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Avalon Keep by oneil
+ Show Spoiler [Detailed Overview] +Green \ = Vespene Green X = Rich Vespene Blue ( = Minerals Red < = LOS Blocker Yellow = XNT + Range
This is my second melee map submission to the TL forums. It's a 1v1 map with a custom cavern/cave texture set. Lots of rain, fog and weird flora
All I've got is a ~23 min insane vs insane replay.. If you'd like to test out the map please upload any replays you get!
My other map(s): Uplands
- Total dev time: ~5 hours
- Spawns: Middle (10 and 4)
- Size: 128x160 (playable)
- XNT: 2
- Tileset: Custom Cave
- Expansions: 10
- 8x 8 min 2 vesp
- 2x 6 min 1 rich vesp
+ Show Spoiler [In-game screens] + + Show Spoiler [Analyzer] +
Avalon Keep is currently published on NA - one.610
+ Show Spoiler [Changelogs] +
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I think you struck gold here sir. Never seen such a layout before, its refreshing and pretty damn good
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Gorgeous texturing, a bit on the dark side of the moon ?
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Thanks guys! As for the darkness, I updated the OP with in-game screenshots..
Can anyone tell me how to take high-res overview screenshots without all the doodads and such showing from the editor?
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On March 28 2011 00:28 oneil wrote:Thanks guys! As for the darkness, I updated the OP with in-game screenshots.. Can anyone tell me how to take high-res overview screenshots without all the doodads and such showing from the editor? i'm not sure if that's possible, but then again i don't know much about the editor. there may be an option to do so, or you can just save the map, delete all the doodads, take the screenshot, and load the old version with the doodads still in place.
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That's what I did for the top-most screenshot.. But I see people put high-res screenshots with all doodas present and showing fog/mist as well. Hmmm
On March 28 2011 00:39 VarpuliS wrote: i'm not sure if that's possible, but then again i don't know much about the editor. there may be an option to do so, or you can just save the map, delete all the doodads, take the screenshot, and load the old version with the doodads still in place.
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United States9977 Posts
interesting format of the natural... the side alley makes it so you might have to pay a bit of attention.
however, the xelnagas are useless, since you can take them easily and they dont have any purpose to see major movement of the enemy.
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I would hesitate to call the XNT useless, as they won't be that easy to hold until you control your third and push your forces out from the high ground. It's a key position to hold to detect air and keeping an eye for any hidden expansions or troops coming through the back.
By your definition the XNT would have to be placed in the middle (to show enemy movement) and this would be far too important a position to hold
On March 28 2011 01:01 FlaShFTW wrote: however, the xelnagas are useless, since you can take them easily and they dont have any purpose to see major movement of the enemy.
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So basically you have one straight path down to your opponent with no major side paths or flanking routes available. Defend one spot by land and you have your half of the map.
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my 2 cents here would be to put the towers by the large los blockers as well as add ramps going to the high ground expos on both sides, pretty sure your current design has it in a linear expo setup where each side goes one way, with ramps on both sides you can attack expos with have to say medvac lift everything up there.
also i think adding rocks to the large ramp where i think the expo is, top right and bottom left areas would make it a little easier for early game defense until you had a nice standing army
very good map though, those three things imo would make it pretty good for ladder or tourney play
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On March 28 2011 01:55 neobowman wrote: So basically you have one straight path down to your opponent with no major side paths or flanking routes available. Defend one spot by land and you have your half of the map.
I was anticipating this comment, and the quick and easy answer is: yes, the only true ground attack path is through the middle. Using the go-to siege tanks, here is a range analysis:
+ Show Spoiler +
If you are camping your nat's main ramp with tanks, the enemy can still maneuver his entire army through the little recessed path as it's big enough to accommodate all unit sizes:
+ Show Spoiler +
On March 28 2011 02:10 sixdrumquads wrote: my 2 cents here would be to put the towers by the large los blockers as well as add ramps going to the high ground expos on both sides, pretty sure your current design has it in a linear expo setup where each side goes one way, with ramps on both sides you can attack expos with have to say medvac lift everything up there.
also i think adding rocks to the large ramp where i think the expo is, top right and bottom left areas would make it a little easier for early game defense until you had a nice standing army
I'm not too sure about your XNT placement, as moving them any closer from their current position would reveal into the opponent's main, natural and/or choke. I do however agree with your suggestion of putting rocks to block off the back door during the early game.
How do you feel about giant destructible rocks across like so:
+ Show Spoiler +Rocks here are out of XNT vision, allow early hidden expos and require extra effort to check up on:
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Im loving the layout of this map. Completely diverse to any out there.
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On March 28 2011 02:26 oneil wrote:Show nested quote +On March 28 2011 01:55 neobowman wrote: So basically you have one straight path down to your opponent with no major side paths or flanking routes available. Defend one spot by land and you have your half of the map. I was anticipating this comment, and the quick and easy answer is: yes, the only true ground attack path is through the middle. Using the go-to siege tanks, here is a range analysis: + Show Spoiler +If you are camping your nat's main ramp with tanks, the enemy can still maneuver his entire army through the little recessed path as it's big enough to accommodate all unit sizes: + Show Spoiler + Are you actually serious? No one in their right mind would move their whole army through that side path. Far too cramped and out of the way. Plus, I'm not saying the middle path is in tank range from then nat, I'm saying that the middle path is tiny and is the only path to your opponent. If a Terran camps one end of it, there's no way you're getting past.
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dezi
Germany1536 Posts
On March 28 2011 02:26 oneil wrote:Show nested quote +On March 28 2011 01:55 neobowman wrote: So basically you have one straight path down to your opponent with no major side paths or flanking routes available. Defend one spot by land and you have your half of the map. I was anticipating this comment, and the quick and easy answer is: yes, the only true ground attack path is through the middle. Using the go-to siege tanks, here is a range analysis: + Show Spoiler +If you are camping your nat's main ramp with tanks, the enemy can still maneuver his entire army through the little recessed path as it's big enough to accommodate all unit sizes: + Show Spoiler + So you want a player to roflstomp himself by trapping himself in that passage? LOL!
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No, that's not what I meant.. I just wanted to show that any sized unit can move through that path. It's 1 FF wide so obviously not a good place to run your entire ball through..
Finally, you'd be walking through your path and not the one on your opponent's side (if the intent is to avoid tank fire)
+ Show Spoiler [Quotes for above] +On March 28 2011 02:49 neobowman wrote: Are you actually serious? No one in their right mind would move their whole army through that side path. Far too cramped and out of the way. On March 28 2011 02:50 dezi wrote: So you want a player to roflstomp himself by trapping himself in that passage? LOL!
I've amended the map a little to add an extra path, some destructible rocks and new LOS blockers. I'll be updating the OP once a little feedback is given:
+ Show Spoiler +
Thanks for the comments guys!
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dezi
Germany1536 Posts
If you stretch the map a little bit to create actually 2 seperated paths in the mid it might be a much better map. Right now you only need to camp at the third to secure urself 5 bases (beside drops) and please add some more details pics (to me the map looks somewhat empty in terms of doodads).
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Maybe a long stretch of LOS blockers through the center splitting it into two might help a bit with the problem, or high HP destructable rocks on a ramp between the mains and opponent's third expo? Just an idea, can't say I'm any pro balancing guru or anything. At least the rocks / ramp would open another attack path mid-game, and I think the LOS (maybe not in this shape, could be another) would hurt turtled terran's tank range.
/brainstorm
I like it a lot, though. Especially the tileset. + Show Spoiler [idea] +
On March 28 2011 03:38 oneil wrote:I've amended the map a little to add an extra path, some destructible rocks and new LOS blockers. I'll be updating the OP once a little feedback is given: + Show Spoiler +Thanks for the comments guys!
It looks like the expansion to the north of the left main base has a cliff on the back, while the same base on the opposite side seems still to have a ramp. Or is there a ramp up top that I just can't see for the shadowing?
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This is the big problem with the layout of this map. Two starting bases on the sides of a tall but thin map. Ends up with one path through the middle.
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I think what will be interesting in this map is to see the battles for the expos, as the layout around those is more complex and interesting, but otherwise I agree that the attack patch through the middle could be a bit of a problem in creating interesting matches. 2 basing seems too easy.
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It looks like reapers and blink stalkers would be increeeeeeeeedibly powerful here due to the amount of cliff space by your main and nat, maybe it's just me.
Other than that looks pretty cool :D
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