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Looks like a fun map if it ever gets through the early game, though those two large inverted maps look a bit ugly, like some optical illusion Nice idea with the gas being hidden under the temples. There are a lot of suboptimal gas positions though. Also, the rush distance seems painfully short, doesnt it make the map Z imba? Maybe you could make some very low hp wall in the middle pathway?
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+ Show Spoiler +the orange recangles are spots with opening needs. I feel that in the case of any really strong contain in the middle of the map, depending on how narrow it is in gameplay, with this idea of opening those four spots the contains could have less chance of winning due to small center. The green lines are the line of travel that can be taken if these new spots are re-touched. The two recangles attached to the higher ground would have 2 new ramps added. and the Rectangle covering the Crystalists could be removed, or just add a small opening something like bluestorm, or the size of longinus. If not that then a normal opening about the size of the rectangle. YES, the opening on crystalist make it as big as the rectangle, if not then your taste is good, But! now we add mineral line to that as a wall! so that way late game it does become an opening, :D
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Looks pretty cool, but Terran can push across the map and setup a nat contain in the time it takes Protoss to blink...
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+ Show Spoiler +On December 03 2009 23:48 wishbones wrote:the orange recangles are spots with opening needs. I feel that in the case of any really strong contain in the middle of the map, depending on how narrow it is in gameplay, with this idea of opening those four spots the contains could have less chance of winning due to small center. The green lines are the line of travel that can be taken if these new spots are re-touched. The two recangles attached to the higher ground would have 2 new ramps added. and the Rectangle covering the Crystalists could be removed, or just add a small opening something like bluestorm, or the size of longinus. If not that then a normal opening about the size of the rectangle. YES, the opening on crystalist make it as big as the rectangle, if not then your taste is good, But! now we add mineral line to that as a wall! so that way late game it does become an opening, :D
Ok so add two new wide ramps to the high ground, and remove those crystalist so it become's open'd up, But if you dont want to have it completely opened all game, then add a mineral line to where the crystals used to be, each mineral having about 32 minerals per Field. This way that location will become more useable later on for flanks in very sticky predicaments that look like its gg for you. You can secretly set up flanks and still come back with this new look. Maybe im wrong, but try it! i cant create it, it always tells me error. So if u could do that, ill dl and try it for sure.
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Thanks for the feedback wishbones. The main path in the middle is actually quite large ingame,but it still looks like Terran will have an easy time. I'll try making some more openings near the middle like you suggested. As for rush distance, yes it is pretty close, so I might try adding something to delay early units, especially since you need 2 depots and a tax to wall, which won't be complete in time for heavy zealot pressure. You can't modify the life of abuilding in a melée map, so I was thinking hallucinated Buildings, assuming they wouldn't disappear too quickly.
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United States12607 Posts
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Looks like an awesome macro map - once you have your third you basically can't be contained (look how long the pathing is), so if you have some way to defend the relatively narrow lanes (templar, reavers, siege tanks, mines, lurkers, huge hydra numbers), you can take half the map and seven bases (main, 4 gas expos, one half gas expo, one min only) relatively safely. The problem is that then the tight lanes start working against you, because your opponent's done the same thing and you end up with either a massive stalemate or a lot of cattlebruiser/carrier/guardian lategames. Another problem is that pushes are really hard to flank.
I think wishbones' suggestion is a good one - it'll make the game both more stable (pushes will actually be flankable in the midgame) and less prone to locking up (pushes will still be possible when both players have massive armies).
One thing I'm both excited about and slightly leery of is an extremely short rush distance, coupled with a relatively open natural. This will keep all games from being robotic 4 hatch before pool versus 12 nexus or whatever, but I think it might be dramatic enough to have a far higher proportion of cheese than you probably want. I'd consider slightly narrowing the natural (either with terrain or some sort of partial neutral-building/mineral wall) or just walling off the middle lane (I'd recommend something low hit points and unstacked to minimize stylistic impact). This wouldn't be particularly major, especially combined with wishbones' ramp suggestion, but it would add a crucial few seconds to the rush distance. Actually, I'd consider walling the two potential new ramps that're adjacent to the main lane as well.
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bump
New update
- Protoss temple changed to Xel naga temple, since the old temple only had 1500 life, which is pretty easy to kill by the time you would take your third gas anyway. - Added new ramps to the high ground near the middle - Removed a crystal wall near the middle - fixed some misc things that differed between the symmetry of the map like path width etc. - Added some more crystals on cliffs around the map for appearance.
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I couldn't figure out a way to extend the rush distance without putting 800hp generators in a line in the middle, which looks pretty ugly and then makes the rush distance from very short to very long
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looks like a cool map, how is the pathing? Is there terrain under those crystals?
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That would be pretty ugly, but we'll be seeing a LOT of rushes without it. Haven't been able to think of a decent fix that doesn't involve major conceptual changes, though.
EDIT BELOW
The best "fix" I can think of (to increase the rush distance) is to put a permanent crystal wall at both ends of the middle lane (where it splits to each base's natural and 3rd), with a gap closed by mineral patches or one to four generators. This has less impact than, say, remapping everything to have a slightly less direct center path, without making everything completely ugly.
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pathing is fine, there is terrain under the crystals. i've tested it as well.
tbh, it isn't exactly a horrible thing if the rush distance is close. its a 2 player map so you can scout cheese right away, and you can rush in any mu, so it's not imba for a certain race.
do you guys think it is pretty good TvP/PvT wise now? there's quite a bit of paths, and ingame they are relatively large as well. many different directions to expand as well.
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On December 04 2009 12:46 Grobyc wrote: pathing is fine, there is terrain under the crystals. i've tested it as well.
tbh, it isn't exactly a horrible thing if the rush distance is close. its a 2 player map so you can scout cheese right away, and you can rush in any mu, so it's not imba for a certain race.
do you guys think it is pretty good TvP/PvT wise now? there's quite a bit of paths, and ingame they are relatively large as well. many different directions to expand as well.
The close rush distance is more a stylistic choice I guess, I was recommending that more as someone addicted to long macro games than as someone who thinks your map's imbalanced.
Looks good PvT, though I'd have to disagree about the expansion directions - I think 95+% of games will see a left/right split, with the third being taken at the temple location and the fourth in the corner. Nothing wrong with that, though.
TvZ I don't see any problems either, though I don't play this matchup so it's harder to judge. Wide natural could potentially make sunken breaks pretty powerful?
ZvP the wall is just a touch awkward (two spots where lings can fit through is no good), but not gamebreakingly so. The main unique feature I see is that the third is so close to the nat, and the fourth to the third, that defending against pushes (with either race, but particularly as protoss because this is mostly a versus-five-hatch-hydra issue) is extremely easy. If he pushes up the middle, fall back to your third. If he attacks your nat anyway, he's not outmaneuvering you, he's just setting up to be flanked. If he follows you to your third, you get to fight with your static defense and your reinforcements flanking him. Similarly, you can reinforce your fourth from your third with no serious problems. Still, that'll lead to long, interesting games, not any imbalance for one race or another, so I'm happy.
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bump
I did a little more bit of modifying, mainly small things, but now you can create a perfect wall PvZ at your nat with your forge and gateway.
Also, you can wallin TvP at your nat as well now with 2 depots and a rax. all pictures are shown in OP. the final version download links are up as well.
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i really like this map. Who is up for a game vs me on it? will provide replays ;D
EDIT: OH BTW LOL, change the fucking 5 main ramp? like srsly? how fucked up is that lolololol i mean you used completely different tiles at the top...wtf
Change it and ill play it ;D
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What's so bad about that? He did it so the top of the ramp would be spaced properly for wallins.
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im talking about this:
Especially the top(not needed for wall-in). The bottom is also possible to look better even with proper wall-in, i think :D
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Yeah, PH is right about that square at the top. Without that, it would be possible to wall-in with only a rax and a depot, unlike 11 main which needs 2 depots and a rax. Also, you don't see a lot of snow tileset maps with reverse ramps like this for a reason, I looked through the tileset index and that's definitely the best way to make it look half decent.
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Since this map is being used in the TL arena do you think we're going to be getting some really cool games on this?
+ Show Spoiler +also it's incredibly ironic that kona grinds out a map a week and nobody has really used his yet
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