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Image isn't loading above. Try this (edit- uploaded to imgur, ygosu giving error):
Looks like Terran heaven.
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None of the images are working for me.
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beautifully designed , however in my opinion i find that maps with 2base mains often display unattractive gameplay.. maybe katrina is an exception
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Double nat with free backdoor gas is pretty much an instant turn-off for me
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I have one idea for this map:
1raxCCCC
wouldn't work probably, but basically this map is an invitation to jump right into the lategame, I guess.
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I suggest an egg blocking the ramp on the back expansion.
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United States9652 Posts
On February 16 2017 08:05 Highgamer wrote: I have one idea for this map:
1raxCCCC
wouldn't work probably, but basically this map is an invitation to jump right into the lategame, I guess. I have a counter idea:
Scout. Notice your opponent playing greedy as shit, kill them.
This map is interesting but it doesn't have any like "you need to grab extra expansions" feel to it. Literally holding 2 chokes means you have 6 bases... and not just 6 bases, 6 GAS bases. At least Andromeda was fair with only 5 mineral patches and no gas for their bases. Maybe add a backdoor temple for those bases to make the gameplay much more interesting.
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free 3 gas is Zerg + Protoss heaven.
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On February 16 2017 08:57 duke91 wrote: I suggest an egg blocking the ramp on the back expansion. would be quite bad for protoss. z has ovos and t can float building and mineral walk trought.
edit:The map looks beatiful, but I wonder how hard PvT is with all those bridges and free 3rd for t..
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On February 16 2017 09:46 FlaShFTW wrote:Show nested quote +On February 16 2017 08:05 Highgamer wrote: I have one idea for this map:
1raxCCCC
wouldn't work probably, but basically this map is an invitation to jump right into the lategame, I guess. I have a counter idea: Scout. Notice your opponent playing greedy as shit, kill them.
So far, so vague so general... I didn't want to claim that people can pull the plug from their brains on such a map...
Of course you wouldn't get away with it every game, especially the 1raxCCCC-thing ^^ (as I pointed out), but a rax and 1-2 depots can block the nat as far as i can tell, and it's a 4 player map, so good chances to not get scouted asap.
It was a pointed statement, of course you'd have to make it a 1fact double expo in TvP e.g., and in TvZ you'd have to prepare something vs mutas before adding the 3rd.
Still you'd see a lot of games where people rush for the 3rd base if they see a slight chance - after they scouted, obviously.
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On February 16 2017 09:52 Terrorbladder wrote: free 3 gas is Zerg + Protoss heaven.
Slightly unrelated, but having some z and p favored maps in the next asl would show people (non-bw elitists that t aren't op (and that bw is balanced). They could make some anti-terran maps if they wanted.
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Here is a suggestion: Make the inbase natural an island base and add a third in front of the regular natural. Also add gas to the 9th and 3rd.
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Safe back doors coupled with a standard nat expo I feel makes for stale gameplay. The middle might be annoying to move armies, not sure if it is strategically interesting enough for me.
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Well, the back expo does only have 1500 gas. You can't turtle too long on it. It forces you to move out after mid-late game depending on the matchup.
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On February 16 2017 20:46 noname_ wrote: Gods Garden 2.
Initially I agreed, but this map at least looks like it would lead to some more interesting game play, given that there are non-base expansions
God's Garden for comparison:
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On February 17 2017 06:10 neobowman wrote: Well, the back expo does only have 1500 gas. You can't turtle too long on it. It forces you to move out after mid-late game depending on the matchup. that's why it's really Z+P favored, they only need to take the natural to effectively gain 2 more expansions, and T is stuck on 3 bases whole game against 6+ bases. And then the natural is the only ground path to the back expo so it makes shutting down expos as T even slower
On February 16 2017 19:58 Essbee wrote:Show nested quote +On February 16 2017 09:52 Terrorbladder wrote: free 3 gas is Zerg + Protoss heaven. Slightly unrelated, but having some z and p favored maps in the next asl would show people (non-bw elitists that t aren't op (and that bw is balanced). They could make some anti-terran maps if they wanted. no fuck that shit
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United States9652 Posts
On February 17 2017 00:33 RoomOfMush wrote: Here is a suggestion: Make the inbase natural an island base and add a third in front of the regular natural. Also add gas to the 9th and 3rd. I like this suggestion. Especially the 9 and 3 being gas bases otherwise zergs and protoss don't really have that much incentive to take it.
My suggestion would be to add rocks to the middle of the map from the inbase natural and then stick another base between the rocks where a 12/6 would be. gas is optional. This provides more bases to take which promotes non-turtling, as well as players needing to play smarter with their backdoor natural. Probably what, 20 temples is good? idk how many are on maps like NEC or Medusa but the same amount is probably the best.
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On February 17 2017 06:10 neobowman wrote: Well, the back expo does only have 1500 gas. You can't turtle too long on it. It forces you to move out after mid-late game depending on the matchup.
The point is that you will still turtle as opposed to not turtling at all, even if it is for a short while.
Did anybody watch Stork vs Best on Central Districts in moo vs Neox? That is exactly what happens (how the game played out: low interaction between players until their economy kicked in) on maps like this where there are easily defendable or completely safe backdoor expansions... it happens also in God's Garden (since it is still in people's recent memory), and Loki as well. There is such a big defender's advantage in having only a ramp to hold that the only consistently viable way to play such a map is to go for a big early economy and expand. Another way to play is over-the-top aggression and/or builds or strategies that try to catch the greedy player off guard. One can argue that it creates a more entertaining gameplay to have players build up a huge economy and then fight with maxed armies, or the argument can go the other way. Also there seem to be a lot of suggestions flying around, but you have to take into consideration that any change has the potential to alter the fundamental play style of the map. If you make the backdoors islands then you have essentially made the map a semi-island map, and it has big implications for balance. An edit that changes the underlying concept of the map can be detrimental in the eyes of the person who made it, unless they are open to this option (or if you want to take up the effort yourself). So if you offer a mapmaker (unfortunately there aren't many of them) ways to improve a map keep that in mind. The concept of the map seems to be safe backdoors... so what changes can be made to the execution of the concept to help gameplay and balance? Maybe, as in God's Garden, make the back doors cliffable? Or maybe get rid of the backdoor gas? Or maybe reduce space for turrets in the backdoor? Or maybe make the front natural expansion have easily harrassable mineral formations for mutalisks?
Just my rambly 2 cents
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