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konadora
Singapore66063 Posts
Still in test stages, hoping people will play on it and give me feedback/bug reports ^__^;;
Changes: - Fixed 1 o'clock/7 o'clock Starting Location to Nat distance imbalance - Added buildable spots for turrets at center of map - Removed gas at center expansion - Added 1 more mineral at center expansion (now 7M0G)
+ Show Spoiler [Version 0.90] +Resources:Main: 9M1G Nat: 7M1G 2nd gas: 7M1G Center expo: 6M1G (Gas 2000) 7M
Concept and explanation: I wanted to create a macro-orientated game that still requires lots of low tech-tree unit usage throughout the game.
The 12/3/6/9 expansions are accessible by two paths, one from the natural (the Crystal path, similar to Othello's cliff) and the other, the Blue Storm path. Any player can quickly set up their third expansion relatively safe from mid/late game units (tanks, dragoons, ultras etc), but to protect it, you too will require the low tech units. The area near the Blue Storm entrance is unbuildable.
Other than that, it's a relatively standard map, no base-to-base pathing issues, and spent quite some time on the decoration as well, so I hope for some feedback/comments about it (is it well done, how can I improve, etc).
Center of the map is mostly unbuidable, except for the expanding areas and the jungle parts. Unsure if I should make the Jungle area unbuildable as well.
So, hoping for feedback, gameplay balance-wise and/or about the aesthetic parts.
Download link: http://www.mediafire.com/?ubjz2zo1kym - Version 0.9 http://www.mediafire.com/?ymxtjj1edum - Version 0.92
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I love the bridges! They look really awesome and are really innovative in terms of shape and asthetic.
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wont it be hard for terren to push out since we cannot build turrets in the center =/?
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It looks zerg favored. Open maps and narrow choks for good sim citys (and hydras can passage through). And since the middle is pretty wide while having backdoors so it looks like a PvT and ZvP imba. Try making some spots in the middle where terran can build turrets (maybe set up a few mineral onlys in the middle)
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I don't know if its just me, but the bottom left main looks weird. The CC to ramp distance seems much further than the other mains.
Other than that, it seems like a good standard macro map.
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On January 07 2010 05:09 SectorX wrote: I don't know if its just me, but the bottom left main looks weird. The CC to ramp distance seems much further than the other mains.
Other than that, it seems like a good standard macro map. Seems the top right has this issue too
Other than that, this map looks awesome. Cant wait to try it out
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konadora
Singapore66063 Posts
Okay made some necessary changes, comments please!
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Kona, I love your maps. They just look sexy.
My understanding of map balance is too low to really comment on balance, but I think it looks awesome to play on.
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I love the way it looks. Like another said, I really like the bridges, they are different and overall it's a very pretty map. The only thing I wonder about is a Terran sieging at the third base, and hitting the natural of their opponent, is that possible? That would be tricky to stop if they were turtling, because you would have to attack into their entire third base.
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konadora
Singapore66063 Posts
On January 07 2010 13:37 Salv wrote: I love the way it looks. Like another said, I really like the bridges, they are different and overall it's a very pretty map. The only thing I wonder about is a Terran sieging at the third base, and hitting the natural of their opponent, is that possible? That would be tricky to stop if they were turtling, because you would have to attack into their entire third base. only the gas can be sieged
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United States41618 Posts
I predict positional issues with the flash destination opening TvP taking their nat and the 12/6 (when T is 1 or 7) and then being able to tank the natural of a Protoss at 5 or 11 respectively. Even without that, 12 and 6 look a bitch to attack.
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This looks like one of the coolest maps of yours that I've seen.
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I think 1 of the chokes at the 3rd for each starting location need to be widened to prevent too much zerg from having an easy time with sim city. Also I would try to break up the middle a bit, its a HUGE chunk of land and you can add water or cliffs or ramps or something there to help out TvP. I think some plateaus around the middle would help that out (terran sieges on high ground so its harder for toss to take the ground). Other then that I think its a great map and if you ever want help melee testing a map just let me know in a pm or something
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konadora
Singapore66063 Posts
On January 07 2010 13:56 KwarK wrote: I predict positional issues with the flash destination opening TvP taking their nat and the 12/6 (when T is 1 or 7) and then being able to tank the natural of a Protoss at 5 or 11 respectively. Even without that, 12 and 6 look a bitch to attack. It requires dropships to be able to siege the natural's gas, since tanks can't get inside normally.
Have to admit, in TvP, T will have some tough time attacking/defending 12/3/6/9 expo, whereas the P can use zealots.
On January 07 2010 14:30 Whiplash wrote: Also I would try to break up the middle a bit, its a HUGE chunk of land and you can add water or cliffs or ramps or something there to help out TvP. I think some plateaus around the middle would help that out (terran sieges on high ground so its harder for toss to take the ground). I wanted the center of the map to be all-out huge and flat, but I'm not sure if it'll greatly cause imbalance If there's really no choice, then I will consider adding some high grounds, but for now, not yet.
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I like this actually. One thing I noted is in TvP is looks really easy to set up on the smaller bridges(1 o clock for example) and push a tiny bit, killing the 3rd base. There's no open area at all, so I see Protoss having a hell of a time trying to break a position like that.
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konadora
Singapore66063 Posts
The third (12/3/6/9) shouldn't be siege-able from center of map.
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This looks absolutely amazing. Your concept is really cool and creative. I can't wait to throw down on this map.
Forcing small units brings up a the possibility of balance issues that would not be present on a more normal map (hurts T vs P like you mentioned, but maybe there are other considerations stemming from this feature as well).
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I'm not positive about the map itself but let me just say that viscosity is a seriously badass name.
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konadora
Singapore66063 Posts
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Looks awesome. TvP seems like its gonna be a bit of a bitch for the terran lol. Also, maybe MAYBE consider making it a little hard for zerg to sim city? Just really minor suggestions, the map looks extremly well made
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