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Okay, here's my second map, hopefully less imba than the first one...
UPDATE: I made some changes to the map and the draft now looks like this; I'll update the DL link if people are okay with this new version.
Provisional version 0.8b:
Changelog: -Removed platform at main -Added 500 mineral patch to main -Added two 750 mineral patches to 3rd gas expansions -Widened ramps to 3rd gas -Added low ground near mineral line to 3rd gas -Corner expo shrunk -Corner expo ramps merged -Doubled minerals at corner double gas expansions and halved resource amount to 750 each (so no actual net change in total resources, only rate of collection changed) -Removed backdoor island, moved further to become a "true" island -Island expansion mostly unbuildable minus space for 2 turrets and CC/addon -Added overlord-safe patch of basilica near main mineral line -Reduced cliffage near natural expansions and corner expansions -Significantly modified natural choke shape and size. -Added narrow cliff surrounding main to prevent vision from low ground tanks
+ Show Spoiler [ver 0.72, the one in the DL link] +Version 0.72b: -Center ramps are high ground, tanks on the edge on one ramp can just hit tanks on the closer edge on an adjacent ramp, but needs vision. -Corner 2gas are 2500 each. -Tanks cannot hit the natural from the closest ramp. -Neutral buildings show suggested walls for Terran and Protoss forge FE. Terran wall is everything tight while P wall is 1 matrix between nex and the rest of the structures. (They are not actually in-game)
DL: Gridiron 0.72b.scx Observers
Also, does anyone know of a good twilight ramp template? All the ones I found suck massively so I wasted a lot of time making them.
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Did you try the ones from Ride of Valkyries? That one doesnt look too bad from what I remember.
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konadora
Singapore66060 Posts
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On February 16 2010 09:14 PH wrote: Did you try the ones from Ride of Valkyries? That one doesnt look too bad from what I remember.
Those were default Blizzard ramps (which cannot be made to face backwards) and extended basilica ramps, so it's incompatible with what I'm trying to do here. Thanks though .
On February 16 2010 09:17 konadora wrote: u can just copypaste...
From where, exactly? I mentioned the lack of non-sucky templates in my post and I do not recall any maps, KeSPA or otherwise, with ramps similar in size to mine.
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konadora
Singapore66060 Posts
I'll upload the template map for you, from there you can just copypaste. Gimme a min.
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konadora
Singapore66060 Posts
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Thanks, but that's unfortunately the one I was talking about. You can notice significant "blocking" on a lot of the ramps (even the forward ones, which does not make sense since they are easier to make once you find the side tiles).
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really wide expo choke imo
kwanrolling in zvp too ez
can you glitch a probe/*SCV* (fixed) through the neutral buildings for hidden expo's?
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konadora
Singapore66060 Posts
What do you mean, blockings?
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On February 16 2010 09:35 konadora wrote: What do you blockings?
There are more if you scrutinize them, but I just pointed out the obvious ones. (The rest of the ramps have similar issues.)
On February 16 2010 09:27 Nal_rAwr wrote: really wide expo choke imo
kwanrolling in zvp too ez
can you glitch a probe/drone through the neutral buildings for hidden expo's?
Expo choke is actually standard size, ramp is longer but the actual choke (vertically) is quite narrow, and as you can see standard Supply-Supply-rax size.
The neutral crystals cannot be glitched through, as far as I am aware.
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konadora
Singapore66060 Posts
Oooh. But you really can't do anything, unlike Jungle tileset, you don't really have much of a choice. These are probably the best you can find, unless you're willing to experiment for hours on a balanced, good-looking ramp that won't make LoS and high ground/low ground areas go nutsy.
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I think I've arrived at a decent solution with my ramps in this map; I dragged out a line of high dirt, a line of low dirt, and just copy-pasted the top/bottom of those together and threw in two unbuildable tiles from the low sunken ground ramps. The advantage is that you don't get copy-pasted appearances and that LoS and hit% are guaranteed to work, but the disadvantage is that it sets a minimum length for the ramps and might require you to add in extra unbuildable tiles at the end to make sure that people can't build directly on top of the ramps.
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This map looks impossible PvT. Terran has so many tank drop locations, and high ground will be so nasty for protoss.
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konadora
Singapore66060 Posts
Btw the crystals may cause pathing issues, why not just do a sync with basilica, crushed rock, high dirt (cliff), flagstone and some sprite doodad? That way, it looks much nicer AND doesn't cause pathing issues.
One example would be a map I made last year:
Look at the long high ground near the center, the top one near the water. You can see some sync there.
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On February 16 2010 10:02 konadora wrote: Btw the crystals may cause pathing issues, why not just do a sync with basilica, crushed rock, high dirt (cliff), flagstone and some sprite doodad? That way, it looks much nicer AND doesn't cause pathing issues.
I'm lazy >.>
I don't think any units would click into the expansion from outside with the intent of getting in, and it's disconnected from everything else. If this map becomes popular (I doubt it will) it may be a viable modification in the future, but for now it'll have to do.
EDIT> That's a very nice effect, although I'm by no means a terrain master and something like that could take upwards of hours for me to do, so right now I'm stuck to placing off-matrix sprites to block off paths.
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Australia7069 Posts
4 bases on one choke? or am i looking at it wrong
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On February 16 2010 10:10 Kiante wrote: 4 bases on one choke? or am i looking at it wrong
2 gas and 1 min-only on one choke, and an island, which is the same of what you'll get if you take an island expo in Andromeda.
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just checked it
the neutral buildings could be glitched through with pylons, no surprise there
but early ninja expo could be interesting
so thats 4 bases (1 of which is mineral-only) on 1 double-choke
turtle and win
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konadora
Singapore66060 Posts
Lol that just took me like 10-15 minutes :p
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On February 16 2010 10:02 konadora wrote:Btw the crystals may cause pathing issues, why not just do a sync with basilica, crushed rock, high dirt (cliff), flagstone and some sprite doodad? That way, it looks much nicer AND doesn't cause pathing issues. One example would be a map I made last year: Look at the long high ground near the center, the top one near the water. You can see some sync there.
konadora that map looks so awesome
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