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Hi Tlers, next one is a Broodwar Port from this Map: + Show Spoiler +
Shoutout to Crystaldrag of course.
I called it Dendra's Fate because i couldnt actually come up with something better so Dendra is a Captain from the Terran Confederacy and he died on this Orbital Platform while fighting the Zerg. Simple and cool!
The Overview looks kind of shitty but its nice ingame. I added some rocks here and there and made the main path smaller at the ramps and in hte middle through neutral buildings.
General Information: Mapsize: 128x148 Nat/Natrush: 117 Bases: 10/2 Watchtower: 0 Upload: All Servers
Overview:
Pictures: + Show Spoiler +
Have Fun!
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3rd and 4th seem really hard to defend for Zerg/Protoss (maybe Protoss? I don't play them). I like the size and shape of the map, as well as the theme. Armories seem nice but are they initially hidden from the players?
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Very nice map, although that natural choke looks very wide in the overview.
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I'm totally fine with the 3rd and the 4th, it's the trend these days to make it harder to take. However I fear that the players will only use the middle and strictly follow the rush distance path that you would see in a map analyzer picture while neglecting the rest of the map.
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Link to the BW map thread: http://www.panschk.de/mappage/comments.php?mapid=4757
Note CrystalDrag (the author) has changed the picture to a draft idea for a different version. But the download link still leads to the original version; which is what this port is based on.
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On January 20 2015 01:23 OtherWorld wrote: Very nice map, although that natural choke looks very wide in the overview.
normal 3x3
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United States9652 Posts
blink all in problems? maybe? decent map though.
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Strentgh of blink comes from pressuring two points at once, which isn't possible here
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Nice map! I love the contrast between tight chokes and open areas, and how creative the overall layout is. I especially love the strong emphasis on the central high ground that connects the top and bottom of the map.
I'm worried about the ground distance between the natural and the far third. It looks like it will take 5 or 6 creep tumors to connect the bases, and those tumors would only be defensive since they'd be moving away from the opponent's side of the map. On the other hand, that expansion is also isolated from your opponent and would open him/her up to counterattacks if they over commit. I guess I'm mainly worried about racial balance--Zerg looks a little underpowered because of how easy it is for Terran/Protoss to take and defend the aggressive third and abuse the tight chokes present on the map, even the temporary ones created by destructible objects.
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Aotearoa39261 Posts
I reaaaally hate the gold bases here. They just seem impossible to hold in any normal game (and consequently only serve as a win more base). The rest of the map has so many good things going for it (third layout, 4th position, long term map dynamics) that it's a shame that you have this feature included I think that the map would be better if the gold bases were used to enhance the already interesting late game dynamics by making the top right/bottom left bases gold (encouraging people to take the third at 3/9 and then expand along the top if you spawn top left, or bottom if you spawn bottom right -- also somewhat making the current 'natural' fourth base more enticing as a third -- which means you get Top vs Bottom army movement in the late game, and left vs right in the mid/early game)
Not sure what I'd do about the current gold base location though... could just turn it into a ramp I suppose for easier movement?
On January 20 2015 08:22 FlaShFTW wrote: blink all in problems? maybe? decent map though. Blink would be strong, but not broken. As already pointed out there's really only one place you can blink at any given time which makes defending possible.
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I agree with the gold, The way it was before (in the BW map) is way cooler (although in SC2, it'll be still very hard to hold that base).
Also, I'm not sure if those armories are enough to create enough space for each player. After the very early game, it'll be very difficult to draw a line between the other player and your own I feel.
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thx guys i will change some stuff
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any thoughts on that? fourth too hard maybe, im not sure
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I like this layout better. I still think that the 1x ramp to the 12 and 6 o'clock bases should be a 2x though. Otherwise I would not change the layout.
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The 4th is still too hard imo, although not 100% sure on it, and I think you will need some actual testing to see if it's true.
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its great dont change a thing
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