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6m1hyg Boroughs Made by: TheFish Published on: [NA]
Update: Version 1.1 Uploaded to NA Coming soon to an EU near you
Overhead: + Show Spoiler +
In-Game Description: 4v4 Team play map developed for 6m1hyg
Introduction/Inspiration:
My last map was a remake of The Hunters, from which I hoped to gain a feel for how big team games might play out in 6m1hyg. I decided that a team play map for 6m would have to have a ton of bases, and I set out to create a layout that would somehow allow 8 players to get on several bases each. I also was reminded of a map that I used to play in Warcraft 2 called Bridge to Bridge Combat, and so I had my inspiration for this map.
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I decided to make each of the islands on my map have a different look and feel, this way players wouldn't be too lost or overwhelmed by the huge number of bases and terrain.
Pictures (Aesthetics):
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Data (Gameplay)
+ Show Spoiler +Playable Bounds: 214x188 Number of Starting Positions: 8 Number of Bases: 42 Number of XWT's: 2 Number of Rocks: 0
Mineral/Gas Counts:
38 - 6 m 1 hyg
2 - 5 hym
Analyzer pics:
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Change Log:
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- Made main bases larger and removed gas heavy bases nearby. - Fixed doodading in main bases and created enough space for creep to not block ramps - Added rich geyser to gold base
Feedback is welcome as always!
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Very nice! The aesthetics on this map are simply gorgeous. You have a damn good eye for detail.
Of course, since I am almost completely new to the ideas of both 6m1hyg and 4v4, I can't really comment on the balance of the map. However, I do have a question: why do the gold bases lack geysers? Wouldn't it be better to add a geyser to each, seeing as how both of them would be ridiculously hard to hold on to in a 4v4 match? It just seems like the risk outweighs the reward somewhat.
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As aeres said, your eye for detail is astounding. You do a lot with little, which is a good thing. FPS friendly and yet visually stunning. But, I also know nothing about balance in 4v4... but it seems fine to me.
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Those aesthetics O.O
As far as the map itself, it's a neat to see 6m go beyond 1v1. However, the map seems quite chokey and very spread out for 4v4. Where I think such qualities are needed in a 1v1 version of 6m, not too sure how necessary the tight chokes are since you have teammates to help you. However, 6m is still experimental so this could entirely work out. Overall, really nice work. My next map might just have to be a city map...
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I dont understand the random letter/number sequence appearing before a lot of new maps lately. Anyone care to fill me in?
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On March 30 2012 14:35 Megakenny wrote: I dont understand the random letter/number sequence appearing before a lot of new maps lately. Anyone care to fill me in? 6 mineral patches, 1 high yield gas per expansion
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On March 30 2012 14:35 Megakenny wrote: I dont understand the random letter/number sequence appearing before a lot of new maps lately. Anyone care to fill me in? 6m1hyg stands for "6 minerals, 1 high yield gas" which is a 25% reduction of both minerals and gas for each individual base. The concept started with a great thread called "The Breadth of Gameplay" by Barrin, and has developed into a "movement" of players playing on maps with 6, rather than 8 minerals per base. The core cause for this is to diminish the economic power of a small number of bases.
This ideally leads to a few results:
(1) players who 1 base need to do substantially more damage to make it worthwhile (2) players who turtle on 2/3 bases to accumulate one big deathball and THEN push will find it harder to economically support the army they desire (3) players looking for large army engagements will have greater incentive to take a 4th, 5th, and 6th base over time, causing them to have be more map-aware and have their army positioned strategically around the map rather than in one big blob at a defensive choke (4) with smaller divided armies across the map, there should be more frequent (but smaller) engagements and strategic battles for terrain (5) as players fight with smaller armies (ex. a division of 5 Zealots, 8 Blink Stalkers, 2 Immortals, 3 Sentries to defend the distant 4th base while the rest of the army defends the main/nat/third, as opposed to 10 Zealots, 30 Blink Stalkers, 8 Sentries, 5 Colossi just hanging out behind a wall in an overly defensive area) the "leftover" forces of each battle's winner are no longer big enough to simply roll up to the enemy's base and win the game by denying the consolidation of reinforcements... This leads to more back and forth battles as opposed to one-and-done scenarios
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On March 30 2012 14:35 Megakenny wrote: I dont understand the random letter/number sequence appearing before a lot of new maps lately. Anyone care to fill me in?
Mappers are experimenting with 6 mineral 1 high yeild gas as a result of this. Long read, but definitively worth it.
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This map looks so much more interesting to play on than regular 4v4 maps... GJ!
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United Kingdom1381 Posts
Its a shame theres not a map making competition for team maps. The gap in quality of 1v1 ladder maps compared with team is growing and we need something to spur innovation.
Nice aesthetics!
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This map is absolutely stunning. Would kill to see a 1v1 rendition of it.
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wow this map looks awesome! :o really interested how this plays out. Looking at it though, if a zerg would spawn close to the small ramps, does the creep block a walloff? It looks really close.
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China6271 Posts
wow this map is astonishing! very creative team main placements and great assets!
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your Country52793 Posts
The map is very pretty, but I'm concerned about the focus of the aesthetics. It seems like they are all over the place, with sand, grass, and city.
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I think I love every aspect of this map, though to address the concerns of others about the aesthetics, perhaps you can re-work it to have the tile change progress in a linear fashion, as in have one main be at the beach end, and have the terrain become more urban as it moves to the north main, or something along those lines.
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Canada1169 Posts
Any chance this map could be made with the normal minerals and gas, theres a huge lack of good normal 4v4 custom maps.
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Absolutely gorgeous map. I like the layout and sprawl of the map. It'd be really interested to see a 1v1 port of this, with the area around the main altered to allow for that. I think it would be a really sick 6m map.
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Excellent !!!
Once again... when will we see this maps on EU ?
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I love the look of the map pure beauty
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I just played a few games on this map, and I have to say it was great. Although there is ONE major problem, which is creep spread. The mains are so small that any number of Zerg players on your team will quickly take up space that you would have otherwise used to build on.
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Wow! lots of positive feedback for this map. That was unexpected -thanks to all!
@Aeres - I think you are right in that the gold bases are very tough to hold. The initial idea was to keep it minerals only to sort of make up for the 2 gas base near the main. I probably will add a geyser by the gold for the next version.
@Timetwister22 - TBH, I wasn't 100% sure how the chokes and layout were going to affect the games either. The idea was I felt that 4v4 games for 6m would require a ton of bases, (this has 5.5 bases per player) so that sort of forces the map maker to create a huge layout. I decided the best way to handle this without confusing the players too badly was to sort of section off parts of the map vis a vis Bridge to Bridge combat. I really don't think the layout as-is would work for 8m. I wanted to kind of take things to the extreme with this one to explore how 6m team games would play out. I may widen some chokes if the battles feel cramped.
@See.Blue. and fire_brand - - a 1v1 version could happen. I just need to think of a cool layout first...
@TehTemplar and Kmatt - Yea, the aesthetics are a bit all over the place. The sand part is supposed to be a rooftop Zen garden :D Its supposed to be functional as well so that players can kind of know where they are on the map just by looking at the aesthetics. Kmatt has a good idea, I am picturing Dual Sight and how the map kind of transitions from one tileset to another. Changing up all the aesthetics would take me a long time though, so I will have to revisit this in the near future.
@InsidiA - Its possible, but there are really too many bases for 8m in my opinion. I would have to re-work the terrain a bit to enlarge some chokes and remove some bases. My feeling is that 4v4 maps shouldn't have more than maybe 30 bases at the most, and this one has 44. II have made some 4v4 maps designed for 8m; Check out Sand Ocean for example.
@Vridiano and Azhrei ~
On April 01 2012 01:39 Azhrei16 wrote: I just played a few games on this map, and I have to say it was great. Although there is ONE major problem, which is creep spread. The mains are so small that any number of Zerg players on your team will quickly take up space that you would have otherwise used to build on.
I'm going to work on version 1.1 soon; the changes I'll be making are the following -Enlarge the main bases to prevent creep weirdness and allow walloffs -remove 2-4 bases from the map -add geysers to gold bases
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double post. Oh. if someone want to upload to another server PM me.
Update: Version 1.1 uploaded to NA
Larger main base, removed 2 bases, added rich geyer to the gold bases. The glowing lightwalls around the main were replaced with a glowing chain link fence that doesnt prevent you from building immediately next to it.
pics of the changes
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Once again... when will we see this maps on EU ? Would also like to play this on EU. Or basically every map you have showed here
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I have uploaded this map on EU, name is "[TheFish] Borough". Search for TheFish to find some more maps of the same author.
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