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DF Galactic Process - version 0.1 Uploaded - [NA] [EU] [KR] [SEA] + Show Spoiler +
2 players playable 136x136 2 xel'naga towers 14 Blue bases(12 expansions), 2 Gold expansions
This is the first of three maps I'm launching, in celebration of the launch of Legacy of the Void. In the wake of the campaign, which was far better than I think most of us expected, and the amazing additions to the editor, tilesets, doodads, and so much more besides, SC2 is riding a great wave right now. I intend to keep it going.
The maps I'm showing you have a simple goal. How open can the natural expansion be, and how many expansion patterns can we offer? This is a heavily macro-oriented map, but at the same time aggressive players will find lots of ways to attack here. At first blush, the overview might remind you of an old friend in Cloud Kingdom, but in truth this map is a totally different beast, aimed squarely at providing the kind of map diversity LotV deserves.
Pictures! + Show Spoiler [Pictures!] +
Changelog! + Show Spoiler [Changelog!] +
Old Shit:
DF Revival Leper Messiah DF Silent Line
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This is much better than cloud Kingdom imo
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I just realized the natural has 3 entrances. How exactly is one supposed to wall that off? And I guess you can siege the natural from behind those rocks, right?
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The natural has 3 entrances, and all but one are blocked by destructibles initially. The backdoor path is also blocked by debris on all sides, so by the time anyone can abuse that path you should be able to defend yourself within reason.
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It shows similarities to cloud kingdom no doubt but overall this map is completely different. For example the the placement of bases are much better. I like the gold bases. I also like how the 11 and 5 bases are not completely on the edge of the map, there is room to harass late game. Also that path on the sides is well placed imo It will make the game much more active. I also like how the 4th is a forward base making the game more active than most maps. You are forced to do something rather than turtle (not that its set and stone but requires much more effort than other maps), but there is also a 12 and 6 base that can be taken as a 4th but rocks will definitely need to be destroyed first.
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It's a modern cloud kingdom with added goodies. I see nothing wrong with using a couple general concepts from a previous map, as this map is quite different. Looks like a good time.
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Just to make that clear, when I said it is Cloud Kingdom I dont mean to say that is a bad thing. I like Cloud Kingdom. A map that is similar is a map that I will probably like too.
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Aotearoa39261 Posts
Literally the only thing similar to cloud kingdom is the S, other than that the map looks completely different but you know, people only see the S and think its the same map haha.
Well done, I like this a lot.
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This map sums up the teamliquid.net map making community pretty perfectly. Take up a map everyone liked, then add features that are loved in this sub forum, but people outside hate. Backdoors, gold bases, open natural, high grounds and low grounds behind expansions, and lots and lots of destructible rocks. Bonus points for horizontal and vertical ramps.
Yeah what is the point of the rocks blocking the most central ramps btw?
On November 25 2015 19:31 Plexa wrote:Literally the only thing similar to cloud kingdom is the S, other than that the map looks completely different but you know, people only see the S and think its the same map haha. I think it has more of to do with the main-nat-3rd set up. Which is kinda important because during cloud kingdom times we had the 3base meta going on.
PS. did it take anyone else over a minute to find the watch towers?
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Probably my favorite of the three. Nice work bro.
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Aotearoa39261 Posts
On November 25 2015 19:46 NasusAndDraven wrote:This map sums up the teamliquid.net map making community pretty perfectly. Take up a map everyone liked, then add features that are loved in this sub forum, but people outside hate. Backdoors, gold bases, open natural, high grounds and low grounds behind expansions, and lots and lots of destructible rocks. Bonus points for horizontal and vertical ramps. Yeah what is the point of the rocks blocking the most central ramps btw? Show nested quote +On November 25 2015 19:31 Plexa wrote:Literally the only thing similar to cloud kingdom is the S, other than that the map looks completely different but you know, people only see the S and think its the same map haha. I think it has more of to do with the main-nat-3rd set up. Which is kinda important because during cloud kingdom times we had the 3base meta going on. PS. did it take anyone else over a minute to find the watch towers? Main-nat-third are completely different to CK, barring their relative location to each other.
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On November 25 2015 21:32 Plexa wrote:Show nested quote +On November 25 2015 19:46 NasusAndDraven wrote:This map sums up the teamliquid.net map making community pretty perfectly. Take up a map everyone liked, then add features that are loved in this sub forum, but people outside hate. Backdoors, gold bases, open natural, high grounds and low grounds behind expansions, and lots and lots of destructible rocks. Bonus points for horizontal and vertical ramps. Yeah what is the point of the rocks blocking the most central ramps btw? On November 25 2015 19:31 Plexa wrote:Literally the only thing similar to cloud kingdom is the S, other than that the map looks completely different but you know, people only see the S and think its the same map haha. I think it has more of to do with the main-nat-3rd set up. Which is kinda important because during cloud kingdom times we had the 3base meta going on. PS. did it take anyone else over a minute to find the watch towers? Main-nat-third are completely different to CK, barring their relative location to each other. how is it different in any way if except for the no choke for natural?
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Excellent work, NewSunshine.
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On November 25 2015 22:24 NasusAndDraven wrote:Show nested quote +On November 25 2015 21:32 Plexa wrote:On November 25 2015 19:46 NasusAndDraven wrote:This map sums up the teamliquid.net map making community pretty perfectly. Take up a map everyone liked, then add features that are loved in this sub forum, but people outside hate. Backdoors, gold bases, open natural, high grounds and low grounds behind expansions, and lots and lots of destructible rocks. Bonus points for horizontal and vertical ramps. Yeah what is the point of the rocks blocking the most central ramps btw? On November 25 2015 19:31 Plexa wrote:Literally the only thing similar to cloud kingdom is the S, other than that the map looks completely different but you know, people only see the S and think its the same map haha. I think it has more of to do with the main-nat-3rd set up. Which is kinda important because during cloud kingdom times we had the 3base meta going on. PS. did it take anyone else over a minute to find the watch towers? Main-nat-third are completely different to CK, barring their relative location to each other. how is it different in any way if except for the no choke for natural? The way the chokes are laid out is entirely different. The concept of Cloud Kingdom was to have chokes that encouraged you to park your army closer to your 3rd base, and move to defend your natural when needed. Also, this map has about 200% more destructible rocks, with backdoor paths to just about every base. The pathing is set up so that an attack can come from virtually anywhere, but you can control it with good map awareness. If you still think it's the same as Cloud Kingdom, then *shrug*
I know I said it resembled Cloud Kingdom myself, but it seems I underestimated how much other people would compare them. Kudos to any comment that didn't have CK in it
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On November 25 2015 19:46 NasusAndDraven wrote: This map sums up the teamliquid.net map making community pretty perfectly. Take up a map everyone liked, then add features that are loved in this sub forum, but people outside hate. Backdoors, gold bases, open natural, high grounds and low grounds behind expansions, and lots and lots of destructible rocks. Bonus points for horizontal and vertical ramps.
Yeah what is the point of the rocks blocking the most central ramps btw? Also I can answer this, looking from the perspective of the bottom-left spawn. The obvious expansion pattern to take is to go down to your right for the easy 3rd, since it's walled off at the start. However, with all the rocks the player has to keep track of in that direction, it can be appealing to expand upwards instead. In fact, even though the bottom gold base is more in line with the expansion pattern along the easy 3rd base, the top gold base is easier to take initially. In turn, the increased accessibility of this gold base makes the nearby Xel'Naga Tower an appealing option along with it. The rocks create a gravity that makes the player consider moving in the other direction, and I thought that dynamic was cool. The middle rocks are simply an extension of the rocks around the bottom 3rd and 4th bases, to highlight that there is an alternative.
On November 25 2015 19:46 NasusAndDraven wrote: PS. did it take anyone else over a minute to find the watch towers? I should hope not, since it's in the center of one of my pictures
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Huum - Impresive looking Map I must say , you're really figured out how let everything look Smooth ... (wish I could make it that good :D ). I pretty like the possibility to creat new attack patterns by interacting with the static rocks. Without scouting those you're kinda be in trouble and might hitten in the cold neck.
+1
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On November 25 2015 19:46 NasusAndDraven wrote:This map sums up the teamliquid.net map making community pretty perfectly. Take up a map everyone liked, then add features that are loved in this sub forum, but people outside hate. Backdoors, gold bases, open natural, high grounds and low grounds behind expansions, and lots and lots of destructible rocks. Bonus points for horizontal and vertical ramps. Yeah what is the point of the rocks blocking the most central ramps btw? Show nested quote +On November 25 2015 19:31 Plexa wrote:Literally the only thing similar to cloud kingdom is the S, other than that the map looks completely different but you know, people only see the S and think its the same map haha. I think it has more of to do with the main-nat-3rd set up. Which is kinda important because during cloud kingdom times we had the 3base meta going on. PS. did it take anyone else over a minute to find the watch towers?
people generally only hate backdoors to the main, nat backdoors are perfectly fine and are not imbalanced in any way.
golds on this map are very far from the mains and therefore hard to take early, so they shouldn't be a problem at all.
the nat is not open, before the rocks go down it has 1 entrance.
people don't like harassable cliffs behind expos since they have always been disadvantageous for z. now with lotv z has new long range units to help deal with cliff harass, and do cliff harass of their own (combined with cheap drop-overlords). so this concept should be re-evaluated for lotv.
and im pretty sure nobody hates rocks in general, they're just a mapmaking meme. people specifically hated rocks blocking expos, and those haven't been used in years.
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This really looks like the first great built-specifically-for-LotV map. 8 bases per player in 136x136 without feeling cramped anywhere. I love every feature. The bonus pathways, the watchtowers, the base flow. I like the look. And what a statement in favor of cardinal ramps.
If this doesn't make it into WCS 2016 Season 1, there is no hope for any mapmaker i will be sad
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