On January 22 2017 08:15 RoomOfMush wrote:Show nested quote +On January 22 2017 07:05 JungleTerrain wrote:On January 21 2017 20:51 RoomOfMush wrote: @JungleTerrain: I am no good with BW ramps. They are complicated. I know there are so many things you can do wrong that I am not even going to try to make it right. Perhaps your idea with using the space platform and adding an additional base on the highest ground might be good. I added the expo because the map is lacking in resources in general Its not really lacking that much. It has the same number of expansions as Blue Storm and almost as many as Heart Break Ridge only lacking the center expo which is rarely used. Saying this map has too few means that all those classic maps, which this one is based on, also have too few resources. Show nested quote +On January 22 2017 07:05 JungleTerrain wrote: as well as the sides lack strategic importance. You might have a lot of open side paths, but what's the point of using a path that has no value? Players won't go there at all; they see no need to, since the main avenues of attack (inner paths) are a shorter distance anyways. This is partly why I added the expo as well. So I feared that in my version the sides served no purpose.
This is where I disagree though. The way the natural is designed its really hard to push into. Really narrow and full of chokes. Hard to get a big armee in there. In the late game you will not try to bust your opponents main or natural directly, you will instead try to win the war of attrition. You will fight at the third, the fourth and the fifth instead. All the action will be on the sides and on the higher ground which will constantly be fought over. Whoever controls the higher ground has free reign on the expansions around it. Thats what its all about. But of course this is as far as I can take it. Everybody is free to use my concept as inspiration and who knows, maybe we will see another awesome BW map soon.
Yes, I think those "classic" maps have too few resources. Just because a map is "classic" shouldn't stop you from analyzing it objectively (this goes for anyone). You have to take into account that the game is played differently nowadays, and more opportunities to expand is not a bad thing. It is actually a good thing. This is a big problem in current tvz. Zerg needs not just a safe third, but options for third gas. If a Terran shuts a Zerg player down from getting a third, the Zerg is forced to act or it will be gg. It is a very volatile match up and the Terran SHOULD be forced to scout or waste scans looking for a Zerg third, and the Zerg should be rewarded for maintaining map control (which is rare nowadays with 5rax builds into mech), which doesn't happen if there is only 1 viable third gas expansion (i.e. An expansion that can be held with a few lurkers and maybe a sunk).
Also, I was talking about my version of the map, Idk if you were too. I haven't taken a good look at your rendition on twilight. If anything, from first-glance, it seems too open in some areas, might need some more overlord spots (hero's interview states why this is important in tvz). Open areas allow for more flanking, but it does not necessarily translate into more map control. Terrans have scans, mines, and lift buildings in tvz, Protoss have invisible observers, and Zerg have overlords, which need to be protected. This applies to the natural choke, as well. Also there would need to be some clutter between the high basilica and the expansions on the sides, or tanks can hit them from outside.
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