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Smog Pit Version 1.1 by TheFish Published on NA
Version 1.1 is now up on NA. I changed the low ground pretty substantially and changed from 4 8m2g lowground bases to 6 6m1hyg bases. Was trying to address some of the concerns posted, I also feel that the whole thing has a better flow now.
+ Show Spoiler +Introduction/Inspiration: Another attempt at a 2v2 map. My last attempt was also a shared base mirrored 2v2 map. This time the map is a bit smaller, with closer distances. I also created a main choke without a ramp, I hope its ok since the PvP issue is not as relevant in 2v2 games. The layout was inspired a bit by Bel'shir Beach and Cloud Kingdom. I also wanted to create opportunities to catch the enemy's army out of position. the aesthetics are gratuitous rocks, pipes, and LOS-blockers.
Pictures (Aesthetics) (Old Version)
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Pictures (Analyzer):
+ Show Spoiler +
Data (Gameplay)
Playable Bounds: 176X136 Number of Starting Positions: 4 Number of Bases: 18 Number of XWT's: 2 Number of Rocks: 4 Mineral/Gas Counts: 8m2g, 12 bases // 6m1hyg, 6 bases.
Thanks for any feedback! I'm interested to know what some of you think about the layout.
Old Version: + Show Spoiler +
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Really nice map ! I Love it !
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Its always good to see some 2v2 maps made! They have really been neglected lately.
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One base all in, all day, every day, because of how hard is to wal and how hard it is to expand.
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Yeah, how about blocking one entrance with rocks? since defending 2 naturals will very hard, it will force you to split your forces and spread you thin. If you block the side ramp with rocks, then expanding will become much more easily done (still not very easy, but it will be possible to FE).
Other then that, it seem pretty decent, not many bases but that is OK for a small map.
EDIT: wait, is the ramp blocked? it seems like there are rocks there in the pic, but in the analyzer it says there aren't any :S
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Nice, but the middle expos shoudl be gold, hy gas or safer.
I woudl also block the path between the alst bases, so that it's clear which to take for each player. Might lead to awkward sistuations were the last bases ar eimpossible to take beacuse they're so close to the enemy.
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@algue & Veloh15 - Thanks!
On June 07 2012 18:13 moskonia wrote:is the ramp blocked? it seems like there are rocks there in the pic, but in the analyzer it says there aren't any :S
Yes, it is blocked - the rocks aren't showing up in the analyzer.
On June 07 2012 17:44 AdrianHealey wrote: One base all in, all day, every day, because of how hard is to wal and how hard it is to expand.
I'll post some pics of the chokes when imgur comes back up Edit: Here are all the chokes in full detail
+ Show Spoiler +
On June 07 2012 18:51 Meltage wrote: Nice, but the middle expos shoudl be gold, hy gas or safer.
I woudl also block the path between the alst bases, so that it's clear which to take for each player. Might lead to awkward sistuations were the last bases ar eimpossible to take beacuse they're so close to the enemy.
Good idea, I might make the middle xpos safer or reposition them. What path do you mean - the one between the 11 and 5 oclock low and high ground bases? I actually wanted to make all the middle bases attractive to both teams but you're right that it should be more clear which ones to go for.
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I don't know if this is your intention but there's a pretty high chance of running into a Metalopolis-like situation where the two opposing armies simply run past each other. I would prefer a central path that's slightly winding (to increase rush distance).
Oh yeah. A team map that has no main ramps which doesn't really degenerate into a 4gate fest is The Bio Lab, which is incidentally a map which I totally despise.
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oh my god i fucking love you your map is so pretty and nice.
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I think the middle top/bottom ramps could be turned to face straight north/south, as to be easier to defend.
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United States9940 Posts
can tanks shoot over the midde to either base?
looks nice.
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OK, since there are rocks on the ramps, I don't think expanding would to hard, the only thing I can think off that might make it difficult to FE is maybe cause of the the mains are so big and also the sheer distance from the main base to the natural choke,
I think a team with a Zerg in it will be favored, since they will have a much easier time expanding.
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@Heh_ - Yes, the middle could be more wind-ey - thats a good idea. I was hoping the watchtower placement might help to alleviate some of the merry-go-round aspects you mentioned. The Bio Lab reminds me of that old map Quicksand, where your best bet was to just open with a blind 8pool or 2rax or 11gate. the enemy's natural on bio lab is closer than your own third.
@WniO lol! thanks ^.^
@Duvon - you mean the ramp blocked by rocks or the one by the 3rd bases? I was thinking of tweaking that area a bit.
@FlaShFTW - Yes, if you use a scan. Might have to change that as I'm doing what Heh suggested and making the middle more windey.
@moskonia - Yea, I think you'd need pretty big balls to fast expand on this map since static defense alone won't really help you here. Probably the greediest viable builds would be 2rax or 3gate expands and a hatch first would only work if your teammate is going to defend it for you. My goal was for it to be no harder to take the nat than any of the ladder maps, but also not drastically easier.
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Updated to version 1.1. What does everyone think?
Poll: Which version is better?New Version (3) 75% Old Version (1) 25% 4 total votes Your vote: Which version is better? (Vote): Old Version (Vote): New Version
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Nice take on the aesthetics! feels fresh.
I dont get why the mains aint high ground. The main entrance looks hard to defend and will prob be imba.
I still dont like how close the last bases are to the opponent. In the new version you even made a huge ramp where the split is. Even if you dont split there, but at the low ground half base, that higher groudn base is so exposed and two ramps into it so close to another doesnt make sense I think. In new version, middle bases are not only more impossible to take and hold, but also less worth, becoming half bases.
I say old version.
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looks almost impossible to defend some of them bases, especially middle ones, you'll never make a building there before your noticed.
EDIT PS: Just because giving critisism i dont mean to be harsh. I like the look of the map, good distance to most of the bases, great spacing, and balance, also good standard for ramps
As a tip:
Add a pinch more Foliage, and perhaps a few debris in the open places?
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United States9940 Posts
On June 23 2012 01:22 Guardian85 wrote: looks almost impossible to defend some of them bases, especially middle ones, you'll never make a building there before your noticed. I notice the same problem. Maybe if you make the middle with more terrain in the way, where only specific spots for tanks to attack at would be better. Otherwise, this map is looking really solid.
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I notice the same problem. Maybe if you make the middle with more terrain in the way, where only specific spots for tanks to attack at would be better. Otherwise, this map is looking really solid.
Only problem with that would be the size of the map. adding more "mass" to a map will soon increase the bounds rapidly.
but one way to "fix" (deal with it) is to increase the cliff height of the already present terrain, to one more height.
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