The natural choke is 6 tiles but can be made wider by killing the 3 eggs. There are unbuildable tiles which prevent terran from being able to wall the choke with 1 rax 2 depot. Protoss can wall this choke with 3 pylons though.
1. The area between natural and 3rd base is it buildable in the same way as Bloody Rigde? 2. Zerg will have a hard time taking a 4th in ZvT 3. The mains seem incredible huge (Thinking recall defense TvP)
The problem I see is PvZ mid game pressure, how do you exactly defend as zerg? Map provokes 3 base hydra mass all-ins, as any other strategy seems to die vs middle game pushes. Also, it would be easy to take 3rd as toss, and extremely hard to defend your nat and 3rd as zerg, not even thinking about 4th.
On January 16 2014 06:42 kogeT wrote: The problem I see is PvZ mid game pressure, how do you exactly defend as zerg? Map provokes 3 base hydra mass all-ins, as any other strategy seems to die vs middle game pushes. Also, it would be easy to take 3rd as toss, and extremely hard to defend your nat and 3rd as zerg, not even thinking about 4th.
Maybe the area outside between your natural second and third bases should be high ground, with a massive, wide, ramp leading down to the rest of the map? That way, Zerg could defend more easily with lurkers, behind four bases. On two fronts, yes, but at least one of the fronts would have the high ground advantage.
Although we might not want to give that to Terrans in TvP... Edit: Then again, expanding isn't exactly free on this map. So it would probably work out fine.
On January 16 2014 07:00 FlaShFTW wrote: this map is good, but it really makes it difficult to take any bases. even your third is no gimme. try to make bases a little more easy to take imo
I like that the bases are hard to take. It makes Terran bio good at attacking Zerg, but it also makes it harder to take and hold bases as Terran. And it makes mech switches much harder to set up. I hope this map will get used, because I look forward to figuring out how to play on it.
As for TvP, it seems like you will have to set up siege tanks and missile turrets on high ground locations that threaten the Protoss. If you don't do this, expanding will be very difficult. And if you let the Protoss expand like crazy, you will get picked apart in the late game.
Terran has some serious disadvantages on this map, but some great advantages as well.
It looks like a fun map with plenty of opportunities for cheese. I like that you can build on the high ground in the center but not the low ground. I'm sure I've seen that in other maps too but it's a cool concept aside from just ramps.
I don't have any complaints about the layout - it looks fine to me. I think some of the aesthetics could be improved though. The tiles and doodad placement are good as usual, but there are quite a few long, straight lines in the terrain which look unnatural and could easily be modified a little.
Edit: Also for the sake of homogeneity it might be a good idea to tile edit the rocks so they're right up against the cliff edges, removing the small buildable spots near the edges.
On January 16 2014 07:00 FlaShFTW wrote: this map is good, but it really makes it difficult to take any bases. even your third is no gimme. try to make bases a little more easy to take imo
I like that the bases are hard to take. It makes Terran bio good at attacking Zerg, but it also makes it harder to take and hold bases as Terran. And it makes mech switches much harder to set up. I hope this map will get used, because I look forward to figuring out how to play on it.
As for TvP, it seems like you will have to set up siege tanks and missile turrets on high ground locations that threaten the Protoss. If you don't do this, expanding will be very difficult. And if you let the Protoss expand like crazy, you will get picked apart in the late game.
Terran has some serious disadvantages on this map, but some great advantages as well.
TvZ: Terran just sits on 2 base the entire game while denying third. You don't need a mech switch if zerg never gets another base.
TvP: once again, 2 base max is pretty strong. getting your third as terran isnt too hard either. just wall off your third with depots while defending the larger choke with a couple of turrets and tanks.
On January 16 2014 07:00 FlaShFTW wrote: this map is good, but it really makes it difficult to take any bases. even your third is no gimme. try to make bases a little more easy to take imo
I like that the bases are hard to take. It makes Terran bio good at attacking Zerg, but it also makes it harder to take and hold bases as Terran. And it makes mech switches much harder to set up. I hope this map will get used, because I look forward to figuring out how to play on it.
As for TvP, it seems like you will have to set up siege tanks and missile turrets on high ground locations that threaten the Protoss. If you don't do this, expanding will be very difficult. And if you let the Protoss expand like crazy, you will get picked apart in the late game.
Terran has some serious disadvantages on this map, but some great advantages as well.
TvZ: Terran just sits on 2 base the entire game while denying third. You don't need a mech switch if zerg never gets another base.
TvP: once again, 2 base max is pretty strong. getting your third as terran isnt too hard either. just wall off your third with depots while defending the larger choke with a couple of turrets and tanks.
Denying the third vs Zerg? Look at the corners, man