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(2) Epimetheus published as "Epimetheus"
We've made a terrible mistake.
+ Show Spoiler [vanity shots] +
+ Show Spoiler [old versions] +
Stats dimensions: 152x128 main2main: 67s nat2nat: 46s natural choke: ~10 units bases: 12 (8m2g) watchtowers: 2 rocks: none
Description
This is a fairly standard(ish) map. The main feature is the possible choice of thirds. One possible third is tucked in but vulnerable to attacks from a cliff behind the mineral line - players should be motivated to watch the rocked ramps for attackers. The other third is in the open and the ramp that leads to it from the natural is very small.
While the "ownership" of each base is fairly unambiguous, the later-game bases are fairly close to each other.
The two watchtowers in the center of the map can be activated independently. The high-ground pods near the center of the map and near the 12:00 and 6:00 bases are droppable, as are the long skinny pods that rim the mains.
Blah
What do you think? Please post any feedback/critisism/thoughts/etc you have. Thanks for reading.
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Sexy :3 The proportions could need some work though, here is what I would change :
+ Show Spoiler +Two Xel naga tower at the same place doesn't do anything. You could make a small bridge and block it with a single xel naga tower.
+ Show Spoiler +
Edit : Also, so much water could creat FPS drops. You should decorate your map the Blizzard way : add some spikes and some fog to fill the air space instead of using water.
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algue, I disagree with some of your suggestions. The air space on the edge of the main is helpful for allowing drops and mutas to get at the mineral line, without being completely safe. You asked him to delete the high ground above the third, when he lists that as one of the intentionally desirable features. What don't you like about them? Those two rocks make it harder for the person who is at that third to defend against drops/air without first having units to take them down, so it means you can't take it as a super fast third. You also ask him to increase the ramp down to the open third, which he lists as a desirable feature. Is it too punishing for a zerg to have to go around after taking a fast third vs a gateway push? Perhaps that's part of the point.
To support making the natural larger, which I agree with to allow you to wall not at the ramps and have enough space, you could shift the whole back third and high ground behind it towards the outside, as the airspace on the other side of that high ground doesn't serve a whole lot of purpose. Worst case it only needs to be big enough to avoid marine or stalker range (because it's not going to avoid thor range, I think).
This allows you to keep the air space pocket next to the natural mineral line.
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^^^ this, basically. It would be much easier to respond to your points, algue, if your explained your reasoning.
A note about the natural: you don't actually have to wall at the ramps, it is possible to actually wall at the flat-ground choke right outside the nat + Show Spoiler [this one] +. The width of that choke is ~10-11 building units wide, though it is a bit awkward to wall. The natural is tiny; I don't know, I probably could expand it by eating into the main a little.
Also, about the watchtowers: this configuration allows both players to capture each watchtower (you'll need to hold both sides to prevent your opponent from using the watchtower), which I think might produce some interesting situations once in a while.
To be fair, I'm not that sure about the rocks myself, the highground itself might be powerful enough.
Edit:
@insitelol: Luna as in the Broodwar map? I'm not seeing it same tileset tho
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About the high ground behind the third : I don't like the high ground behind the third because it creats a Lost temple-like high ground. A terran or a protoss can drop there and harass very easily ,or at the very least deny the mining and break the assimilator, with a single dropship only . This wouldn't be a problem if the other third was easier to secure (the one next to the main's cliff) but the other third (the one next to the main's cliff) is the exposed and the player mining on this base has to go through a 1 FF ramp to defend it while the attacker has more space to attack than on Star Station or Alterzim.
About the rocks : They are denying an access to the highground to defend against the drops.
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I really like the concept of a high ground pod in front of the natural with a narrow ramp and a wider second ramp that is further away from the main attacking route. I've played around with the idea of having strategically important forward chokes in a map (kind of like Breeze/BGH, only further away from bases) and this natural/third design fits right into that.
I'd probably make the difference in terms of distances between the watchtower and the front respectively back ramp a little larger since they are quite similar here. Anyway, pretty cool map.
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