(8) TROIZINIA Version 1 Published on Bnet as Troizinia.
Before they were driven from this planet, the Taldarim used this ancient temple complex as an arena for ritualized battle. Highlord Ru'Hazk banned these contests after more than 90% of the planet's population was destroyed in a single one of these tests of honor.
DESCRIPTION This is a 4v4 team map. The main base is shared with 4 1x1 ramp entrances. The main "feature" of the map is that each player has their own individual natural expansion (three in the front and one inbase nat). The goal was to give each player a 1v1-like expansion pattern -- the central players can take the backdoor and central nat, then the two middle highground thirds; the outer players can take their nats, then either the highground or lowground bases outside their nats.
The upper-right and bottom-left base clusters might be tough to hold due to their distance to the enemy. The rush distances are a bit short (by 1v1 standards) but I figured that this map is not the worst on that front.
I don't know that much about team games. Thoughts & feedback welcome.
This actually looks good...like, really good for a 4v4 map. I think the only problems I have with it are I think you should increase the sizes of some of the ramps around the map. The 1x wide ramps in the mains are great but maybe make the ramps by the natural at least 3x, possibly even 4x instead of the 2x they are right now. Especially some of the ramps in the middle too.
Also! I think you should get rid of the two bases right in the middle and make that all low ground in the middle to open the map up a little more. Remember, there could be 800/800 vs 800/800 armies running around in deathballs.
You also miiiight need to cut out some of the doodad work? I wouldn't have a problem with it but lots of sc2 players have shit ball computers and it's even worse when it's 4v4.
Great job, change up a few things and I'm going to give you the pre-congratulations on making ladder. =)
Looks like a fantastic 4v4 map. Some ramps can be bigger, as has been pointed out, but it has a really good overall design. I would encourage Blizzard to seriously consider adding a version of this to the next ladder pool.
I think the only problems I have with it are I think you should increase the sizes of some of the ramps around the map. The 1x wide ramps in the mains are great but maybe make the ramps by the natural at least 3x, possibly even 4x instead of the 2x they are right now. Especially some of the ramps in the middle too.
I also think that some ramps are too tight.
Some ramps can be bigger, as has been pointed out
OK, makes sense, I'll probably increase the side nat ramps to 3x3 size and increase the size of the central ramps by a few notches. I'll keep the ramps in the upper-left/bottom right the same size (to increase the defensiveness of those areas and hopefully make them less contestable if someone manages to claim the bases on the high-ground temple.)
You also miiiight need to cut out some of the doodad work? I wouldn't have a problem with it but lots of sc2 players have shit ball computers and it's even worse when it's 4v4.
Yeah I was thinking about that while decorating the map. It has around 1100 doodads, which I think is pretty normal for a 1v1 map, but like you say might cause problems in a 4v4.
bit questionable, with a very direct rush path, and expansions set up for circle syndrome issues
I agree. A weakness of this map is that after the first 2 bases you're basically forced to expand towards the enemy.
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I was thinking of maybe doing something like this to the bases in the corners, to give the side-players access to a less-contested third (look at bottom left corner):
Thoughts on this? The question is what to do with the empty space -- there could be a base (as shown in the upper right corner of the above image) - though that option would reduce the rush distance by a lot. Or an island. Or I could just turn the high-ground thirds into double bases.
Finally back home so actually did some photoshopping. I prefer it something like this...
Basically, every ramp that is highlighted with black/green is now a 3x wide ramp. It opens the map up a lot more while still making it somewhat defensible around the bases.
The 4 ramps in the middle are 4x wide but there are big diagonal rocks covering them. This does two things, makes it so you can't just rush straight through the middle early game, it'll actually make you go to the southern or northern attack paths before moving back to the middle. But, it opens up the middle more (those bases will never get taken, to close to the enemies) and end game, when you take the rocks down, open the map up more (good!) and creates another attack path (good!).
I numbered the bases on the top side. I like this setup because it allows every player to get a somewhat "safe" 3 base and gives two players the option to take 4ths (aka zergs!)
As for the NE and SW corners, either keep them dead space orrrr....put an island base there lol.
Really good map none the less. I'm excited for you. =)
The only thing I don't like about this map is the two bases in the very center. They just feel "in the way" and would be hard to defend with all the high ground and the fact they're right in the main attack paths.
Otherwise this looks like a perfect 4v4 map. Almost too perfect. I like sidian's idea with the middle.