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World of Sleepers 0.3 132x132 Published on all servers
Info/details: -3 main attack paths spread far apart, connected laterally by 1x ramps through the golds.
-Multiple 3rd options, each of which has significant obstacles in taking it. The nearest is blocked by rocks, the open 3rd ideal for Z is quite far away, and the golds are in a forward position very vulnerable to harass.
-LoS blockers at the edges of the main prevent blinking in without air/high ground vision -although blink is probably still OP lol. I'm currently considering moving rocks blocking the backdoor onto the base location itself to allow units to move up and defend the high ground vs blink, although the downside is that units will only need 1 blink onto the high ground instead of 2 in order to access the main directly.
-The LoS blockers also prevent placing a pylon close enough to the edge of the main to warp in.
-The original version was entered in Map Jam 11, though my subsequent edits proceeded to break one of the original requirements.
Angled + Show Spoiler +
Analyzer + Show Spoiler +
Aesthetics + Show Spoiler +
Tileset + Show Spoiler +-Ulaan Dirt -Ulaan Dirt Cracked -Ulaan Rough Rock -Ulaan Stone -Phaethon Dirt Light -Skygeirr Lab Dirt -Shakuras Rock Cracked -Zhakul'Das Tiles
Ulaan everything else
Changelog + Show Spoiler +From initial map jam version: -Center watchtower removed -Center bases changed to gold minerals -1x ramps added to either side of center bases -Aesthetic improvements
Version 0.2 -Added extra LoS blockers around mains to prevent constructing pylons that could warp into the main -Some pathing fixes
Version 0.3 -Fixed some improperly colored doodads
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Wow, that's honestly one of the coolest maps I've seen in a long time. I'm just a little concerned, like you, about Blink in regards to the highground base. If that ends up being balanced, I'd love to see this on ladder.
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I love that you used a Map Jam map, and made it into an actual map. These tournaments are meant for precisely this, encouraging innovation.
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I really like that map. Especially how the diagonal path goes all through 1x ramps. Not sure you really need 3 ramps up to the corner base, though. 2 Might have been enough
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The center watch tower was so cool ! you should have kept it
To solve your stalker blink problem : + Show Spoiler + You could make the red circled part of the map a low ground. This would allow you to place the mains on a type 2 high ground, and you could place the natural and the third on a type 1 high ground. Place some LoS blocker where the ramps were, they have the same purpose
Just suggesting though.
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This map looks challenging to play on, in a good way. Strong positions and unforgiving paths. Map awareness is a must and will definetly favor the better player. A great map made for competative play.
just one question, is this spot blinkable? + Show Spoiler +
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On June 27 2014 07:29 Archvil3 wrote:This map looks challenging to play on, in a good way. Strong positions and unforgiving paths. Map awareness is a must and will definetly favor the better player. A great map made for competative play. just one question, is this spot blinkable? + Show Spoiler +
From the main post:
-LoS blockers at the edges of the main prevent blinking in without air/high ground vision -although blink is probably still OP lol.
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On June 27 2014 07:39 moskonia wrote:Show nested quote +On June 27 2014 07:29 Archvil3 wrote:This map looks challenging to play on, in a good way. Strong positions and unforgiving paths. Map awareness is a must and will definetly favor the better player. A great map made for competative play. just one question, is this spot blinkable? + Show Spoiler + From the main post: Show nested quote +-LoS blockers at the edges of the main prevent blinking in without air/high ground vision -although blink is probably still OP lol. So basically, they have no effect. There's this thing called a Mothership Core that comes with every modern Blink all-in.
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On June 30 2014 07:50 iamcaustic wrote:Show nested quote +On June 27 2014 07:39 moskonia wrote:On June 27 2014 07:29 Archvil3 wrote:This map looks challenging to play on, in a good way. Strong positions and unforgiving paths. Map awareness is a must and will definetly favor the better player. A great map made for competative play. just one question, is this spot blinkable? + Show Spoiler + From the main post: -LoS blockers at the edges of the main prevent blinking in without air/high ground vision -although blink is probably still OP lol. So basically, they have no effect. There's this thing called a Mothership Core that comes with every modern Blink all-in. So just like a normal cliff? The surface area is not that big.
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I was merely remarking on the notion that they some how "prevent" blinking for any situation where it'd be relevant. But since we're on the topic, simply dealing with blink on this map will be ridiculous, with the high ground advantage going to the Protoss if they attack from that angle.
You'd have to do a more conservative expand and knock down the rocks by default vs. Protoss, which opens up a lot of other abuse opportunities for P. Even when taking the high ground, that additional little nook into the main we're talking about creates that much more surface area to defend, making the process of zoning out a blink all-in that much more of a headache.
I definitely like the idea surrounding the map though. I just think the terrain needs a little bit of tweaking to consider blink more, which is why I didn't consider it for MotM.
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