Production Note of ‘New Gettysburg’ - Page 2
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Aelendis
Belgium892 Posts
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Kevin_Sorbo
Canada3217 Posts
keep fighting the good fight | ||
Clbull
United Kingdom1439 Posts
The island expansions for instance. I can totally get why island expansions are in the game, but to put two of them directly between both main bases is quite stupid. Ulrena had this exact problem; nobody would expand on the island because an island expansion could be very easily harassed and destroyed with minimal effort. Island expansions are meant to reward subtlety for the player choosing to take these expansions, and reward good scouting for the player trying to hunt them down. By placing an island expansion between a common drop path, you are therefore removing the element of stealth. Personally, I would have replaced the island expansions at the 5 o'clock and 7 o'clock positions with a high ground island at the 6 o'clock position accessible by ground from the centre of the map complete with a few Neutral Hostile missile turrets. I would have also added a Xel'naga Watchtower which could be used to detect whether the turrets have been destroyed or not. That way, it delays drop play in the early game unless you send a ground force to eliminate the turrets first. It also rewards the player capturing the tower with scouting intel to tell them if drop play is imminent or if they're safe. The third base also looks pretty tough to defend for a macro map and is quite disconnected from the main and natural expansion. In between the natural and third you have two wide open 'chokepoints' on the lower ground concealed only by a small pillar, and then you have to worry about a very huge ramp leading to your third base further north. As for the other expansions... forget it. They'll get sniped very easily. I can certainly understand why the central expansions should be, but surely there has to be SOME incentive for capturing the northern bases rather than having a huge army attack them from the high ground? Maps like Metropolis and Akilon Wastes worked as late game macro maps because of how interconnected expansions were and how many chokepoints there were to exploit. This map simply won't work at all in LotV. | ||
oOOoOphidian
United States1402 Posts
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BretZ
United States1510 Posts
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xAdra
Singapore1858 Posts
Seriously looking forward to playing on this map, proleague games so far have been really cool and different | ||
Fatam
1986 Posts
But all that aside it's still a fun read, just because I love talking about maps and we get so little of that. And Jacky is one of the better mapmakers so it's not coming from left field. I still think the air blockers should simply be removed. They don't really do that much and they're buggy as hell. We tried air blockers years ago and found that the engine doesn't support them - this is why you don't see them in anyone else's maps. I hope at least that this will spur Blizzard to implement support for air pathing in a future patch though Cuz oh boy the possibilities if we could actually use them in full force. | ||
DBS
515 Posts
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WGT-Baal
France3307 Posts
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Elentos
55456 Posts
On July 11 2016 10:23 Clbull wrote: The island expansions for instance. I can totally get why island expansions are in the game, but to put two of them directly between both main bases is quite stupid. Ulrena had this exact problem; nobody would expand on the island because an island expansion could be very easily harassed and destroyed with minimal effort. Island expansions are meant to reward subtlety for the player choosing to take these expansions, and reward good scouting for the player trying to hunt them down. By placing an island expansion between a common drop path, you are therefore removing the element of stealth. The islands have already been taken in professional games, Stats based an entire game in Proleague around using them, a bit early to call them a failure. | ||
Khai
Australia551 Posts
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aike
United States1629 Posts
On July 11 2016 21:37 Elentos wrote: The islands have already been taken in professional games, Stats based an entire game in Proleague around using them, a bit early to call them a failure. Right? Some of this stuff might apply if it didn't have the air blockers, but they make the bases much more defensible. | ||
TelecoM
United States10639 Posts
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EatThePath
United States3943 Posts
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fluidrone
France1478 Posts
.. must resist.. must not type letters shaping an emote.. must resist! .. !! in 2016 mapmaking in sc2 is but a fetus.. in space there are no sky for any limit <3 | ||
ZigguratOfUr
Iraq16955 Posts
On November 08 2016 17:43 EatThePath wrote: Just saw this thread for the first time, can't believe it only has 2 pages. Bears reading at the end of 2016 for some good retrospective on current map predicaments. Yeah, though it's less of a retrospective and more of a prospective considering this was before the bulk of New Gettysburg's tournament play. I'd love to see a retrospective of the maps in a ladder pool at the end of each season. Maybe someone can convince Uvantak to get on that. | ||
EatThePath
United States3943 Posts
On November 09 2016 08:10 ZigguratOfUr wrote: Yeah, though it's less of a retrospective and more of a prospective considering this was before the bulk of New Gettysburg's tournament play. I'd love to see a retrospective of the maps in a ladder pool at the end of each season. Maybe someone can convince Uvantak to get on that. Well, I mean retrospective exercise for us now (and I only came to it now). But I really admire how Jacky assembled his thoughts and effectively planned out a map that plays pretty much as intended. | ||
Salteador Neo
Andorra5591 Posts
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Ej_
47656 Posts
On November 11 2016 00:28 Salteador Neo wrote: Sick map. And thinking about it, now I really want a new TLMC to happen. LotV could use some new maps worry not, daybreak is coming | ||
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