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6m1hyg ION ARK v0.2.1 6m1hyg published on NA server as "Ion Ark" v0.2.1 FRB mod version published on NA server as "FRB Ion Ark"
Over eons of interstellar wandering, this ancient construct has been transformed into a haven for deep-space ecologies.
+ Show Spoiler [analyzer summary] +
+ Show Spoiler [previous versions] +0.1
STATS dimensions = 152x116 rush distance (analyzer main2main) = 147 rush distance (analyzer nat2nat (outer)) = 121
watchtowers = 0 rocks = 6
16 total bases 12 (6m1hyg) bases 2 (6m) bases 2 (6m2hyg) bases
tileset: ulnar (worldship)
FEATURES
aesthetics are incomplete
Low resource map (6m1hyg w/ 2000mins 5000gas) following Barrin's current standard: http://www.teamliquid.net/forum/viewmessage.php?topic_id=321242
As always, if the map is bad it is entirely a consequence of my lack of mapping skill and should not not reflect on the validity of FRB
The main has an inbase nat that is also a rock-blocked backdoor. The "outer" nat is fairly open, though it is possible to wall off from the ramp.
rush distance shortens slightly when the center rocks are destroyed
please post any feedback, comments or suggestions to improve this map! thanks for reading.
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If you made the proportions better and removed the ramp that's close to the backdoor, I think this would be a glorious map.
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On April 29 2012 14:38 Syphon8 wrote: If you made the proportions better and removed the ramp that's close to the backdoor, I think this would be a glorious map.
which ramp do you mean?
+ Show Spoiler [ramps] +
removing ramp 3 might be interesting.
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United Kingdom20263 Posts
When i look at this map my first thoughts go to expanding in PvZ (and the possibility of it) and then to larger scale engagements from 4-8 base per player. I have no idea how broodlords would play out on this map, with the middle like it is, it seems too narrow and chokey for zerg IMO, but its very hard to judge
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There is a major problem for PvP in this map. The ramp to the third, could deal with a 4-gate, but you can''t protect yourself from a pylon placed on the highground near the natural. They can warp directly into your base. It would be a 4gate fest. Raise the natural ground, or it'll never be acceptable, you should probably just remove the rocks too. There are too many paths into the main. Too much area.
UPDATE: Siege tanks could also be very problematic there.
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O_O This is awesome!
On April 29 2012 15:16 HighLach wrote: There is a major problem for PvP in this map. The ramp to the third, could deal with a 4-gate, but you can''t protect yourself from a pylon placed on the highground near the natural. They can warp directly into your base. It would be a 4gate fest. Raise the natural ground, or it'll never be acceptable, you should probably just remove the rocks too. There are too many paths into the main. Too much area.
UPDATE: Siege tanks could also be very problematic there. This can easily be fixed with some minor adjustments. I don't think it's a major problem if tanks can hit the mineral line, zerg has a base outside after all which is plenty viable as a 2nd base. Also, there is no 4gate in FRB, 3gate is the most you can produce off of, and I'm not sure that's even a viable high level rush in the format--though it may be.
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Putting LOS blockers next to the cliffs beside the inbase natural would be cool. It would help against very early tank pushes and stop all warpgate shenanigans before air units comes out. I would probably remove the rocks there though, since rocks and the base being on lower ground could make it very hard to hold.
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On April 29 2012 15:29 EatThePath wrote:O_O This is awesome! Show nested quote +On April 29 2012 15:16 HighLach wrote: There is a major problem for PvP in this map. The ramp to the third, could deal with a 4-gate, but you can''t protect yourself from a pylon placed on the highground near the natural. They can warp directly into your base. It would be a 4gate fest. Raise the natural ground, or it'll never be acceptable, you should probably just remove the rocks too. There are too many paths into the main. Too much area.
UPDATE: Siege tanks could also be very problematic there. This can easily be fixed with some minor adjustments. I don't think it's a major problem if tanks can hit the mineral line, zerg has a base outside after all which is plenty viable as a 2nd base. Also, there is no 4gate in FRB, 3gate is the most you can produce off of, and I'm not sure that's even a viable high level rush in the format--though it may be.
Regardless if 4gate exists, protoss can still warp units into your main; it's unfair. More than minor changes need to be made.
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Very nice, I try to do something like this, but i am not enough talented...
Good job!
The only thing I see is the the little path (N and S) behind a high ground base. The path seems a little bit too narrow. It will be easy to solve if you decide to change it because the base I talked about seems big.
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I like it better with the nat up like you have it now. Good fix. Also, make sure that a player can't warp into the main from the area right below the natural. If they can blink across, fine, but warping... much less acceptable.
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@cyro: yeah, one of the main things I was trying to keep in mind when making the map was expanding PvZ, ZvP
@HighLach: gahh, I shouldn't have missed that, I've changed the inbase nat to be on double highground.
@EatThePath: thanks!
@Zelaxe: unfortunantly, units that are right next to the edge of the cliff can see through the los blockers, it might make such an attack slightly easier to stop, but it won't remove the problem.
@PandaZerg: thanks. Yeah, moving an entire 200/200 army through the side paths would be a bad idea, I was hoping tha they would be used for harrasment/flanks. If they are too narrow even for that, I could, as you said, easily change it.
@RumbleBadger: oops, I changed things and forgot to check again, It was just possible to warp in. I added a couple of doodads to block it. It is possible to blink accross. thanks for noticing that.
anyway i've updated the map in the OP and on BNet.
changes: 0.2 - changed inbase nat to double highground 0.2.1 - fixed warping into the main.
new map image in the OP
these changes should fix the warp-in issue, but it makes it harder to scout if the inbase nat has been taken.
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Flying fish in space? I mean you cant argue with the shark, but hes so badass, theres no more fish left to eat
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