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Hey TL,
I'm back with my second map „Mazy Hill“ and this time it's original.
- 133x146 playable size - 12 bases; main, nat and corner base have 8 mineral patches, high yield 6, highround third 6 and lowground base in front of the nat 7 - 3 ways into the natural, 2 of which have standard destructible rocks blocking additional expansions/attack pathes - rushdistance is fairly long, as long as the front rocks are still up - 2 xelnaga watchtowers - and the most outstanding feature: a hill in the middle of the map which is 2 clifflevels high and has massive amounts of LOS blocker around it
More pictures + Show Spoiler [Pictures] +
Analzyer pictures + Show Spoiler [ Analyzer Pictures] +
My biggest concern right now is, that it's too open for ZvP. Maybe you can give me your opinion on that. The hill in the middle is intended as something you want to avoid and rather go around and take the longer but safer way.
The Map is up on EU and NA as „Mazy Hill“. I appreciate every opinion about the balance (since I don't have someone to test the map myself :-/ ).
Ragoo
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nice concept nice palette
u should test vs insane cp,
u can post on several generous threads that sadly repeatedly make their way to page 2/3..
Barrin's melee map testing,
iGrok's map collaboration) thread
you could give your game id for potential players to be able to get u on bnet (advertising your usual playing hours comes to mind)
and finally u can look for chat channels "for custom maps", play there and in return the players will play/test your map for sure
hf
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This looks awesome. I love your experimentation with the mountain. It might be a little complex with LoS in there, but the idea has lots of potential.
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It might be impossible to position in a decent way on the top part of the mountain.
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United States9936 Posts
:O... that. looks. beautiful.
it almost is as if you took a picture from a helicopter (medivac?? xD)
i love this map, should be fun with the mountain part.
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On January 25 2011 05:37 Superouman wrote: It might be impossible to position in a decent way on the top part of the mountain.
Do you suggest to delete the LOS blockers on the top? I already thought about that.. hmm..
Then again, I didn't intend this to be a position you just go for without preperation, and with good positioning of your units (preferably air units) you can see most of the surrounding area decently.
Or are you not talking about sight?
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It's a really cool map, althought it seems that zerg's will have some problems with expo'ing, since the natural is really far from the main and is so open and has a backdoor.
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What a fantastic layout! its a little big for my style but damn man, this will be a frontrunner for sure if you submit it for MotM. I really like the different terrain layouts on the outside of the map, (forests, farmlands, lakeshore.)
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Just played it ZvP and it is pretty sweet. Have to test it out a little more though but it is a very esthetically fine map.
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Get this on US!! Damn this looks awesome.
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On January 25 2011 06:34 ScrubS wrote: It's a really cool map, althought it seems that zerg's will have some problems with expo'ing, since the natural is really far from the main and is so open and has a backdoor.
The natural shouldn't be too far away, it's at least only one creep tumor away. + Show Spoiler [Creep Main-Nat] +
Yeah it is open and it has a back door, but nat-nat distance is as much as Xel'Naga Caverns and that nat is open and has a back door, too. And the nat-nat distance is only as short as Xel'Naga Caverns if you go over the hill, which in ZvT early game at least is perfect for Ling/Baneling to wait behind brushes.
Now that you say that I was actually concerned for a second that a third is hard to hold for Zerg... but really, I don't see anything that is worse than Xel'Naga Caverns here, and this map is considered the most balanced nowadays.
@WniO I'll submit this map to next month's MotM if I don't come up with something better (and I doubt that, even though this map took me only one day from idea to final version ). And getting compliments about aesthetics from the guy who made Flower .. +blush+
Thanks everyone for the kind words, I'll try to get this on NA asap
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Holy crap, easily in the top 5 sexiest map I've seen. Ever. And it looks really fun to play.
One sad thing tho : it's not on NA servers ((((((((((((( <- many mouths to express many sadnesses.
But then I just saw this:
Thanks everyone for the kind words, I'll try to get this on NA asap :DDDDDDDDDDDDDDDDD <- many mouths to express many happinesses.
I really love how the look breaks the symmetry, I mean it's still symmetrical but at first glance it doesn't look like it and that to me is awesome. Artistic maps are lovely.
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I love the look. but one thing:
A terran can abuse the FUCK out of that mountain's mass loss...
I don't think I could LOSE a game on that map unless it was a TvT...
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On January 25 2011 23:16 Platypus wrote: I love the look. but one thing:
A terran can abuse the FUCK out of that mountain's mass loss...
I don't think I could LOSE a game on that map unless it was a TvT...
What I really hate about map feedback: When someone states something without explaining it. Could you please explain how you can abuse it so much?
+ Show Spoiler [Thoughts on mountain] + I already thought about the mountain a lot since it's such a unique feature. Basically it just blocks you sight massively, more when you go up the mountain than down tho. Also you'll have to position your units into the different "areas" if you try to hold the top, unless you have air units. The top has rather small ramps, but there are 4 all around you, so overall the mountain is really open. The highground you have when coming down from the mountain only gives you sight advantage, since it's not very choked with ramps, so that Zerg would have problems attacking you (which is normally the case if you are one cliff level higher than a Zerg on most maps).
Now to prevent the sight blockers from blocking sight you obviously need air units. Terrans will most likely have medivacs/vikings/banshees in the midgame (and they always have scans and later the mighty sensor tower), Protoss will either have robo tech (obs/collossus) or stargate tech or hallucination. Zerg will have the hardest time to gain sight imo but in return they can abuse the LOS blockers the most in the early game with ling/baneling, the mountain is very open, Zerg is most mobile and can easily avoid the mountain altogether and once they have ovi speed they get the cheapest spotters.
At first the mountain might look like it's just perfect for siege tanks but it's not, the way highground works in SC2.
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Map now published on NA as "Mazy Hill". hf
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I really like the design of this map. It looks balanced and fun. The hill in the middle is pretty neat too. I can't think of anything critical to say, so well done! Maybe add more doodads.
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On January 25 2011 23:16 Platypus wrote: I love the look. but one thing:
A terran can abuse the FUCK out of that mountain's mass loss...
I don't think I could LOSE a game on that map unless it was a TvT...
I think Ragoo already explained many points on this, but I can also add that you do not have to charge up the hill as you also could go around it. If you played the map you would know this and it is pretty obvious on the pictures too.
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I can't wait to play some games on this so I can give you deeper feedback. It's funny... lots of maps I dislike at first glance only to grow very fond of them with more examination. This is one of those.
I am quite interested by the options for expanding past your 2nd base, but the 3rd base seems a little difficult because you have to expand closer towards your opponent, unless you break the back rocks. This seems like a slight burden for zerg. I don't really have any major concerns though. I am not worried about open spaces in PvZ. I play Protoss and the only legitimately scary places I see are the open spaces at the gold. The open space at the 3rd would have some buildings and a nexus to choke it off enough. In the center the ramp edges actually give you some nice forcefield chokes. You might want to put some rock doodads between the ramp edges to make the pathing situation on the mountain as easy to see as possible. Colossus movement, for instance, could be annoying to deal with.
I'll hope to give you more feedback after playing.
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Be sure it doesn't become a Collossus/Sentry paradise. Do those trees block vision only or movement as well?
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Now this is useful feedback, thank you
I have the same concerns about the 3rd. + Show Spoiler [boring on the fly theorycrafting] + I think that Zerg should go for the 3rd on the highground whenever they stay on 2base long enough to break down the rocks. It only has 6 mineral patches, but more importantly it has the normal 2 gas and is way safer. Now the reason I was convinced that I NEED to add this 'normal' 3rd on the lowground in the first place (totally wasn't there at first) was obviously that I don't have enough bases AND that I want Zerg to have the option to early double expand (without rocks in the way) whenever Terran/Protoss go for a really early expansion ( so Zerg gets the choice on how to respond, very aggressive or very economical). I guess in this situation, defending the 3rd against some small pokes from P/T comes down to how Zergs can use the hill to their advantage in the early game. And I'm at least sure that you have quite the advantage hiding behind the brushes with lings/banelings against marines/marauders or stalkers/sentries ;P
Still, this lowground 3rd bugs me. I guess when T/P takes the gold as their third/fourth (fourth after highground third) it's better for Zerg to take their own gold and then expand to the corner expansion next to their gold... (and maybe even go for both corners when they have a mobile army like muta/ling? I would like them to be able to do that at least...)
Well anyway, balancing a map really seems like a difficult task. Props to all the good map makers out there. Whenever I look at the image of this map I am either totally happy for what ingenious work this is... or way more often I panic and think of all the imbalances that might occur lol
Looking forward to more good feedback from you EatThePath
On January 27 2011 21:56 KahunaNui wrote: Be sure it doesn't become a Collossus/Sentry paradise. Do those trees block vision only or movement as well?
What do you mean by 'trees'? There are trees in there, but only some at the edges and on the outside of the map. The stuff that circles around the hill in the middle are only LOS blockers and they only block sight, not movement (if some Zerg masochist wants it to be replaced with trees tho, I'm all ears. sounds like a nightmare map xD)
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