On April 21 2023 01:43 OmniSkeptic wrote: ALERT: One of the first comments on the first page has been updated with currently known submissions. Go check out those awesome maps!
This serves as a bump to notify of map upload passes and will not be the last
out of curiosity with your bridges, are the towers targetable by air units? IMO air openings for terran and protoss will be very VERY strong versus Zerg players on this map because once harassment or a push ends, air units allow them to open up a route to the 4th without risk of punishment. i'd say tanks would be very strong too but i think there's still counter play there.
maybe if the bridges couldn't be targeted by air units until a certain time or not targetable by air at all, it would be a little more balanced for all of the races.
(I am not a judge nor do I have any say in the contest administration, this is a comment purely as a player/viewer)
Hello, everyone. Here are 4 of my submissions, still working on a 5th. This will be my 2nd TLMC, and I managed to do well last time but now I'm raring to actually get a map on ladder, so here goes.
On April 21 2023 08:08 MrIronGolem27 wrote: Hello, everyone. Here are 4 of my submissions, still working on a 5th. This will be my 2nd TLMC, and I managed to do well last time but now I'm raring to actually get a map on ladder, so here goes.
Here's my next "Freestyle" category map submission.
This map features a "deployable bridge". Destroying the relatively low-HP cooling tower only accessible in the main will drop it on top of the door, opening up two new additional paths. One path leads to an expansion, but also gives the opponent an additional way to enter the main base. It's a gambit!
On April 21 2023 01:43 OmniSkeptic wrote: ALERT: One of the first comments on the first page has been updated with currently known submissions. Go check out those awesome maps!
This serves as a bump to notify of map upload passes and will not be the last
out of curiosity with your bridges, are the towers targetable by air units? IMO air openings for terran and protoss will be very VERY strong versus Zerg players on this map because once harassment or a push ends, air units allow them to open up a route to the 4th without risk of punishment. i'd say tanks would be very strong too but i think there's still counter play there.
maybe if the bridges couldn't be targeted by air units until a certain time or not targetable by air at all, it would be a little more balanced for all of the races.
(I am not a judge nor do I have any say in the contest administration, this is a comment purely as a player/viewer)
The towers are default cooling towers, so no they are not targetable by air-to-air units but yes they are targetable by air-to-ground units. Ironically, as a general rule Zerg will be the one who *always* wants to open them up, with Terrans and to a lesser extent Protosses wanting to keep them closed. That's just how the balance of the game works when it comes to which race prefers open ground and more ways to flank (Terrans for instance are always trying to minimize the number of areas they have to defend in TvZ and create more areas they can hide bio/ tanks behind).
It's a good question though, and if the balance of the game was a constructed differently you might be correct about air usability!
Side note: none of this matters anyway because there's small chance these maps don't get disqualified
Map has only single far away third and total of 16 bases. However, there are two very forward bases that should make expansion patterns weirder as game goes on. Rush path is also very direct which should allow some more aggressive plays.
An autumn colored fen mirror symmetry map with rake layout and 16 bases. Rush distance is 34s from ramp to ramp. By taking the forward base players can better control the middle that has bushes for hiding. Mineral wall at top should help to protect the bases but also make it easier to take them both
Map has very basic base layout with central high ground that leaves most bases on edge of the map. Map being quite big should allow more macro orientated play.
Rush distance on this map is short and attacker can partially block the denfender's flanking path at both thirds. This should favor more aggressive plays. Map also has only 14 bases. Two of them being more forward ones.