th:
Maybe I am dangerously close to a Dustin Browder award for using balance rocks but I like how they work with a protoss-unfriendly 3rd. I'd love to see some more replays
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United States9925 Posts
too chokey. maybe have more open areas and this map would become amazing.
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