Version Updated to 1.04 - July 02, 2010 - 11 PM EST
Download Link --> here.
Introduction
It's been some time since I've gone ahead and done a complete release for a map, and while I've had a few candidates in mind this ultimately was the one I choose to present here on TL.net
I choose this map over my others for several reasons but primarily, I thought this map was the best mix of my four player maps - in terms of it is the best one I've done to support all three types of play listed on the map card above. My inspirations didn't come from any map in particular, however, the single block cliffs scattered across the map are definitely inspired from BW in general, I personally always liked maps that had little nooks and cracks to hide units , it made for interesting play.
Photo Gallery
New for Version 1.04
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View of the middle of the map(Version 1.04 re-tool)
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View of main and natural (Version 1.04 adjustments))
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Overhead view of the map (Version 1.04)
View of the middle of the map(Version 1.04 re-tool)
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View of main and natural (Version 1.04 adjustments))
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Overhead view of the map (Version 1.04)
Old for Version 1.03
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Direct over-head view(Versions 1.00 - 1.03)
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Tower positions(Versions 1.00 - 1.03)
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Over-head angled view
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View of 5 o'clock main and natural
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View of island at 6 o'clock
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View of semi-island 3rd and gold expansion, on 11/5 o'clock side of the map
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View of the middle of the map(Versions 1.00 - 1.03)
Direct over-head view(Versions 1.00 - 1.03)
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Tower positions(Versions 1.00 - 1.03)
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Over-head angled view
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View of 5 o'clock main and natural
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View of island at 6 o'clock
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View of semi-island 3rd and gold expansion, on 11/5 o'clock side of the map
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View of the middle of the map(Versions 1.00 - 1.03)
SC2 Map Analyzer Output
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Bases
bases appear at 1, 5, 7, and 11 o'clock description for each image appears below the spoiler-ed image
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base analysis - note 'Semi-Island' is the intended third, during my own play testing versus AI the 'Semi-island' as an open / easy to access third favored Zerg too much
Influences
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Shortest Paths
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bases appear at 1, 5, 7, and 11 o'clock description for each image appears below the spoiler-ed image
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base analysis - note 'Semi-Island' is the intended third, during my own play testing versus AI the 'Semi-island' as an open / easy to access third favored Zerg too much
Influences
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one o'clock versus five o'clock
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one o'clock versus seven o'clock
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seven o'clock versus five o'clock
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eleven o'clock versus one o'clock
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eleven o'clock versus five o'clock
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eleven o'clock versus seven o'clock
one o'clock versus five o'clock
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one o'clock versus seven o'clock
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seven o'clock versus five o'clock
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eleven o'clock versus one o'clock
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eleven o'clock versus five o'clock
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eleven o'clock versus seven o'clock
Shortest Paths
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eleven o'clock versus seven o'clock
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eleven o'clock versus five o'clock
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eleven o'clock versus one o'clock
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seven o'clock versus five o'clock
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one o'clock versus seven o'clock
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one o'clock versus five o'clock
eleven o'clock versus seven o'clock
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eleven o'clock versus five o'clock
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eleven o'clock versus one o'clock
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seven o'clock versus five o'clock
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one o'clock versus seven o'clock
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one o'clock versus five o'clock
Discussion on Data
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As can be seen from the data above I've tried to keep the rush distances fairly close to what we've come to expect of four player maps which are used for one versus one. I personally like what I'm seeing with the influence as once the players try to achieve a fourth or fifth base there is a near 50/50 influence on the base from any given spawn positions.
I will be posting complete screenshots in the morning as currently I'm still finalizing the terrain (in terms of doodads and texture). I'd like some people to play the map first as well so I can make any positional changes people think may be necessary.
I will be posting complete screenshots in the morning as currently I'm still finalizing the terrain (in terms of doodads and texture). I'd like some people to play the map first as well so I can make any positional changes people think may be necessary.
Features of the Map
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1. Easy to defend natural and mains. I've put holes in the space platform around the mains and naturals in order to force reapers to have to scale the cliffs from certain directions. (added Ver. 1.00)
2. Nearby third that has destructible rocks blocking accessing - I played fifteen matches versus Green Tea AI and every time I was Zerg or the AI was Zerg the original style of the third too favorable towards Zerg. For those interest previous versions had a wide-open third. Again 'Semi-Islands' is the intended third. (added Ver. 1.03)
3. Fourths are still not very far away but are not easy to defend, fifths are available in wide-open center bases, Islands at 12 and 6 o'clock and golds and 9 and 3 o'clock. (added Ver. 1.00)
4. Watch towers outside each players base, can be defended from third bases once they are claimed (added Ver. 1.00)
5. Various areas on the map have single blocks of second level cliffs, these serve to allow ground units to hide in and around them before air comes in to play. (added Ver. 1.00)
6. ALL Geysers are High-yield geysers. Note: This does not mean that you have more gas, only that you get 6 per trip rather than 4 per trip. In my testing this simply made tech come earlier, but made thirds and fourths far more important as you mine out your geysers well before minerals. Let me know what everyone thinks. (added Ver. 1.00)
2. Nearby third that has destructible rocks blocking accessing - I played fifteen matches versus Green Tea AI and every time I was Zerg or the AI was Zerg the original style of the third too favorable towards Zerg. For those interest previous versions had a wide-open third. Again 'Semi-Islands' is the intended third. (added Ver. 1.03)
3. Fourths are still not very far away but are not easy to defend, fifths are available in wide-open center bases, Islands at 12 and 6 o'clock and golds and 9 and 3 o'clock. (added Ver. 1.00)
4. Watch towers outside each players base, can be defended from third bases once they are claimed (added Ver. 1.00)
5. Various areas on the map have single blocks of second level cliffs, these serve to allow ground units to hide in and around them before air comes in to play. (added Ver. 1.00)
6. ALL Geysers are High-yield geysers. Note: This does not mean that you have more gas, only that you get 6 per trip rather than 4 per trip. In my testing this simply made tech come earlier, but made thirds and fourths far more important as you mine out your geysers well before minerals. Let me know what everyone thinks. (added Ver. 1.00)
Name 'Contest'
This really isn't so much a contest as it is an opportunity for people to tell me what name they think the map should have, and for me to pick a better name than the current one. I'll let the thread sit for a while and once I see some suggestions I like I'll put up a poll where people can pick the name.
Changelog: Current Version - 1.04
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coming for Version 1.05
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- Mains and naturals will now have two standard-yield geysers as opposed to two high-yield geysers
-All other bases will have one high-yield geyser at 3000 gas (not the standard 2500)
-Both of these are in an effort to control tech pacings better and also to have a 'BW-feel' when it comes to gas harvesting once you leave your natural - depending on feedback I may reduce all bases to one high-yield 3k geyser, but unlikely
-More visions blockers in various locations, doodads, foliage, and final textures will be added
-Probably the last 'Beta' version, in that unless someone finds an unforeseen gaping imbalance somewhere in my map this will be the finalized version
from version 1.03
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-Adjusted mains by adding a new platform at the back of the second-level cliff, so that Reapers can enter the mains from the rear of the main (previously they could only enter from the front cliff that overlooks the path to the third)
-Also added pathing blockers on the some of the cliffs surounding the mains and nats, to force Terran tanks to have to be placed further back (and thus reduce their effective range). This will be my first change to limit tank use, but I do not want to close the strategy completely.
-Re-tooled the middle. The two expansions from version 1.03 are now changed to Island Gold expansions, which also have vision blockers (to force tanks/any units up there to have Air to fire down below). The middle of the map now has a wide open channel between the two golds at 3 and 6 o'clock. This was in part to allow both center expansions to be controlled by different teams simultaneously.
-Also added pathing blockers on the some of the cliffs surounding the mains and nats, to force Terran tanks to have to be placed further back (and thus reduce their effective range). This will be my first change to limit tank use, but I do not want to close the strategy completely.
-Re-tooled the middle. The two expansions from version 1.03 are now changed to Island Gold expansions, which also have vision blockers (to force tanks/any units up there to have Air to fire down below). The middle of the map now has a wide open channel between the two golds at 3 and 6 o'clock. This was in part to allow both center expansions to be controlled by different teams simultaneously.
from version 1.02
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- Walled off thirds, they are indicated as 'Semi-islands' on the map analyzer output. This was done in an effort to make it a less favorable map in general for greedy Zerg builds.
-Added additional single-block cliffs in various locations
-Moved Xel'Naga towers further away from naturals due to the changes to thirds.
-Added additional single-block cliffs in various locations
-Moved Xel'Naga towers further away from naturals due to the changes to thirds.
from version 1.01
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-Fixed single-block cliffs as I had unintentionally left spaces allowing Zerglings and small units to have far great than intended rush distances.
Conclusion
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I hope everyone enjoys the map, and I'd like to make it clear that it is still a work in progress, however I intend to keep the general layout the same. I was thinking of possibly making 12 o'clock and 6 o'clock have two bases one on the left and right sides of the map, let me know what you guys think. If I did this they would no long be islands and would be probably similar to the 'Semi-island' thirds in design.