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Yeah, yet another map thread, sorry...
Called it StrawHat Paradise as a tribute to one of the best manga I've ever read: One Piece.
The blue circles are the starting positions.
I thought making a nat easier to take then a harder 3rd base to secure. Although it is hard to see in this pic, there are some cliffs for tank abuse BUT there are ramps, so its not like in LT.
The idea was to leave the max free space possible for big fights.
Download here! (lastest version)
Feel free to copy/modify and distribute this map.
New version:
Changes: - Center expo down to 6 mineral patches - Natural rock removed
Old:
+ Show Spoiler +Changes: - Added ramps to the highgrounds - Added the One Piece + Show Spoiler +Changes: - Added rocks to the naturals, and a geyser + Show Spoiler +Changes: - Added a ramp to the natural, blocked by Destrutible Rocks - Opened more space to the center - Center area is now unbuildable + Show Spoiler +
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ALLEYCAT BLUES49049 Posts
Arr!Where be the gold?
otherwise the map looks gigantic(which is good).
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I really like it. Shows that good maps don't necessarily need watchtowers or gold expos.
Are the raised-terrain islands in the water walkable or buildable?
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Looks fun, I'd play it, and I love one piece!
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Very nice, i like the skull in the middle. Designates the "Death Zone".
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The BLinD guy has a good point. Looking forward to play this someday.
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is the protected expansion shell-able by siege tanks?
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Are the raised-terrain islands in the water walkable or buildable?
No
is the protected expansion shell-able by siege tanks?
No
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I like it. It looks big but not too big. My only concern is with the super safe 2nd base and the relatively safe 4th base.
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cute map <3 one piece
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Maps looks amazing. I don't like how you can secure 4 bases by protecting only 1 choke though. Every base has 2 gas too and a bunch of minerals. I think you could reduce the amount of resources at some of the bases.
edit: there's also a huge nazi symbol that might offend some people
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On June 19 2010 13:25 DigitalD[562] wrote: I like it. It looks big but not too big. My only concern is with the super safe 2nd base and the relatively safe 4th base.
If you take your third base, your 4th base isnt "relatively" safe... its as safe as its going to get lol.
PS good looking map, think protoss may have a problem on this map because it promotes turtling (not necessarily a bad thing, it just favors zerg/terran). Protoss having a weak tier 3 unit composition, makes them extremely weak late game, which makes them the worst race on maps that favor turtling (again not a bad thing, just favors zerg/terran).
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What is a pirate's favorite part of the city? The HarbARRRRRR
What is a pirate's favorite kind of socks? ARRRRRgyle
What is a pirate's favorite food? ARRRRRRtichokes
What is a pirate's favorite element? Don't be silly, it's not ARRRRgon. It's gold. You doof.
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the 2nd base should be mineral only or at least hving only 1 gas so that even though it is easier to defend, you have to consider before taking it.
due to the size of this map, you should put more "low HP destructible rocks" around the place so that people will have to break those to get the area advantage.
there is some change i would like to make for reaper/colossi usage but i guess you design it to be like that . if you want some idea, pm me :D
due to the location of the second and 3rd, this map will have signnificant imbalance for T and Z as they try to expan and imbalance for toss as army positioning.
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4 bases protected by one choke seems to scream "Turtle and push at 200/00". Also, the map is shaped like a swastika.
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so with just one wall of first gateway and forge protoss will get 3 expos plus main at very start? terran will completely secure ground and his 3 expos plus main with two tanks behind barrack factory and depot? haha. thats 200/200 crap. unserious. sorry, this is worst SC2 map i ever saw, its just completely broken, and im pretty sure u have very-very little starcraft experience. all u mapmakers better _play a bit starcraft_ to know the tendencies and stuff before making your maps. actually i like the idea of close and relatively easy 2nd expo at cost of vulnerable natural (nice min.patch placement on natural and that cliff on expo), but overall... well i think u better take a closer look to how its done on kulas or metalopo to get the idea.
and im very surprised how u guys left a positive feedback to such an obvious bs.
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On June 19 2010 14:28 Sentient66 wrote: 4 bases protected by one choke seems to scream "Turtle and push at 200/00". Also, the map is shaped like a swastika.
These seem like serious objections to me :<.
I really don't understand how this map can play well with one choke at the middle like that... and what the hell@nazi iconography.
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People can get over the nazi sign really, It's a great map but needs more destructible rocks on the first and 4th expo.
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there's also a huge nazi symbol that might offend some people
Actually, that is not the nazi symbol; it is a Buddhist symbol. + Show Spoiler +
A Nazi symbol goes the other way. + Show Spoiler +
Nice map by the way, fabiano. I'd like to play it when the beta comes back.
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On June 19 2010 13:48 MangoTango wrote: What is a pirate's favorite part of the city? The HarbARRRRRR
What is a pirate's favorite kind of socks? ARRRRRgyle
What is a pirate's favorite food? ARRRRRRtichokes
What is a pirate's favorite element? Don't be silly, it's not ARRRRgon. It's gold. You doof.
uh.
I like the map. It's an interesting 4 base setup for each main, and I'm looking forward to this map evolving. I think its a little boring as it stands, but with some work it will be spiced up and nice.
Maybe adding a narrow path between YOUR fourth and THEIR third would be interesting (maybe even destructable rock or statue?)
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in my opinion you need at least one alternate attack route to make this map competitive. Arguments for the 200/200 turtle are very viable because in this state you only need to watch one small piece of land to defend 4(!) bases.
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I think one way to prevent turtle strategies would be to add 1 or maybe even 2 gold mineral expansions on the middle. So if someone turtles up on their four free bases, but their opponent would have 4 bases and that high yield. This would high encourage aggression. However, I think an aggressive Terran could mass siege tanks to contain his opponent and expand to that gold mineral expansion.
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Your camera boundaries are cutting into the edge of the map over land that people would otherwise think would be buildable or at least able to be flown over. You might want to push it out a bit.
If you want air harass to be viable, push it out a lot. If you don't, just push it out a little so at least you don't get confusing "can't build here" messages. A 1-2 square air border isn't going to magically make air units sneak past any more than a solid land border.
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wah?? I didnt notice the nazi shape... hope I've fixed that now.
I did some changes as requested in the feedback: - Natural is now only minerals, and added a backdoor ramp blocked by stones - Center now is more open
Op has been updated, but if you are lazy, here it is:
+ Show Spoiler +
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How can a map based on onepiece not have gold minerals T_T
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great changes. now i think its a good map
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Add a download link.
Modify and distribute the map as you please! (obviously under Blizzard terms)
About gold minerals, i cant find place for them in this map, if was an expo to the center it would hide the strawhat skull :/
I didnt place watch towers because I dont like them.
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You should make the natural have at least one gas. I think mineral-only expansions in SC2 don't work very well.
I could be wrong though, I just think gas is far too valuable compared to Brood War.
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The map looks great, the only thing that bothers me is the lack of gas at the natural. Considering that it is easy to take and defend maybe you could just put rocks there to delay the player from getting it too early.
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This looks like it could be a really fun map. But I do agree that it wouldn't really be in the spirit of one piece for there not to be gold minerals somewhere. The middle would be a fun place, but that skull is way too cool to get rid of. : (
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Ok, added rocks and a geyser to the natural.
Also expanded those yellow lines even though Im not sure what they are for (i guess its the camera boundaries Mizzle was talking about?).
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Looks great
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Must say this is now a insanely awesome map!! Only thing is the high ground next to each base - take some out because they are "Terran Heaven" as HDstarcraft says.
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You should fill the Pirate skull's eyes with gold minerals.
Maybe you could also make his nostrils geysers.
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yeah fantastic map, but it needs a "treasure" in middle
like gold mins as percutio suggested
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it should totally have an uber base with 15 gold mineral patches in the center. Wheres the one piece otherwise?
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Thanks for the feedback.
About the highground, i really want them there. To not make it too easy for terran, I added ramps. Added also the so needed gold minerals to the center :D It hid some of the skull but I think its ok.
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I think that resourses in the center destroy the skull and stetic of the map. I prefer it before, without gold minerals.
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I think it looks fine too. Again, this is a really nice looking map.
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Putting minerals like that in the middle is a waste in my opinion. Too impractical to take and it just clogs up the middle from being a good area for a large flank/arc.
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Pretty sick map dude. There's a lot of space for flanks, Or for evading.
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Nice map it looks like alot of fun to play on. I'll dl it for sure. Oh and i wouldn't worry about any sort of nazi symbolism.It seems awfully hypersensitive to me.
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I have a quick map question, if you guys don't mind. I know how to copy and paste item textures (like if I make a main in the bottom right corner, I can paste it to the top left) but how do I rotate and flip that copy'd area? That's the one thing holding me from making a map atm X_X
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Before you paste you can rotate with / and * keys.
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On June 20 2010 07:22 fabiano wrote:Ok, added rocks and a geyser to the natural. Also expanded those yellow lines even though Im not sure what they are for (i guess its the camera boundaries Mizzle was talking about?).
Haha, in this version it's funny because what you actually did was add another swastika inside the swastika.
Looks fine with the latest version though
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On June 20 2010 12:26 fabiano wrote: Before you paste you can rotate with / and * keys.
And setting a starting location? >>> This thing is far more complicated than BW's.
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To set a starting location just press P and click wherever you want it to be.
You can go to Layer -> Points also.
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I now have two changes you should make imo:
-natural should not have rocks, doesn't make gameplay better (1 gas is enough) -middle should not have 10 gold minerals.. make it 6 or 8 at the most
EDIT: Having two bases blocked by rocks within your area is a bad idea to me: Once you have a big army, you get two free expos. You should take away the natural's rocks... its open enough with the back door I think.
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Yeah, actually I agree, so I did modify
After this I guess the only way to find out further fixes is to play on the map.
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Looks really good, amazing map to play. Can't wait till the beta is back up!!!
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Yes, the yellow lines are the camera bounds. No unit or building can cross them. You don't want them to clip the land at all, so I'd still push them out a bit. You may have to increase the map bounds a bit as well.
Edit: My bad, the yellow lines aren't actually the camera bounds. The boundaries should be fine as they are. The camera bounds extend a bit past the yellow lines. I can't see where they are on your map because the camera boundary appears to be the map boundary, but it is more obvious on a map I am working on.
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I don't know if someone told you this but yellow lines are not the limits of the map and it looks like you them to be the limits. The blue lines are the limits, i dunno what are the yellow lines for :[
Map -> Map limits and change the size of the map.
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Ok, updated download link now.
I believe there wont be any more changes.
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