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konadora
Singapore66063 Posts
Shin Oryeonggo 2.0
Resource changes: (All minerals and geysers are worth 1500 and 5000 respectively unless stated otherwise) Main: 9M1G (1 mineral field is 500, rest are 1500) Backyard: 6M1G (1000 minerals, 2000 gas) Nat: 7M1G Corner expos: 7M1G 2/7 gas expos: 6M1G
Map changes: - Nat slightly changed for smaller base - Entrance between nat and main is bigger, now needs 2 depots and 1 rax to wall-in - New ramps added near center of map - Corner expos are now island expos - Bridge area slightly redesigned - All high grounds except island expo are unbuildable
+ Show Spoiler [Version 1.1] +Resources:(All minerals and geysers are worth 1500 and 5000 respectively unless stated otherwise) Main: 10M1G (8 are 1500, 2 are 500) Backyard: 7M1G (1000 minerals, 2000 gas) Nat: 6M1G Corner expos: 6M1G Near-center gas expos: 5M1G Mineral-only expos: 5M Changes from previous version:- Changed resource distribution everywhere - Added another path near center of the map - Mineral-only moved to center of map - Changed position of backyard expo's mineral/gas layout - A bit more visual touch-up - Slight edit with the bridges - 3 and 9 ramps are unbuildable
+ Show Spoiler [Version 1.0] +Despite what it looks, the minerals at 12 o clock's backyard expo is worth 1000. Doodad at bottom left is fixed too :pResources:(All minerals and geysers are worth 1500 and 5000 respectively unless stated otherwise) Main: 8M1G Backyard: 6M1G (1000 minerals, 2000 gas) Nat: 6M1G Mineral-only: 5M Corner expos: 7M1G Near-center expos: 7M1G
Features: - Backyard expo - A short-cut path through the middle can that only be used by small-sized units (infantry, zerglings, hydralisks, etc) - Center high ground is unbuildable (except mineral-only expo area (very small)) - Some area of low ground near the angular ramps near center is unbuildable - 3x 0 mineral patches on high ground to prevent CC lift-expansion @ corner expos - 25x 0 mineral patches @ ramps of corner expos
Download link: http://www.mediafire.com/?jqjjiyjy3ze (Version 1.0) , http://www.mediafire.com/?hl0tnf2ngnf (Version 1.1) , http://www.mediafire.com/?hljztjzl3md (Shin Oryeonggo 2.0)
Feedback and comments welcome! Always accepting people to play-test the map!
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Expo layout is a bit boring atm. Imo move the mineral only expo furthur away from the nat.
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At first I was like, oh lopsided HBR. But after a while of looking at it, not so much. Interesting map, anyway.
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I honestly think that this is an awsome map
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Seems imbalanced against P in both match ups. Hard to say in TvZ because both races have good things going for them on this map, but I think a zerg that rushes quickly to defiler while getting all 4 bases that are defendable at a choke and then justm aking sure to have good scourge coverage they should do well. Zerg has the extremely strong advantage of 4 relatively close by bases with low minerals, high gas and most importantly all 4 defended from one choke.
Terran has the advantage of only one major attack route so flanking effectively is incredibly difficult. Not only that but terran can dominate the game with tank placements behind a very curved portion of the map. This positioning is extremely difficult for either P or Z to beat. However, against z, they will have to deal with the very high easily accessable gas and the low mineral count in the bases...both tough to overcome.
I think you need to provide at least 2 attack routes. Perhaps smoothing over the space between the middle of the map and the middle of the right and left paths. You could also consider moving the mineral only out more to create a wider choke area which would help for balance issues with p against t and every race against zerg. Also maybe consider adding 2 additional mineral patches in the main..or at least one to help P against zerg a bit and to giveTerran enough money to actually take additional gas bases effectively. This definitely looks like a map where valks/mech with high tank numbers would be used
I think this map could result in interesting games if it was tweaked a bit.
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On August 05 2009 18:53 arb wrote: carriers... If P is forced to go carriers to compete, than the map is very tough for them
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I'll test it with you when i get home
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Curious, how wallable are the chokes? Also I like the min set up of the islands, it be interesting to try hidden expos by floating a worker up the ramp without mining the mineral.
Just wanted to add: If you're going to add flanking area you should angle the main path so we don't lose much path distance difference between the main and narrow unit paths. Hope that makes sense
Also noticed in the current setup, the minerals behind the backyard's expo are very difficult to defend from mutas due to the placement of the minerals. Might want to move them away from the edge to allow room for turrets. If not then I don't think Ts will ever really take that expo first which would limit the diversity of games somewhat.
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You should let me test it too This is 128x128 right?
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konadora
Singapore66063 Posts
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konadora
Singapore66063 Posts
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Nice start: I'd make the openings wider and move them down more on the left side; up on the right side. Makes the map more curvy so it still takes significantly longer to walk the long way than the short way. Provides for more strategically interesting gameplay because there's very different timings for proxied/non proxied for zeals/goons, lurks/lings etc. Ie: You could do a rush were your hydras walk through the short w ay then morph as opposed to doing a normal defensive type lurker play that would require the long route.
I think if you're going to put a min only in such a vunerable location you should make it more worthwhile by adding (at least)1-3 addtional mineral patches. This might cause players to opt for it earlier than normal which might increase the pace of the game. Not only because of the additional much needed minerals but because of the critical position. Honestly I think it would be most intersting to put like 10 minerals there but with very little room to build defensive structures like you mentioned (nice idea). Might help increase the pace of the games dramatically after the midgame as players start to run low on minerals. Could be very interesting.
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Inspired by tilting your head when playing HR? Might give it a go some time.
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Terran owns on this map, 2 expo very easy to get, mech all the way tvp and tvz . Since opponent will have a hard time getting a 3rd expo vs a terran with all these high grounds and only 1 route to each other bases.
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On August 05 2009 19:50 iCCup.deL wrote:Inspired by tilting your head when playing HR? Might give it a go some time. You + me or are you going to dodge like always
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i play winner
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konadora
Singapore66063 Posts
Slightly edited the bridge
Might consider re-adjusting the resource distribution
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konadora
Singapore66063 Posts
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it looks like a very macro map, since you got around 2-3 expos and the large rush distance
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