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Hi all, first map ever, be gentle. Here's a crappy image taken with pain and frustration from the map editor (AND IT DOESNT EVEN SHOW EVERYTHING GAH)
And a Keyed one:
Key: White = Starting (yes it fits on the map when run. Dumb editor) Orange = Natural and Third Blue = Watchtower Green = Destructable ROcks Not Shown Because of Editor Weirdness: A Billion LOS Blockers scattered throughout the forest.
Edit: That orange circle in the middle is supposed to be green. Damnit.
This experimental map is designed to do something I haven't seen other mapmakers do yet - exploit Line Of Sight Blockers. The idea is that the Forest in the middle is an incredibly risky venture - smart players will use the lack of sight to set up ambushes and destroy early game charges that would otherwise do a great deal of damage. The Watchtowers are the most critical buildings on the map, as without them, you will be entirely dependent on air unit for sight in the forest. On the other hand, you could take the long way around - it's much safer, but it will double the time it takes to get to the opponents base. FInally, for late game pushes, the central vallery is blocked by three destructable rocks. Breaking them open gives a straight shot into your opponents front door, but is it worth the effort?
You're natural is very close, but not easily defended, as their are three huge entrances into your lower base.
I'm not sure if this favors any one race, as all have advantages. There are plenty of abusable cliffs for Terran (though only the center expansion can be used offensively), but Zerg with overlords and late-game Toss with collossi will be able to hold the forest well.
The forest looks narrow, but all units *can* get through. Thors and Ultras will be bumping and twisting, but they can make it.
TLDR: 1) LOS blockers make the forest a perfect place for ambushes. 2) Watchtowers provide forest sight. 3) Breaking central rocks leads straight into enemy base. 4) Long path around is safer, but takes much longer.
This is just the first version beta so feedback is *greatly* appreciated. Here's the map for testing (assuming I uploaded it right) at SC2Mapster: http://www.sc2mapster.com/maps/ambush-valley/
Ok, shred away!
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Correct me if I'm wrong, but is there no ramp down from the main?
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There is - each side has a small ramp that goes down away from the natural.
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This map would look very promising if you have more naturals, or easier to defend expansions. It screams 1base play, and there is no third if you get that far. I like the concept very much, but if it blocks units like Ultralisks, I'm not too sure.
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scan/sensory tower, obs, overseers/overlords make this map only a minor inconvienence.
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There were some errors in the first version (one of the watchtower ramps randomly disappeared...) but the new version fixes it.
On August 22 2010 13:05 vica wrote: This map would look very promising if you have more naturals, or easier to defend expansions. It screams 1base play, and there is no third if you get that far. I like the concept very much, but if it blocks units like Ultralisks, I'm not too sure.
There's your very-close natural, a really close third in the forest, and each corner has an open Gold. You'll definitely take your natural, almost no matter what - because it's so close it's ridiculously easy to get - it's just open to attack from all sides (but very rarely at the same time).
It doesn't block Ultralisks - they can get through (I've experimented), however going through the forest makes them awkward and ungainly, moreso than usual. Thors fair only slightly better.
On August 22 2010 13:17 Entertaining wrote: scan/sensory tower, obs, overseers/overlords make this map only a minor inconvienence.
Not necessarily Zerg will have the best advantage due to overlords, but aggressive players will not likely make for a long game where the other ones would become big factors.
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I think your going a little overboard with the destructible rocks. You really do not need that many. The naturals also looks really hard to defend. Cool idea with the LOS blockers making a forest.
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I opened the map to find the ramps. It points away from your natural, which is already open from both sides, which makes it nearly impossible to defend. The third can also be cliffed from a location protected by rocks. Tanks on the towers would control damn near the entire map. I really don't understand why people are going out of their way to make Terran-favored maps.
On another note, the two sides of the forest are nowhere near even. It's clear that you didn't use mirrors. The ridges overlooking the third aren't equidistant to their respective towers. Hell, one of the thirds isn't even laid out correctly, such that a CC/nexus/hatch must be place further from one of the geysers. The other natural is perfect though.
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On August 23 2010 00:57 Antares777 wrote: I think your going a little overboard with the destructible rocks. You really do not need that many. The naturals also looks really hard to defend. Cool idea with the LOS blockers making a forest.
My brother agreed - only two sets (one per side) in latest version. Also had to fix a bug in the upper natural's gas mines where workers were getting trapped behind it.
The naturals *look* hard to defend, but because they're so close to your base, they really aren't. It's open to attack from all sides, but reinforcements are right there, and the small size of your base means often you'll just move production buildings right out there. It isn't bad at all.
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On August 23 2010 02:28 FreezerJumps wrote: I opened the map to find the ramps. It points away from your natural, which is already open from both sides, which makes it nearly impossible to defend. The third can also be cliffed from a location protected by rocks.
Both are intentional, but the closeness of the base (hydras can shoot from upper ground the entire way) make it easier than it appears.
Tanks on the towers would control damn near the entire map. I really don't understand why people are going out of their way to make Terran-favored maps.
I'm working on it - but Collosi and Zerg with Overlords also do really well. I'm not trying to make a Terran favored map - and may with any highground its going to look terran favored.
On another note, the two sides of the forest are nowhere near even. It's clear that you didn't use mirrors.
It's my first map, first time really playing with the editor. How do I 'use mirrors'? Is their a button or command for that?
The ridges overlooking the third aren't equidistant to their respective towers. Hell, one of the thirds isn't even laid out correctly, such that a CC/nexus/hatch must be place further from one of the geysers. The other natural is perfect though.
Will work on it.
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