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Neo Overwatch Featured in SBWI Team League
The original map has received a complete overhaul to produce Neo Overwatch. Changes include:
-3rds have been completely redesigned - they are now only accessible by 2 narrow ramps -Mains enlarged for additional building space -2 2x2 buildable squares added to each corridor in front of the 3rds for turrets -3/9 bases are more "neutral", slightly easier to take counterclockwise -Top and bottom air spaces balanced -Minor proportion and aesthetic changes throughout the entire map
Download (at broodwarmaps.net)
Original map version + post: + Show Spoiler +My entry for the ICCup mapmaking contest. Reasonably standard map, with a heavy emphasis on controlling the high-ground pods in front of the 3rds. Features:-Narrow rush/scouting path along bridges and through center choke - all ground units are capable of passing through center -Forward high ground pods - control of these is important to stopping attacks and harassment -Open close 3rds - vulnerable to harassment and attacks, defending from the high ground is advised. Backdoor entrances can be walled with 2 pylons or depots. -Corner expansions - Zergs will probably take these as their 3rd (especially vs T). Extremely easy to defend by ground, in contrast to the closer expansions. -Center min onlies - due to the arc of the surrounding terrain the mineral line can be walled off with 3 pylons to block vulture harass, though a couple of mineral patches and obviously the nexus itself are still vulnerable. -A layout which surprisingly isn't adapted from a SC2 map (though to be fair the base placement was slightly Cloud Kingdom influenced...) Concerns:-Not much buildable area around the 3rds, T maybe should have a place to put turrets (perhaps make the high-ground pods buildable? add a couple of spots for turrets along the path between nat and 3rd?) Download link (broodwarmaps.net)
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wow, this looks like a really good map, and especially good looking
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i really like your map. great!
edit: but... isn't there any space for more buildings?
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Looks great. The blue base appears to have a slight disadvantage in gas location for ZvZ. (Gas drones are more snipeable.)
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United States9964 Posts
On April 13 2013 08:39 bigmak wrote: Looks great. The blue base appears to have a slight disadvantage in gas location for ZvZ. (Gas drones are more snipeable.) the reason why map mains have the gases to the top of the town, is to have easier worker movement from the gas. pretty sure its most optimal with the gas to the top.
this is a great map. really solid.
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Cool looking map!
On April 13 2013 08:39 bigmak wrote: Looks great. The blue base appears to have a slight disadvantage in gas location for ZvZ. (Gas drones are more snipeable.) Making it truly mirrored (i.e. blue's gas on bottom) would be a disadvantage for blue as well as gas on top mines more efficiently than gas on bottom. Unless the map is layed out like RotV, that sort of positional disadvantage will always be there.
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United States9964 Posts
On April 13 2013 08:55 Crunchums wrote:Cool looking map! Show nested quote +On April 13 2013 08:39 bigmak wrote: Looks great. The blue base appears to have a slight disadvantage in gas location for ZvZ. (Gas drones are more snipeable.) Making it truly mirrored (i.e. blue's gas on bottom) would be a disadvantage for blue as well as gas on top mines more efficiently than gas on bottom. Unless the map is layed out like RotV, that sort of positional disadvantage will always be there. there we go. thats the answer ur looking for.
for example, look at fighting spirit. for it to be truely rotational, it would have minerals at super weird positions (above or below the town), and same with the gases (below and maybe left or right of the town). its just for more efficient mining and better for the pros. its hard as hell to split with minerals below you, so make it fair for all spawns by minerals left or right and gas on top always.
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On April 13 2013 08:55 Crunchums wrote:Cool looking map! Show nested quote +On April 13 2013 08:39 bigmak wrote: Looks great. The blue base appears to have a slight disadvantage in gas location for ZvZ. (Gas drones are more snipeable.) Making it truly mirrored (i.e. blue's gas on bottom) would be a disadvantage for blue as well as gas on top mines more efficiently than gas on bottom. Unless the map is layed out like RotV, that sort of positional disadvantage will always be there. Actually RoV, map is called "Ride of Valkyries", but yah, losing the gas mining would be an even greater disadvantage in ZvZ, just unfortunate thing that blizzard never addressed...
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On April 13 2013 12:48 traceurling wrote:Show nested quote +On April 13 2013 08:55 Crunchums wrote:Cool looking map! On April 13 2013 08:39 bigmak wrote: Looks great. The blue base appears to have a slight disadvantage in gas location for ZvZ. (Gas drones are more snipeable.) Making it truly mirrored (i.e. blue's gas on bottom) would be a disadvantage for blue as well as gas on top mines more efficiently than gas on bottom. Unless the map is layed out like RotV, that sort of positional disadvantage will always be there. Actually RoV, map is called "Ride of Valkyries", but yah, losing the gas mining would be an even greater disadvantage in ZvZ, just unfortunate thing that blizzard never addressed... fair, but just because they named a map "Battle Royal" doesn't mean I'm not going to call it "Battle Royale"
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United Kingdom3685 Posts
I'm not usually a fan of amateur maps, but this actually looks really good. The only slight concern which has already been voiced is that there isn't that much buildable ground. This applies both to Terran for their turrets and building walls, as well as to Protoss where there isn't any space to do a lategame gateway explosion. Having said that, lategame PvT on this map may turn into a carrier affair like it was on Desti anyway so it's not so big of a problem.
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Wow, this is actually really really good negativezero, your skills skyrocketed with this map!
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looks really sweet !
nice!
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This map looks absolutely amazing!
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United States9964 Posts
On April 13 2013 17:15 Sayle wrote: I'm not usually a fan of amateur maps, but this actually looks really good. The only slight concern which has already been voiced is that there isn't that much buildable ground. This applies both to Terran for their turrets and building walls, as well as to Protoss where there isn't any space to do a lategame gateway explosion. Having said that, lategame PvT on this map may turn into a carrier affair like it was on Desti anyway so it's not so big of a problem. silly sayle. just build on the ridges xD
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United Kingdom3685 Posts
Apparently the ridges aren't buildable either?
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Netherlands4660 Posts
I like it. Maybe a bit easy for ZvT?
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I've looked at this map for like a month now and the more I look at it the more I like it...seems like a great balance between encouraging macro play, and aggressiveness...also good tactical positioning...must get some games on this... If you ever have time, you should remake it to deal with Cliff Assymetry issue Needs more doodads!
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Thanks for all the positive feedback! I'm thinking of making the high ground ridges buildable, just to have some more somewhat-protected buildable space on the map, but I'm just concerned about the advantage for T in a sieged up position with turrets there.
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United States9964 Posts
On April 14 2013 00:28 Sayle wrote: Apparently the ridges aren't buildable either? SCREW THE BASES BUILD GATEWAYS THERE
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