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Just wanted to know if there ever was such a map in the scene.
2 player map
Both mains are in the center of the map separated by a mountaineous area. The mineral lines are parallel to each other but with no space behind the minerals.
The only flat pathway to an opponents base is going around half of the map always (both lower/upper half. Small chokes separate the mains. The expos are a downwards ramp into a 2-gas.
Anything like this ever done before?
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United Kingdom12019 Posts
On July 23 2018 06:48 oxKnu wrote: Just wanted to know if there ever was such a map in the scene.
2 player map
Both mains are in the center of the map separated by a mountaineous area. The mineral lines are parallel to each other but with no space behind the minerals.
The only flat pathway to an opponents base is going around half of the map always (both lower/upper half. Small chokes separate the mains. The expos are a downwards ramp into a 2-gas.
Anything like this ever done before?
This is the closest to this I can think of
Chain Reaction from the SK Planet Proleague 11-12
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On July 23 2018 06:48 oxKnu wrote: Just wanted to know if there ever was such a map in the scene.
2 player map
Both mains are in the center of the map separated by a mountaineous area. The mineral lines are parallel to each other but with no space behind the minerals.
The only flat pathway to an opponents base is going around half of the map always (both lower/upper half. Small chokes separate the mains. The expos are a downwards ramp into a 2-gas.
Anything like this ever done before?
yes, the problem is mutas leading to maps like this having an incredibly skewed ratio in favor of zerg
Example: Battle Royale
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Thanks. All good replies. Flight Dreamliner is amazingly creative (I love it).
It seems that the muta quandary is big one in a concept like this. Would delaying the gas work though?...
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On July 23 2018 06:57 Qikz wrote:Show nested quote +On July 23 2018 06:48 oxKnu wrote: Just wanted to know if there ever was such a map in the scene.
2 player map
Both mains are in the center of the map separated by a mountaineous area. The mineral lines are parallel to each other but with no space behind the minerals.
The only flat pathway to an opponents base is going around half of the map always (both lower/upper half. Small chokes separate the mains. The expos are a downwards ramp into a 2-gas.
Anything like this ever done before? This is the closest to this I can think of Chain Reaction from the SK Planet Proleague 11-12
This is the closest I think. However invert the two mains (so have them as close as possible with a thicker separator in the middle), and narrower escape routes from each base with gas heavy expansions in the opposite corners of the map.
Aspect ratio would be 4:3 as well.
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Mutas is a big thing but it also sucks from a ground army perspective. Pathing is usually annoying, the paths are small and linear resulting in players avoiding a fight since the more mobile player will want to flank but won’t be able to. Then you’ll end up with more base race scenarios, in which Terran has an advantage
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On July 23 2018 07:31 JungleTerrain wrote: Mutas is a big thing but it also sucks from a ground army perspective. Pathing is usually annoying, the paths are small and linear resulting in players avoiding a fight since the more mobile player will want to flank but won’t be able to. Then you’ll end up with more base race scenarios, in which Terran has an advantage
Sure. I acknowledge that and think that pathing would have to be addressed by opening up some neutral parts of the map. The end goal of this map would be to have both air and ground units as integral to army as possible. I love that idea of having the two be equally important.
Let's be honest, Third World, the last ASL was one of the most exhilarating experiences of watching Broodwar, like, ever. So going into that instead of re-doing Fighting Spirit should be more of a goal imo.
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Mineral only natural might be an interesting addition to a map concept like this.
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Seongangil This is a 4player map but immediately shouted to me as having alot of the features your post says. I hope you find the map you're looking for, more maps could definitely be made with that concept you write of.
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On July 23 2018 09:20 funnybananaman wrote:Seongangil This is a 4player map but immediately shouted to me as having alot of the features your post says. I hope you find the map you're looking for, more maps could definitely be made with that concept you write of.
Yep that one is very close. However, I wouldn't want to have that much drop-able high terrain around the main bases, way too aggressive.
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Ya, it has the parallel mineral lines and the down-ramp into expansion, but it is not a double gas. The droppable area really affects gameplay on seongangil. Terran are hugely advantaged, and tank drop is very imba, in the few games i've played on it. also maybe u might like this? http://www.teamliquid.net/tlpd/korean/maps/53_Raid_Assault_2 i don't think chain reaction really is much like what u are talking about, maybe kind of but main base/mineral patch really would have to be totally reversed. the mains aren't back to back. I think your concept someone should make this map into a real map. also http://starcraft.wikia.com/wiki/Baby_Steps and Outsider
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Maps like Python, Gaia or Kiseyras also have spawns with close air distances to one another.
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Gaia is fairly true to this and pyth But it doesn’t fit the 2 player descriptor. Not enough good 2 player maps of any concept these days.
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Battle Royal ! First that came into my mind ! AAAAAAANNNNDDDD I always remember Flash vs Oversky on this map
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Battle royal the mains aren’t separated by mountains though and the mineral lines are not parallel
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I was watching the official game list for Battle Royal, it just happened to be sooo muuch more zerg involved than P or T. Why would that be? Ofc its probably just chance but when looking at the game list i wonder if there may have been something else. This is the match up ratio for games played on Battle Royal during Kespa era according to TLPD: 14 ZvT 9 ZvP 0 PvT 71 ZvZ 0 TvT 1 PvP Isn't this a little bit odd? Seems like the map was specially picked for ZvZ matches...
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ya thats strange. noob would say well 4 pool is imba on battle-royale because of close rush distance but reality is the fast scout almost negates 4pool strength because the enemy sees it coming a mile away. I personally have played a lot of PvT on battleroyale so its odd no KesPa game ever was of a P vs a T.
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