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NA EU KR SEA Created by Timetwister22 Aesthetic assistance from NewSunshine v1.2
Playable: 128x156
Concept + Show Spoiler + This is a stab at a non-standard map using non-standard features. The pathing and expansion layout was designed for a low econ macro style game. The paths through the middle of the map are narrow and restricting, and can be further restricted by the players via the collapsible rocks. Thus, the outer most path will be the most attractive for main army movement across the map, but the middle still allows for a variety of harass and smaller attack squads.
Most bases on the map are either high yield bases or half bases, thus causing players to have unfamiliar income rates, and mine out quicker than normal. Players will have to adapt to the unusual income rates, and expand quicker to account for bases mining out faster. Furthermore, players will have to take more bases than normal to achieve the familiar '3 base cap'.
Overall, I expect low economy macro games, with an abundance of harassment as players fight to take and hold additional bases across the map.
Tileset + Show Spoiler + Zerus Dirt Medium Zerus Grass Zerus Algae Phaethon Rock Rough Skygeirr Lab Dirt Zerus Dirt Dark Zerus Rock Zerus Pebbles
Zerus Organic Cliffs 0
Zerus Lighting
Aesthetic Shots + Show Spoiler +
Change Log + Show Spoiler + 1.1 -Minor aesthetic fixes
1.2 -Added some dead space between main and nat choke to further discourage 2 base blink all ins. -Added rocks to the half base third choke to make the third slightly safer. -Slightly narrowed the natural choke.
These changes did not come from balance reasons, but rather my desire to encourage play styles other than 2 base all ins. The thirds, natural, and blink play was fine balance wise. Yet with a safer nat, third, and weaker 2 base blink, the map will further push players toward taking a third and utilizing the unique map features.
As always, feedback is more than welcome
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The main is a bit too Heavy Rain-esque for my taste. HR demonstrated that mains with that orientation just don't work against Blink attacks.
Other than that, not too bad. The rest of the map is also similar to HR, but in a good way rather than a bad one.
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On June 24 2014 05:30 skdeimos wrote: The main is a bit too Heavy Rain-esque for my taste. HR demonstrated that mains with that orientation just don't work against Blink attacks.
Other than that, not too bad. The rest of the map is also similar to HR, but in a good way rather than a bad one.
Main orientation has nothing to do with blink. It is the surface area of the blinkable cliff + the distance from the blinkable cliff to the natural choke. In this case, the surface area is small, and the stalkers have to walk a ways to get to the natural choke.
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I agree with skdeimos about the blink, the surface area is large enough for the blink stalkers to mess quite a couple games. Adding a small gap in the area I highlighted in red wouldn't hurt.
+ Show Spoiler +
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I really like the idea and reasoning of a 6m1hyg third - hope this does well in MotM! I agree with algue's post about the blink surface area though.
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I would like the 6m1hyg 3rd if it was easy to take, but right now it's not that much easier to take than the standard.
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On June 27 2014 14:20 moskonia wrote: I would like the 6m1hyg 3rd if it was easy to take, but right now it's not that much easier to take than the standard. I think "standard" 3rds are usually too easy to take.
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Updated to map version 1.2. The changes and explanation of the changes can be found in the change log.
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very good map, lot of unusual additions. although the rich vespene geysers are very refreshing, i personally don't like them that much. would have preferred 1 normal + 1 rich at normal distance over this, as the 3th geyser takes 5-6 drones (about 2x normal) but only awards 1,5 X the amount of gas. normally that wouldn't be much of a problem, as it's and "bonus" geyser, but because the base is positioned so far away from where you are supposed to play the game, it's very vulnerable to harass like drops, oracles phoenix etc. i would personally just take 2 gold bases over the rich vespene one, as the gold also give you a nice position and map control in the middle + gives you control over the canyon and of course the additional minerals. other than that amazing map!
seems like ling bling and roach hydra no viper (basically low tech bulids with clumped up units) are going to have a very hard time though
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This is like a 1 or 2 base Protoss player's dream map. Decently big map with very awkward, corridor pathing makes for excellent proxying and death pushing. No reasonable economy progression beyond 2.5 bases. Gigantic mains that make it difficult to manage air/cliff harassment (this is really only anti-Zerg; Terran can also exploit it well).
Not really a fan of this one.
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