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Wizard is an experimental map involving many pathways and complex decision making meant for competitive play.
The mains are 8 o'clock and 2 o'clock, with easy to take naturals. High-ground across from the naturals gives way to many creative harass possibilities and unusual building placement. A central push path allows all builds to be viable, but flank paths are available to easily counter attack.
Points to remember: -main 8 o'clock and 2 o'clock -low ground behind main is not pathable by ground -low ground behind main is not build able -Published in game, check it out!
Version 1.2: + Show Spoiler +-Minor map symmetry fixes -Xel'Nagas added -increased size of main Changelog: + Show Spoiler + Feedback is appreciated, always looking to improve my maps! As far as doo-dads, there will be more added in the future.
Sincerely, monitor
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So the main is open, natural is free. Could the main mineral line get seiged? Natural line get seiged? Mineral placement and size is making these questions for me.
If you want something that looks ice like or snowy I know sc2mapster has some guy who found those kinds of textures. I have a pic of the stuff used in a map (+1 metal texture i got from a regular map) in my thread if want to see.
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The middle needs to be more open. Being forced to traverse ramps to cross the middle of the map is bad in sc2 i think, due to forcefields.
also, the rush distance is extremely short, maybe even shorter than steppes of war.
my suggestion to fix both of these issues is to push the mains into the corners and put the spawn locations very close to the corners, while using the extra space to widen the middle path (make the ramp 50% bigger or so)
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Triumph: Neither the mains or naturals minerals can be sieged [luckily]
Across FiveJulys: I think I will move the mains into the corner and open up the middle, was considering this myself.
edit: found another solution
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6pool against Terran instawin kekeke.
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How wall able is the main for T? Can you throw in a pic of a wall up or with grid on of each main?
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Updated map:
-Mains take 1 rax, 1 supply (5 hex) to wall off. -Middle area opened up (redesigned)
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Why are minerals/gas so close to the choke? This way you have to construct a lot of production facilitys in the back of the mineral line and move around it which makes for a pretty long way to get out of the base :/
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On August 05 2010 10:37 FlopTurnReaver wrote: Why are minerals/gas so close to the choke? This way you have to construct a lot of production facilitys in the back of the mineral line and move around it which makes for a pretty long way to get out of the base :/
The map bounds are actually right behind the minerals, you just can't tell from the picture given. If you check it out in game you'll see what I mean.
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Oh
So.. where do I put building's?^^
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I like it a lot but
+ Show Spoiler +
this kinda destroys the symmetrical balance imo
edit: forgot to say but its kinda match pointy which i like too
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I will be fixing those inconsistencies, glad you like it
edit: Pics added for v1.2
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OK, but you are basically forced to FE...the main mineral line looks like it can be hit by any ranged unit in the natural and its tiny/lowground.
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Very creative map. I like the natural idea.
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OK, but you are basically forced to FE...the main mineral line looks like it can be hit by any ranged unit in the natural and its tiny/lowground.
The lowground outside the main is un-pathable by ground units and un-buildable, but right now the main is very small... looking to increase the size soon!
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I can not baneling bust terran on this map.
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On August 05 2010 08:29 Sl4ktarN wrote: 6pool against Terran instawin kekeke.
No it isn't. Putting the barracks to wall off guarantees that zerglings will not enter your base.
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I have tested the 6 pool, not an insta-win.
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