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Wild Wild Jarbanby Fatam 134x144Published to All RegionsVersion 1.1Overhead view: (exact bounds) + Show Spoiler +Click the pics to enlarge. A main and nat with some vulnerabilities, but you get some "free" bases to compensate. Good scouting should keep you out of trouble. Lots of ways to expand / play! This is not the Wild Wild West, but rather the Wild Wild Jarban! (feel free to cringe ) I think you'll find there are some nice things for each race. Wall-off at the front of the nat is standard. Aesthetics shots are from the 1.0 version of the map. More Pictures: + Show Spoiler +
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There's lots of cool stuff on this map, but I don't see both players surviving long enough to enjoy it. Ling runbys in particular look nigh unstoppable. With the ramp to wall-off being double wide and a quarter of the way across the map, there's no way you get it up in time. And even if you do, ling drops look especially potent on this map due to the large unchoked open area of the main/nat/pocket where they can run around everywhere. Moreover I don't think reverse ramp main/nat setups work in SCII--when faced with aggression players (especially terran) needs the option to retreat from the natural and hole up in the main to build up forces.
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I don't think walling is such a problem (it's literally 1 extra depot), although it's something I thought about a little. Although maybe you're right. It's a super easy fix to change the ramp to 1x. I'm not a huge fan of having nat ramps be that small, as contains become very effective when you have to come out of your nat through that small of a ramp.
Ling drops is probably the more valid concern. Although honestly they are something zergs can pretty much pull off at will on a lot of maps so I don't know how this changes that too much. I agree that it would be harder to "catch" / corner them here, though. Maybe a change that could work is to reduce the ramp down from the main to the "free" base to a 2 or 3x, and then rock it. At that point you have a normal sized main. It limits early eco cheese options a bit and makes that a less desirable third, which is disappointing, but maybe it's worth it.
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Isn't blink going to be insane on this? Or is that not a thing anymore? The high-->low main cliffs and the mineral wall seem extremely powerful. Not to mention the almost 100% map facing surface area. To a lesser extent reapers seems strong...
I would make the nat ramp 3x with rocks to make it 1x, and use doodads to provide a standard walloff at the bottom of the main ramp, so you can start a wall there and finish it after a worker scout if you need to.
Or maybe the nat ramp can be 3x and only partially blocked by the rocks so it's like 1.5x wide, with a decent walloff requirement on top that's a little more than 1x.
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Good ideas, thanks. Early blink aggression isn't very common anymore, but I agree it could be strong. With the los blockers on the inside of the mineral wall it functions exactly the same as a main's cliff would, other than if they have the balls to put a pylon up against it (which hopefully you would be smart enough to keep an eye on that area vs. P, although they would still have to get vision to warp over, and with the slower warp that isn't the big deal it used to be)
I'll probably make some changes in the next day or two. Will put some thought into how protective I want to get, because if you put 1x ramps or rocks everywhere this could very easily turn into a super turtley map with the base concentration being what it is.
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Overhead view: (exact bounds) + Show Spoiler +
Ok. I made a 1.1 which addressed some of the issues you had, without doing anything too crazy. I hope it's a nice compromise but let me know what you think
- shifted the natural mineral line towards the corner of the map a bit to make it a little safer - added a neutral raised depot to the top of the nat ramp so that a standard depot+rax+depot wall-off will do the trick - got rid of the cliff face touching the pocket third - reduced the ramp size of the ramp down from the main towards the pocket third to a 2FF
With 1.1, these 2 cliffs are the only places you have to worry about reapers, and for the most part blink as well.
I'm still considering whether it's needed to be able to wall off closer to the main rather than at the nat front door. It's something T likes to be able to do, but at the same time I feel like this map in particular is one where you would make it a point to really actively scout, which if you were doing that then you would have time to pull SCVs if needed. Would love some thoughts there. (It might be possible to scoot the main mineral line a good bit closer to the nat ramp and then reorient the main ramp, making that SCV pull not too bad.)
Another possibility is to make the nat the main, which is actually how the map was originally when I was conceiving it.
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The mains are extremely vulnerable. I don't think games will last long on this map.
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