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1.4 changes :
- The main ramp now faces towards the nat, and that area was slightly restructured to allow a choice of FFE spots. You can FFE in the choke next to your main ramp, or if you're ballsy and want more room you can FFE at the more forward choke. Choice is good
- The area in front of the forward third was changed a good bit. This third should be easier to take now. You can wall off the back entrance + ramp at the same time, and then you just have to worry about the front choke, which is pretty small until the enemy is able to kill the rocks. Even once the rocks are down, it is a slightly smaller choke than before.
- It was said that the lowground expos were kind of an afterthought before, so I tried to make that area a bit more meaningful / interesting.
- Middle passageway was widened slightly.
new version:
old version: + Show Spoiler +
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Very good changes.
Made a decent map a very good one.
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It looks pretty nice, I like especially that you gave a choice of where getting the 3rd and 4th. Like the 3rd near the watchtower and only 2 entrances which is easier to defend against ground units, but harder to defend air units because it's more far from the natural and main. And the more close 3rd but it doesn't have a xel'naga tower and has 3 entrances, so hard to defend from ground but easier from air.
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On December 24 2012 05:40 lorestarcraft wrote: Very good changes.
Made a decent sick map a very good sick good one.
Love all those changes. Don't know what to think of the north/south third tho yet.
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Daaaamn straigh amazing map. I am a fan of the third and the way you have to choose between the 4ths. Even better is that you likely managed a very linear layout without making this a lategame splitmap. I am just not liking the blinkstalker shortcut. Do we really need to encourage this crap?
And good god these red rocks don´t fit this! red-brown with green? nonononononono.
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Very good change for the 4th base.
The natural was fine before, bunch of whiny people. The way you have the ramp now is one of those awkward branching main ramp / natural setups instead of "go through the natural to get to the main ramp" like cloud kingdom for example instead of entombed valley. Why not just put the main ramp towards the edge of the map? The direction its facing doesn't really matter as much as the terrain that's around it and where it connects to the natural. If you do this, you might need to scoot the natural a little further away from the main, but you have plenty of buffer built into that bay of trees so shave off to make room.
I am just not liking the blinkstalker shortcut. Do we really need to encourage this crap? What...?
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On December 24 2012 10:19 EatThePath wrote:Show nested quote +I am just not liking the blinkstalker shortcut. Do we really need to encourage this crap? What...?
Half of the PvP games are already decided by blink stalker all-ins, would be nice to see maps that encourage players to do something different.
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Glad you guys like at least most of the changes.
@ the blink stalker thing, I think they're viable here but not as crazy good as on CK or Antiga. There's that backdoor but it's small, and it takes longer for stalkers to bounce between blink locations than it does for the defending army because the defending army is unimpeded by terrain (unlike the stalkers). I think that's a key difference between this and CK where stalkers can just run the robo units ragged and make the defending player look stupid.
I think it might even be possible, if you're expecting blink stalkers to swing around to that backdoor, that you can have a sentry or two back there to FF the lowground right before they get in position to blink up.
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I really like this map, especially with the new changes. First it uses a cool unused size, second its great for blink stalkers, and blink stalkers are very fun to watch, be it versus robo, other blink stalkers or versus Terran.
I think people here don't understand why they're good here, well as you can see there is the backdoor, well that won't be used much, maybe only 2-4 stalkers to harass the mineral line while the rest harass the army and the nat, the real feature that helps blink stalkers is the part of the main near the 3rd, that part really reminds me of cloud kingdom, even though its less bad then that map. Another feature to help blink stalkers is the place behind the nat, that will allow more small groups of stalker to force units to move to defend that place or will give the stalkers a way to escape from the robo / Terran units after harassing the nat and getting stuck behind the minerals.
Overall the map is favorable to someone who sends small groups of 2-4 stalkers in many places rather then use the normal micro on maps like antiga or cloud kingdom, of course that the blink stalker play will need 3 observers to fully use the strength of the map, but it should be much more powerful with 3 observers then on cloud kingdom, while using the normal 1 will be weaker. Of course this is all theory-craft, but it has valid basis so its ok.
By the way, blink is good, it makes for more interesting games then standard macro fest, I think that maps should encourage multi-pronged attacks and harass, and this map does it very well. While it may hard to play versus blink or as blink, its the most rewarding kind of battle, you should embrace the style and enjoy it, I for example almost never go blink in PvP, but I've learned how to defend versus it and its very fun.
A 3rd feature of the map that I like is that with the new version you got 2 places to wall off, which makes it so much easier to stop baneling busts if you plan ahead, since you can make double walls, it rewards people who think a step forward and have good simcity.
That feature also allows you to choose between the 3rds, which is very interesting. The closer one makes it easier to defend versus drops since by taking it you cover a side of your main, but the other one, once the rocks are broken, is much easier to defend versus ground. Versus Zerg you already have the wall on the other side, and using the tower will make it so you know when pushes are coming, so you can simply park your army where the rocks once were and be pretty safe. Of course if the opponent decides to go for drops or air harass your in a big trouble since your spread fin, so its ok.
Overall the map looks very good and I would love to give it a try if you upload it to the EU. You should also upload it to the hots beta if you can.
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United Kingdom14103 Posts
Oh my.. That map looks so fun! features like the rocks by the nat, the cliff and the third look awesome and new!
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Would be cool to give people a few days to get some builds down on this map then have a tournament organised where this is the only map played (could be BO3). Would be a cool way to gather feedback to fine tune the map any further if required.
Good job!
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