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Hi guys. Now I am working on a new concept. It is unfinished because the finishing work, design work, has not started yet.
As you can see, the middle aisle is open. However, it has a neutral web that can block the entrance well.
Therefore, you can block the entrance and safely collect resources. ex) protoss 11 nexus build, terran 12 command build
But does the zerg have to build 3Hatchery at these entrances? No.
The presence of colonies allows the zerg to creep. There is no creep unless it is a zerg!
This idea is made by Freakling. Thanks!
I have been busy recently, so I can't make maps often. Therefore, we do not know when this will be completed. What do you think? Would this map be fun?
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It looks very interesting and like it would lead to some really fun games, yes. I would love to play on it when it is complete! Thanks for sharing.
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United States9644 Posts
This is a really cool idea.
One question, what happens when Terran rushes tanks and sieges them on the ramp right outside the main base? I feel like contains on this map would be a little too strong, either that or this would turn into a 2 base pseudo air map.
Perhaps a potential solution might be to turn that back door expand into a second entrance to that high ground pod just outside and add stacked temples there to block it.
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On October 17 2020 03:54 FlaShFTW wrote: This is a really cool idea.
One question, what happens when Terran rushes tanks and sieges them on the ramp right outside the main base? I feel like contains on this map would be a little too strong, either that or this would turn into a 2 base pseudo air map.
Perhaps a potential solution might be to turn that back door expand into a second entrance to that high ground pod just outside and add stacked temples there to block it.
IMO, that's not really a big problem. If they manage to get all the way there, you're dead, but you've been dead. Pushing through the middle seems impossible if they just wait outside the d-web, and the other route is an insanely long route that goes up two ramps and through multiple giant wide open areas.
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United States9644 Posts
On October 17 2020 08:02 b0lt wrote:Show nested quote +On October 17 2020 03:54 FlaShFTW wrote: This is a really cool idea.
One question, what happens when Terran rushes tanks and sieges them on the ramp right outside the main base? I feel like contains on this map would be a little too strong, either that or this would turn into a 2 base pseudo air map.
Perhaps a potential solution might be to turn that back door expand into a second entrance to that high ground pod just outside and add stacked temples there to block it. IMO, that's not really a big problem. If they manage to get all the way there, you're dead, but you've been dead. Pushing through the middle seems impossible if they just wait outside the d-web, and the other route is an insanely long route that goes up two ramps and through multiple giant wide open areas. Not sure I quite agree with this. This was the same issue with Terrans going fast siege on blue storm and pushing through the middle to take the ground outside the Protoss natural. There was no "fast path" for that one either, you had to go around because tanks can't fit through the small corridor.
I'm curious to see this in action with playtesting but I do envision that this would cause the same style of issue. Now, in a PvT, obviously Protoss isn't going to be building things literally at their choke unless they're going fast zealot rushes. But even trying to break out of that contain might be difficult since the goons can't really fire at the spot without first going through d-web.
I suppose ferrying would be the natural counter to this or even a fast scout since the ramped area has no room for turrets to be built.
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FlaShFTW, Terran would have to 1base 2fact 1 add on Tank / vulture push, and even then they would have to siege below / at the ramp where the D web doesn't cover, you can easily expand and buy enough time to defend until you can overwhelm, all you have to do is go around the D web onto the ramp side which really won't be that big of an issue. Contains could be a bitch on this map, but it would also be very difficult to set up and leaves yourself insanely open for counter attacks.
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United States9644 Posts
On October 17 2020 09:57 TelecoM wrote: FlaShFTW, Terran would have to 1base 2fact 1 add on Tank / vulture push, and even then they would have to siege below / at the ramp where the D web doesn't cover, you can easily expand and buy enough time to defend until you can overwhelm, all you have to do is go around the D web onto the ramp side which really won't be that big of an issue. Contains could be a bitch on this map, but it would also be very difficult to set up and leaves yourself insanely open for counter attacks. I agree, I'm just saying I think this map would play similarly to a blue storm but with the natural being protected. So I suppose the threat of a contain isn't actually all that important to deal with since the tank position would never be hitting any of the mineral lines.
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Is the area beside / behind the indoor expansion passable with small units or does it just look that way? Someone want to play some games on this map? Someone should make a map with those neutral turret guns that pop out of the ground and shoot you lol, could also be an interesting effect.
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