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(2) New GettysburgSize : 156x122 Spawn Positions : 2 at 4,8 Published on [NA], [EU], [KR], [SEA] - [Official] New GettysburgThis map is supported by KeSPA Proleague Lobby Mod, WCS GameHeart90 degrees Camera View+ Show Spoiler +Previous Version+ Show Spoiler +Version 1.01Version 1.1 BaseTradeTV Map Test Tournament VODs+ Show Spoiler +
▶ Concept
Tactics type force-fighting map. This map is made to play tactics and macro games through concept design 'Ulrena' and 'Akilon Waste'. And I adopt Island expansion with new system : 'No Fly Zone' to play various tactics games.
'New Gettysburg' is core local of Tarsonis planet in Starcraft world view and originate 'Gettysburg'. 'Gettysburg' was ferocious battlefield of The American Civil War and became turning point this war.
This map is named to express crisis of contending for victory between the two players.
▶ Features
'New Gettysburg' is introduced standard components and focus on players to adapt this map easily and be fun. This map is adapted advantage components of 'Ulrean' and 'Akilon Waste' and added new system : 'No Fly Zone'.
The Imported Components : 'Ulrena'
- Shorts Rush Distance and Narrow Path
(Closer than macro map, farther than 'Ulrena')
- Island Expansion
(This map is introduced four island expansions and easy to get them to use 'No Fly Zone'.)
- Fly Zone Behind The Natural.
(Can to play more tactics play style.)
The Imported Components : 'Akilon Waste'
- Connectivity Expansion and Large Battlefield
(Consider player's tendency to encourage both play style : tactics and macro)
- Simple Rush Path, Easy Defence
(Excepting important components, keep standard components for players to adapt this map easily.)
- Component to be possible for prolonged game
(When player gets the third expansion, opponent can not approach fly zone behind the natural.)
① No fly zone marked with red helps players to defend island expansions easily. ② Highlighting island expansion to place the number of four. All races are designed to be suitable transporting units in Legacy the Void ③ Besides tactics components, This map is introduced macro components to deal with tactics play style.
▶ Change Log
Version 1.01- Extending distance between 5th base and 6th base.
Version 1.1- Changing Air blocker's placement at center island expansion.
(It eases to move air-units from bug.)
- Creating small route at primary battlefield.
(It helps to rush for aggressive player in the middle phase.)
- Expanding main's size.
(Player eases to build buildings.)
- Changing main's ramp placement.
(When player defends enemies, player eases to deploy its troops.)
▶ Detail Design
+ Show Spoiler +
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Is there enough room between the no-fly zones for a Command Centre to float onto the island bases?
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Well, this map definitely wins the "creative (TM)" election. Really impossible to judge how it will play out though.
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Awesome map, great name. Really intrigued to find out how those no-fly-zone island bases will play out.
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Some Q's Jacky_ has answered in the DC post. 1. The spots in the "no- fly" zones allow any structure or unit to pass through. (Does not mention if they are big enough, but based on my eyeing the size and a reply to my stupid question(not featured because it was stupid), I think the CC should be able to pass through)
2. I'll try not to make it become Ulrena mk.2 lolol
3. There is enough space behind the mineral line to build defensive structures as well as some airspace for units. I will consider increasing the space upon further feedback.
4. The 'no fly zone' bases have two open spots because I felt it still should be rather vulnerable to drops and air units.
5. (Q. Won't tempests just own the entire thing) I am actually excited to see air battles between libs and tempests. of course, there will be other solutions than just massive air battles. Apparently there's this build where you keep 8 pheonix and rush to HT and Tempests. Tempests are super slow so maybe the opponent will take the top expansions and run circles around them or something. While I made a lot of island expansions, I also made it so that it is easy to take and defend the on-land expos as well, so I believe in the pro players!
6. The center island expos are close to land and can indeed be targeted by siege tanks, but you will have to travel a long way, and I figured that by the time you expand to the center expos, you will have sufficient army to deal with some tanks. Also, by being closer to land, players who are going for ground based armies will have an easier time taking it as well.
7. The middle rush path (currently) is the same as Ulrena (2x2). However, I did make these in between platforms so that players can build turrets and other stuff, to use as a HQ to deploy attacks. Should I enlarge it? (Will change the center of the rush path to 3x3 and leave the start as 2x2. further feedback might be needed on this)
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I'm concerned about flying units getting stuck on the no fly zones, which has been one of the reasons they haven't been used yet in competitive maps in all of SC2 other than in 3p or 5p maps as concave edging. It's been tried but the air pathing just doesn't exist currently in the SC2 engine. I guess if you are ok with people having to use extra waypoints on their stuff to path around the blockers then it's fine.
Maybe also the 4th/5th/6th in the top left/right are a little too close together and easy to hold all 3. I feel like one of those bases should be a little more dangerous, else many people will just play with the land bases and ignore the islands.
Pretty cool concept overall, wouldn't mind seeing some games on it.
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Just throwing it out there.. but doesn't Blizzard have pretty strict rules as to how much doodads you add when it comes to ladder maps? Only pointing it out cause it looks like a lot.
I like the red to point out the no fly zones, I knew what it was before there was any explanation. Good job!
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You know I really never understood Island expos like these in both a player's and Map makers concept. I just do not see enough incentive to take a base that I cannot support via ground except from investing in either Static D/Unit transports. Kinda be cool to see what happens if the islands gets changed to gold.
Anyways, the map looks awesome.
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On May 11 2016 07:54 Shapelog wrote: You know I really never understood Island expos like these in both a player's and Map makers concept. I just do not see enough incentive to take a base that I cannot support via ground except from investing in either Static D/Unit transports. Kinda be cool to see what happens if the islands gets changed to gold.
Anyways, the map looks awesome.
It doesn't make a lot of sense in SC2, because our air and harass potential is so strong. People are still trying to find a way to make it work such that the defending player isn't at a massive disadvantage.
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'No Fly Zone' This is a cool idea, but you need to have "good driving" as you say. I don't like it because of that.
Take them away and I really like it!!!
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I think the bottom islands are problematic.
But mostly what the problem is, are the entrances into these islands. If you have it so they face away from the general player paths it wouldn't be a problem. Face the entrances inward or have it be a north/south entrance so that units don't get trapped as often.
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Realistically I think the NFZs simply have to go.
Maybe you could scoot the bottom islands slightly closer to the mains to compensate.
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Yeah. Making the No Fly Zones not quite as buggy as before by changing the entrances probably wouldn't fly by Blizzard if you want the map to make it to ladder.
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From what ive seen, the no fly zone Walls had a small impact on games. You should remove them and you would still have a very unique map.
However, if you absolutely want to keep the walls, you should change them into short straight lines and avoid concaves at any cost.
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The map is apparently being worked on to be brought on ladder next season. I hope they figure out what to do with the no-fly zones, they seem really problematic to me.
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On June 04 2016 03:08 [PkF] Wire wrote: The map is apparently being worked on to be brought on ladder next season. I hope they figure out what to do with the no-fly zones, they seem really problematic to me. They will probably be removed, there is no time to do changes to the engine in time for next season.
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It's possible to relocate the AI with some Tweaks - i can see flight blocker work.
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