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No Longer Published! By Timetwister22 v1.2
Playable: 120x160
Concept + Show Spoiler +This is my attempt at making cool gold bases. These golds don't operate like winner golds, and offer a nice dynamic to the player's expansion pattern. Overall, a solid standard map with cool golds.
Tileset + Show Spoiler + Aui Small Bricks Aiur Grass Bel'Shir Grass Light Aiur Grunge Haven Grass Rocky Aiur Tiles Bel'Shir Grass Dark Bel'Shir Dirt Dark
Aiur Manmade Cliffs Bel'Shir Organic Cliffs
Aesthetic Shots + Show Spoiler +
Change Log + Show Spoiler + Update from V1.0 + Show Spoiler +-Slightly opened up some of the main attack paths. -Added LoS blockers behind the gold base gases to encourage use of that space with warp-ins, drops, and maybe even nydus. -Widened the ramp leading down to the 3 and 9 bases. -Fixed a few aesthetic bugs.
As always, feedback is more than welcome
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This ended up looking much better than it did at first, I really dig it. But, um...
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Aotearoa39261 Posts
Really solid map. Great work.
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Very interesting, although probably broken in disfavor of Zerg.
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really nice map !
i want to see this map in Major Starcraft 2 League !
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A few thoughts:
1.) I like your map tileset. It's one of my favorites, and I don't think I've seen it since that Korhal Compound or whatever map it was on the pool that never really took off.
2.) The natural is INCREDIBLY EXPOSED. If you want to balance it more so that mass ling busts don't rule the meta, cut off one of those two entrances with destructable terrain instead of being adjacent to the gold bases, probably that ramp leading to the valley (so it could be more like a Frost LE type of setup).
The destructible rocks next to the gold makes it far too easy to secure in the early game against zerg players, as I'm not seeing any ramp access to it outside of the rocks and natural ramp. Again, switching the rocks would force T/Ps to play more conservatively. And if the zerg tries to take the gold, it just gets shelled from the high ground and they get flashbacks of Lost Temple.
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Really like it, fighting paths look really interesting
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So finally i can sit down an write a little ^^
Here's my feedback regarding the map, sadly i did not played it as much as i would have liked to, just some test games to try and see if we could break the map and as it happens it was so-so.
Mech is pretty damn strong in the map as it is and Zerg tends to be the weaker race as some have said this is because the facility mech players have to secure four/five bases, and one of them being gold. The general idea of the gold base is very interesting, sadly it messes up with ZvZ very very hardly, where if a player gets behind the game is over because the other will take the gold base, and this can't be fixed without ruining the general idea of the map, so my stance would be to sacrifice the matchup.
The amount of overlord pods is perfect and the flow is excellent, the choice of the gold and the normal third is very nicely done, but the issue as i have said is mostly the tightness of the map, expanding the central paths should help a lot in this, also swapping the rocks at the third by 4x4 rocks should help too. A place that can't be overlooked is this small ramp which i consider should be at least double the size. I really like what you did with these plateaus tho, nonetheless they could be problematic in some situations because of SH play, not much to worry tho, the paths around the map should be more than enough to compensate.
When messing around i found a couple issues, there is a random vine you forgot to remove in one of the ramps (blue). One central base has 7 mineral patches instead of 8 (Red,*) and a base has a nonstandard mineral set up that could be problematic when dealing with drops in the base (Yellow). Pic.
*Beware when addin the patch, it should be easy to send workers to mine the patch**, you have a couple options there, one is to remove the overlord pod and instead add a tree with some doodads around but stifled with invisible LoS blockers and pathing paint so overlords can park there with no issues, but players can still see the patches b/c occlusion. And your other option is to remove three mineral patches and add two gold patches instead, the amount of resources gathered should stay around the same in the base, but you will have a small extra space to avoid getting one of the patches blocked by the column.
<quickedit> **I'm talking about the bottom middle base where the highground/overlord pod covers part of the mineral line because of the isometric camera sc2 has</quickedit>
Oh almost forgot, found this, a double pylon block like that is border line to me, but the cannon being in the lowground makes it not as dangerous as in the nat itself, but the fact that it will be out of the scouting range of a overlord positioned in the hatch when 15 hatching could prove to be an issue with some players. I thought you may be interested out it.
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Thank you to the feedback everyone, and especial thanks to Uvantak for taking the time to play some games and point out various issues on the map. With the feedback, I have made an update. -Slightly opened up some of the main attack paths. -Added LoS blockers behind the gold base gases to encourage use of that space with warp-ins, drops, and maybe even nydus. -Widened the ramp leading down to the 3 and 9 bases. -Fixed a few aesthetic bugs.
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This map looks amazing. Would not veto on ladder, unless maybe I was zerg.
That whole back valley is super tricky. I love it.
The base layout changes PvX quite a bit, which is really cool.
gooood work
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Very interesting map, even though the area in front of the natural feels a bit choky
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