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Hey guys,
If you guys have any issues or balance concerns regarding Mech Depot LE, please leave them here. If Blizzard wants to use the map again next season, I can let them know and try and apply some changes so it will be updated after the season is over and hopefully it would improve the experience.
The purpose of this thread is to potentially make the map better, but also help give me an understanding of the game on a deeper level so the same mistakes are not made again on a future created map. Thanks in advance!
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Very good initiative ! I'll definitely post there once I'll feel I have played enough games on your map.
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Can a tank sieged on the edge in the high ground third hit the gasses in the natural? cause that could be a problem.
Also there doesn't seem to be an overlord pedestal near the natural, that's kind of standard now.
The huge main means we are going to see some in-main proxies, but I don't actually mind that.
Creep spread on this map is gonna be stunning, you go up to the third then along the highground wall then down into the middle of the map.
The bases near the cliff to the main seem completely undefendable, to the degree I even wonder why they are there.
As a zerg the short and straight line from the opponents nat. to the five white squares in front of the high ground third could lead to some very scary bio mine/tank pushes, that choke will be very difficult to engage into.
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On July 20 2017 01:23 IcemanAsi wrote: Can a tank sieged on the edge in the high ground third hit the gasses in the natural? cause that could be a problem.
Also there doesn't seem to be an overlord pedestal near the natural, that's kind of standard now.
The huge main means we are going to see some in-main proxies, but I don't actually mind that.
Creep spread on this map is gonna be stunning, you go up to the third then along the highground wall then down into the middle of the map.
The bases near the cliff to the main seem completely undefendable, to the degree I even wonder why they are there.
As a zerg the short and straight line from the opponents nat. to the five white squares in front of the high ground third could lead to some very scary bio mine/tank pushes, that choke will be very difficult to engage into.
I know the mains are larger than normal, and I do believe one of the gas geysers can be sieged from the linear thirds. I'd have to double check.
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On July 20 2017 08:20 IronManSC wrote:Show nested quote +On July 20 2017 01:23 IcemanAsi wrote: Can a tank sieged on the edge in the high ground third hit the gasses in the natural? cause that could be a problem.
Also there doesn't seem to be an overlord pedestal near the natural, that's kind of standard now.
The huge main means we are going to see some in-main proxies, but I don't actually mind that.
Creep spread on this map is gonna be stunning, you go up to the third then along the highground wall then down into the middle of the map.
The bases near the cliff to the main seem completely undefendable, to the degree I even wonder why they are there.
As a zerg the short and straight line from the opponents nat. to the five white squares in front of the high ground third could lead to some very scary bio mine/tank pushes, that choke will be very difficult to engage into. I know the mains are larger than normal, and I do believe one of the gas geysers can be sieged from the linear thirds. I'd have to double check.
You could test moving the main diagonally toward one another a bit and create air space behind the mineral line, that would allow more air harass over in-main proxies. That would be more 'standard' but I don't mind either.
If you can siege from there its a problem as a quick tank rush in tvz can create a lot of pressure and be very hard to engage.
haven't played a zvp on the map yet but I think protoss are not gonna like it. that third is gonna be a bitch for them to take
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On July 20 2017 01:23 IcemanAsi wrote: As a zerg the short and straight line from the opponents nat. to the five white squares in front of the high ground third could lead to some very scary bio mine/tank pushes, that choke will be very difficult to engage into. It's much easier to pick off tanks there with mutalisks so as long as you don't commit a big blunder, it's not a huge problem. And T needs every ounce of help vs hydra/bane on such a big map .
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I would definately add some air space, especially around the mains. Enough so that Oracles can hide out and not be shot down by queens. But that is just a personal opinion.
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On July 20 2017 15:33 mLtySC wrote: I would definately add some air space, especially around the mains. Enough so that Oracles can hide out and not be shot down by queens. But that is just a personal opinion.
As a counter argument - No, fuck oracles
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On July 20 2017 15:33 mLtySC wrote: I would definately add some air space, especially around the mains. Enough so that Oracles can hide out and not be shot down by queens. But that is just a personal opinion.
There is enough room behind the main minerals to hide an oracle or liberator, but it can be sniped by certain units.
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Might as well say that I'm really enjoying this map, very interesting and looks like a lot of thought went into it.
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On July 22 2017 15:17 zyce wrote: Might as well say that I'm really enjoying this map, very interesting and looks like a lot of thought went into it. I second that. It's surely one of my favourite maps in LotV so far.
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On July 20 2017 19:57 InfCereal wrote:Show nested quote +On July 20 2017 15:33 mLtySC wrote: I would definately add some air space, especially around the mains. Enough so that Oracles can hide out and not be shot down by queens. But that is just a personal opinion. As a counter argument - No, fuck oracles
Lol, that's a good point and quite a sound case you're building.
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Hey~
It feels way too hard to scout on this map; theres nowhere to put an overlord safely near the natural, long distance cross map, gigantic main base, nowhere to put air unit behind main (without dying to stalker,queen,etc), etc
Makes it feel very coinflippy with the early builds and really easy to die to random all ins even if you commit resources into trying to scout
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On July 26 2017 07:29 Scarlett` wrote: Hey~
It feels way too hard to scout on this map; theres nowhere to put an overlord safely near the natural, long distance cross map, gigantic main base, nowhere to put air unit behind main (without dying to stalker,queen,etc), etc
Makes it feel very coinflippy with the early builds and really easy to die to random all ins even if you commit resources into trying to scout
Appreciate the comments Scarlett.
The main bases are rather large however I was unable to fix that in time before blizzard confirmed it for ladder, so it's really my fault in the first place for bad design. There are some spots around the map where overlords can be relatively safe, such as over the turrets, or over some of the mech/thor doodad placements around the map. But as far as the natural goes, I positioned the gas geysers on the outside because (and I know this from HotS) zerg needs to know if his opponent is going heavy on gas or not which generally provided feedback on the types of builds being made. That may be different these days, but I will keep this in mind.
I am going to keep in touch with blizzard on updating the map for next season if they'll allow it, and if so, hopefully I can help improve the experience for everyone with some minor changes.
I do have to disagree on the map being "coin-flippy," as the games I have watched so far have turned out to be entertaining to watch. I think it's purely a preference thing, but I'm not a pro player. It's still early and this may be the case in higher brackets.
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why there is no place to jump reaper in? u cant scout vs protoss. also what with this trends of lets make maps as big as possible sO teran cant win vs zerg aiur oddysey mechj depot all same map
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On July 26 2017 17:11 Major wrote: why there is no place to jump reaper in? u cant scout vs protoss. also what with this trends of lets make maps as big as possible sO teran cant win vs zerg aiur oddysey mechj depot all same map
So Scarlett was saying the map is difficult for Zerg to scout on, and you're saying terrans will lose vs Zerg because the map is so big. That should make an interesting game.
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On July 26 2017 08:47 IronManSC wrote:Show nested quote +On July 26 2017 07:29 Scarlett` wrote: Hey~
It feels way too hard to scout on this map; theres nowhere to put an overlord safely near the natural, long distance cross map, gigantic main base, nowhere to put air unit behind main (without dying to stalker,queen,etc), etc
Makes it feel very coinflippy with the early builds and really easy to die to random all ins even if you commit resources into trying to scout Appreciate the comments Scarlett. The main bases are rather large however I was unable to fix that in time before blizzard confirmed it for ladder, so it's really my fault in the first place for bad design. There are some spots around the map where overlords can be relatively safe, such as over the turrets, or over some of the mech/thor doodad placements around the map. But as far as the natural goes, I positioned the gas geysers on the outside because (and I know this from HotS) zerg needs to know if his opponent is going heavy on gas or not which generally provided feedback on the types of builds being made. That may be different these days, but I will keep this in mind. I am going to keep in touch with blizzard on updating the map for next season if they'll allow it, and if so, hopefully I can help improve the experience for everyone with some minor changes. I do have to disagree on the map being "coin-flippy," as the games I have watched so far have turned out to be entertaining to watch. I think it's purely a preference thing, but I'm not a pro player. It's still early and this may be the case in higher brackets. The problem isnt where you keep the overlord by the natural, problem is it dies if you try to go there and they open stalker first, with no other safe options nearby
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Auto veto for me, not sure how Bio is supposed to work on this map TvZ, direct pushes just seemed to get stuck at the watch towers if Zerg killed the rocks near the pocket 4th and had a ton of creep everywhere. TvT is literally have your entire army in medivacs since it's so big.
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