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TPW Memorial (mods: please rename thread to [M] (2) TPW Memorial)
Story: + Show Spoiler +I made this back in January 2011 and updated in Oktober 2011. The changes made were: - Aesthetic theme (textures and doodads) - Removed rocks from the ramp between natural and third and the rocks blocking one of the ramps to the 5th. - Removed LoSB around the XWT - Rechaped LoSB by the 5th and added LoSB line in the choke between 4th and third ramp.
Bases: 12 (10 blue, 2 Gold. All regular.) Main size: 29,5 CCs Rush distance is 155,9 between mains. 121,6 between nats. Size: 112x132 playable (including air) Rocks: 4 Tileset: Tarsonis
Map Analyser + Show Spoiler +
Detail Images: imgur album
Replays: + Show Spoiler +
The map is published on EU as TPW Memorial.
If you think I could improve on the map features ro aesthetics, or if you've experienced a bug, feel free to drop me a comment or PM.
Thanks to Johanaz, EatThePath, monitor and dezi for suggestions, comments and encouraging feedback.
Retrospective The older version of the map was a finalist in Motm #3
MotM Score + Show Spoiler +Balance / Originality / Fun / Aesthetics/ Total 7.2 / 6.8 / 6.5 / 7.2 / 27.7
Banner + Show Spoiler +
Old Overview + Show Spoiler +
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This actually looks like a really good map, I really like the detail with the "double highground" outpost on the two middle expos.
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Love the look of this map, Easy to defend third. Cannot wait to play this to death. Great work.
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kinda like Xel Naga?
main+natural at the same position third behind rocks but accessible from the middle hole + 2 tower + 2 gold in the middle
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It's xel'naga but better. Is this on NA? it looks awesome. the LOS blockers next to the main and third make them harassable, yet easily defndable, which is the sign of a good map. Well Done
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That looks nice. I'm liking the aesthetics as well
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Very nice! I think you've got the layout and everything down, just gotta fine-tune things.
Primarily the natural, it is a bit too hard to hold. There are two easy solutions to fix this: One is to make the choke wallable by 3rax (give or take a few hexes), and move it in slightly. This will allow easy FE from protoss and Terran, but still avoid turtling because of the back door. Two is to make it possible to wall from the CC to the ramp, thus blocking all the pathing. I strongly suggest doing this, it makes games much more fun with this, and encourages micro in the natural.
The 6th's little ramp thing is kinda useless, but I think it would be easy to fix it. I suggest making it just a cliff for drops, and increase the size a little bit. It won't do much, but its better than a random little piece of high ground I think.
A thing to note: You might want to do a little bit more texture-wise with the natural, it looks a bit bland from the overview.
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Cool that you like the map, folks. It's on EU, however WIP.
@@monitor yes, allright, let's concentrate on the fine-tuning. How do you mean wall from the CC to the ramp? What ramp in the nat? Do you mean the choke or the main ramp, or the ramp to the third?
About the ramp-thingy in the 6th. Ok, it's too small. I could make the cliff surround onf the mineral line total (but it would mean making the map bigger). I think the ramp should be there as a way defend with griund units .. and allow drops of groudn units to harrass the mineral line more closely.
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United States9646 Posts
much better than the usual caverns map. this is how map making should be sir. can you put up some tank ranging photos... im skeptical about the tanks for the natural shelling the CC/hatch/nex at the golds. and can a tank from the main hit the gas???
i no its silly, y would ur opponent take the gold closer to you... well, for some reason, i have an addiction to tank ranges xD
good map.
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On February 23 2011 05:14 Meltage wrote: Cool that you like the map, folks. It's on EU, however WIP.
@@monitor yes, allright, let's concentrate on the fine-tuning. How do you mean wall from the CC to the ramp? What ramp in the nat? Do you mean the choke or the main ramp, or the ramp to the third?
About the ramp-thingy in the 6th. Ok, it's too small. I could make the cliff surround onf the mineral line total (but it would mean making the map bigger). I think the ramp should be there as a way defend with griund units .. and allow drops of groudn units to harrass the mineral line more closely.
For the CC to ramp thing, take a look at this new map I'm working on:
You can wall from the Command Center to the ramp easily, with only 3 depos. I didn't want to give away too much of the map, but there is another more open choke into the natural to counteract this.
For the cliff, I guess we'll agree to differ . I think it'd be cool just to have a cliff without a ramp, something standard in BW maps. On this map, you can drop almost every base (minerals in main allow for drops on the mineral only): Othello. I guess this one's up to you.
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Oik, I've made some update thanks to the feedback.
* The towers in the centre of the map got some love, by extending the no-playable area to the very back of the towers. This way, the towers no longer spy one another or the units holding them.
* The nat choke is a little tighter. 3 rax can defend nicely. This change extends rush distance a little too.
* The high ground dropzones at 3 and 9 got some more love. They now have a ramp leading to harrass position of the 4th. I have a bad feeling about this feature, though. It's no zerg love that one. What say you?
* Adding another texture with some orange rocks differenate the low groudn form the higher ground. It looks good up close, I think, with the custom lighing I made.
@@FlaShFTW - I should check tank distances. But, yeah, the gold vs main might be silly. Any other suggestions?
@@monitor - nice feature. I tried something similar AND adjusted the nat choke. Too much? Thanks for the sneak peak of your map btw
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Meltage, this is breathtaking. I guess I missed the first version and I'm looking at the updated OP, cause the natural looks fine to me. Everything is great except that ridge behind the 4th. The problem is that you can walk tanks back there, and it's not even easy to scout that it's happening to you. Then it would take sooo long to respond. If they bring medivacs they can elevator lols at zerg. I think you should abandon the idea of a cliff wrapping all the way around the back of the 4th minerals. If you have an area jutting out from the 3 / 9 base, it serves the same harass purpose without being broken, and it closer to respond to by breaking the rocks.
This is how map making should be. That's a great way to put it.
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@@EatThePath glad you like it Yes, the OP was updated with the latest version. Old version:
Core Delta old version
Compare: Core Delta later version
I'll probably scrap the shelf over the 4th base, being too narrow and as you say, a siege tank heaven. Great point in the 5th being an harrass position for the 4th.
I could widen the map and give it even more size and a ramp in the far end ... but I'm afraid that will be too much like XelNaga Caverns?
I can't get out of my head, though, that I should use the 'third floor high ground' in some clever way on this map. I've used the high ground by the third as a reaper/collossus sneak-path backdoor. It is also a possible tank-drop-zone for harrassment of the 4th (at 5 and 11). Except for the cliff around 5th in the current version, all other (3rd floor) high ground patches are unpathable.
I could widen the map a little and cliff-wrap the 5th instead, keeping the ramp.
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This is a case where less is more. The layout is strong without fancy stuff, I would stick to simple things that combine well. Not ruling out use of that level 3 cliff somewhere, but remember you don't have to.
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I'm really liking your stuff Meltage, this is another nice map.
What's your reasoning behind having the destructible rocks at the 3 and 9 high ground expansions? Making the gold a little easier to defend in the early-mid game with only the one main entry by the tower then then ramp as the rocks get taken out?
Haven't checked it out in game yet but it looks almost perfect layout wise.
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I really like the lighting, it looks so good and gives the map a much more barren look.
The map layout looks really good, plenty of expansions.
Do the gold expansions choke the map as much as it looks like? There are only two paths from one side of the map to the other by ground and both a squeezed by gold expansions. Maybe I'm underestimating the size of them.
If there isn't a way in which you can effectively use the level 3 terrain, then don't; it's fine as just decoration for the unpathable ridges (like in the centre) if it won't go anywhere else. You could try experimenting with it and seeing if it can work though.
This map is very good now though.
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Ok, update. - gave the 3 and 6 ramp/dropzone no more love for now. - added some doodad-rocks to the cliff between the 4th and 5th. Wall climbing/jumping is restricted, but still doable. - at 4 and 7 oclock the pathable cliff-dots got some more love (I'll porbably ending up removing them, though). - The main was pulled back from the centre a little. No longer may siege tanks attack the gas on the 5th from the main, or siege the main from the 5th for that matter.
@@Kazang - a returning fan! Thanks. Well, the rock is mainly there to protect the 5th (and 4th) some and make it a little more attractive for the player with the main next to it. I think your point about the gold is more viable, though, since rocks won't mean nothing mid-late game, but golds might be taken early game sometimes. Or are the destructible rocks by the 5th redundant?
@@EatThePath - you're prob right about less is more. Kill your darlings, kind of.
@@VoidEnergy - thanks, I hope you mean the ingame lighting The gold might be choking some, at least if one builds more than a CC/Nexus/Hatch there. The obvious tower control (and possible walling?) makes the spot more attractive.
A crazy wall-off example, just for the sake of meassuring the size of the area:
It's a screen from the editor where squares are visible.
Should the gold have more space around it?
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Kill your darlings! I hate it but I love it, and it's true.
In my opinion the spacing is just fine because of the prevalence of open areas, and that isn't such a very bad choke point even with a cc in there (at the gold). Also, I think the rocks are only good for the 3/9 bases. What do you gain by taking them away? A marginal improvement in flanking that one region between the ramps, which is already quite open. They provide a bit of interesting choices for the players if they are there, and there is tension in that they aid defense but give better drop defense when they are taken down. I vote keep them.
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Definately keep them. I actually liked the whole positioning, dont you dare remove them
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A sneak update.
* Playable size increased to 124x138 playable (including air) from 104x138. This only affects air on the left and right side.
* The area between the 5th ramp (3 and 9) and the main increased. The LOS blocker repositioned. This means one can have fun outside tower vision - destroy the rocks at the 5th ramp, sneak through the fifth down the other ramp and behind that curtain, for a flank on the gold or a cliff-walk/jump right up the main.
Thoughts?
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