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Prisoner's Dilemma v 0.1
Uploaded to [NA] [EU]
By: Rife
Will you play naughty or nice?
Stats: Spawns: 2 Playable Map Bounds: 134 x 134 Main to Main: 62 seconds (Town hall to town hall) Natural to Natural: 48 seconds (Town hall to town hall) Main to Main: 50 seconds (Ramp to ramp). Natural to Natural: 39 seconds (Ramp to ramp). 14 Total Bases (2 Gold Bases) 2 XNT
Concept:+ Show Spoiler +If you know what a prisoner's dilemma is then you know the concept I was going for. Players have the option in the early game to take the gold base. If they do, it is likely that the opposing player must react to this by killing the gold base or taking their own gold for themselves. Thus the tagline "will you play naughty or nice".
Changelog:+ Show Spoiler +Created negative space around natural so it is less exposed. Added a side path between third and sixth. Added ramps in the middle connecting fourths. Major aesthetic update. Added rocks to outer ramp on third. (It is now a two force field ramp). Reshaped main bases a little. Added line of sight blockers below Xel'naga towers. Added line of sight blockers to the side paths.
I would love to hear your comments and feedback!
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Hmmmm....
I see this being a major problem in TvZ because of tanks. A player can drop some tanks on the ridges above the gold or 3rd/4th bases, and this would completely shut down mining with no real way to deal with it aside from air units without taking heavy damage from the tanks.
I like the elevated natural, however, as static defense can be placed in the corner, giving it a wide reach on units on low ground, and this could lead to more macro games, which the fan base seems to like more. The watchtowers are placed....oddly... and I'm not sure if I like them there or not. I also think that the rush distance is too long.
If this map were added to the ladder rotation, I would foresee a lot of air play. I enjoy air play, and as with the macro games, this seems to be enjoyed more by fans.
I would have to run some matches on this map to see anything else, and I may or may not do this later. Overall, good map, except for a couple things.
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United States9668 Posts
while i feel that the rest of the map is solid, i dont really like how the middle plays out. it is a bit too clustered. imo just make a plateau high ground with 1 XNT in the center and remove the side 2.
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On April 29 2013 03:32 Psychonian wrote: Hmmmm....
I see this being a major problem in TvZ because of tanks. A player can drop some tanks on the ridges above the gold or 3rd/4th bases, and this would completely shut down mining with no real way to deal with it aside from air units without taking heavy damage from the tanks.
I like the elevated natural, however, as static defense can be placed in the corner, giving it a wide reach on units on low ground, and this could lead to more macro games, which the fan base seems to like more. The watchtowers are placed....oddly... and I'm not sure if I like them there or not. I also think that the rush distance is too long.
If this map were added to the ladder rotation, I would foresee a lot of air play. I enjoy air play, and as with the macro games, this seems to be enjoyed more by fans.
I would have to run some matches on this map to see anything else, and I may or may not do this later. Overall, good map, except for a couple things.
Having a high ground position over the gold and fourth was intentional. I'm not sure what you mean by the third though. There is no high ground over the third. Unless you mean the main, but if your main is being dropped you have other problems.
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I like it, although Blink Stalkers might be a bit too strong here, but that stuff is very fun to watch so sure
Can you upload to EU as well, want to give this a shot. Looks like a really solid map, although the looks can be improved.
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You might look into limiting the cliffs leading into the main due to blink stalkers, but otherwise the map looks pretty solid and different.
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On April 29 2013 04:03 moskonia wrote:I like it, although Blink Stalkers might be a bit too strong here, but that stuff is very fun to watch so sure Can you upload to EU as well, want to give this a shot. Looks like a really solid map, although the looks can be improved.
Ok. I think I did it. It was my first time uploading to EU.
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that center design gave me a boner. going for the gold base first every time i play this map
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On April 29 2013 09:10 KingCorwin wrote: that center design gave me a boner. going for the gold base first every time i play this map
Glad I could make your day. (or night)
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On April 29 2013 03:46 MarcusRife wrote:Show nested quote +On April 29 2013 03:32 Psychonian wrote: Hmmmm....
I see this being a major problem in TvZ because of tanks. A player can drop some tanks on the ridges above the gold or 3rd/4th bases, and this would completely shut down mining with no real way to deal with it aside from air units without taking heavy damage from the tanks.
I like the elevated natural, however, as static defense can be placed in the corner, giving it a wide reach on units on low ground, and this could lead to more macro games, which the fan base seems to like more. The watchtowers are placed....oddly... and I'm not sure if I like them there or not. I also think that the rush distance is too long.
If this map were added to the ladder rotation, I would foresee a lot of air play. I enjoy air play, and as with the macro games, this seems to be enjoyed more by fans.
I would have to run some matches on this map to see anything else, and I may or may not do this later. Overall, good map, except for a couple things. Having a high ground position over the gold and fourth was intentional. I'm not sure what you mean by the third though. There is no high ground over the third. Unless you mean the main, but if your main is being dropped you have other problems.
I looked at the map wrong. I meant the fourth. I thought that the third was the natural, and that the 4th could be either the third or fourth, but now i look at it again and see that it wouldn't ever be the third.
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I'm not a huge fan of that middle, any kind of siege up shuts down the opponent's gold base & would be reasonably hard to break (chokes and whatnot).
Maybe evens out with the new strength of air builds in hots, though.
Enjoying watching you progress!
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Reminds a bit of CK, very good job. Everyone's complaining about the golds being siegable, but realistically they aren't necessary as a base because you have well defined 3rds, 4ths, and 5ths for each player.
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Alright so I'm running a Ai vs Ai Very Hard game on this map at the moment. Will post how it turns out
EDIT: the game lasted 52 minutes. It was a ZvZ. About 30 minutes of the game was green trying to rebuild hatcheries and tech against a deathball of just about every zerg unit in the game. Lol
Anyway, there was no glaring issues in balance in the map in that matchup, and I'm definitely not going to run 5 more 52-minute games, so yeah.
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Someone is taking economics or just watched Game Theory!
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On April 30 2013 02:07 Syphon8 wrote: Reminds a bit of CK, very good job. Everyone's complaining about the golds being siegable, but realistically they aren't necessary as a base because you have well defined 3rds, 4ths, and 5ths for each player.
Very perceptive of you. I started out with the concept for the middle. I made that first. Then I built the map around that. I have been studying Cloud Kingdom, trying to understand what made it a successful map and any general concepts about map making I could take away from it. In other words it was a big influence in this map. I feel like this one has its own flavor though.
And yes the gold bases are not necessary to survive. It is an extra wrinkle that hopefully provides some interesting game play sometimes, but not every game. I think that gold bases are terribly uninteresting if at some point in the game it just becomes one of the logical bases for you to take. Here it is intended to be for special strategies. Hopefully they are not unusable.
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On April 30 2013 06:25 monitor wrote: Someone is taking economics or just watched Game Theory!
I have a Masters in Economics and teach it at a university. The prisoners dilemma is one of the game theoretical constructs with the most interesting dynamics. I have been thinking about how to incorporate it into a map for awhile.
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Made the following changes:
Created negative space around natural so it is less exposed. Added a side path between third and sixth. Added ramps in the middle connecting fourths.
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Made a major aesthetic update.
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Really reminds me of the 2v2 map. But I love the upgrade.
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I was able to scrounge up a Masters PvT and a PvZ with me playing a guy who was better than me. But I made an attempt to take the gold as my second base. Anyway, I added a replay section.
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