In-Game Description: 4v4 Team play map developed for 6m1hyg
My last map was a remake of The Hunters, from which I hoped to gain a feel for how big team games might play out in 6m1hyg. I decided that a team play map for 6m would have to have a ton of bases, and I set out to create a layout that would somehow allow 8 players to get on several bases each. I also was reminded of a map that I used to play in Warcraft 2 called Bridge to Bridge Combat, and so I had my inspiration for this map.
Very nice! The aesthetics on this map are simply gorgeous. You have a damn good eye for detail.
Of course, since I am almost completely new to the ideas of both 6m1hyg and 4v4, I can't really comment on the balance of the map. However, I do have a question: why do the gold bases lack geysers? Wouldn't it be better to add a geyser to each, seeing as how both of them would be ridiculously hard to hold on to in a 4v4 match? It just seems like the risk outweighs the reward somewhat.
Last edit: 2012-03-30 12:23:00
"there's like 3 billion something vaginas out there that you havent seen yet." - QuanticHawk
As aeres said, your eye for detail is astounding. You do a lot with little, which is a good thing. FPS friendly and yet visually stunning. But, I also know nothing about balance in 4v4... but it seems fine to me.
Games before dames.
Timetwister22 United States. March 30 2012 14:02. Posts 333
As far as the map itself, it's a neat to see 6m go beyond 1v1. However, the map seems quite chokey and very spread out for 4v4. Where I think such qualities are needed in a 1v1 version of 6m, not too sure how necessary the tight chokes are since you have teammates to help you. However, 6m is still experimental so this could entirely work out. Overall, really nice work. My next map might just have to be a city map...
On March 30 2012 14:35 Megakenny wrote: I dont understand the random letter/number sequence appearing before a lot of new maps lately. Anyone care to fill me in?
6m1hyg stands for "6 minerals, 1 high yield gas" which is a 25% reduction of both minerals and gas for each individual base. The concept started with a great thread called "The Breadth of Gameplay" by Barrin, and has developed into a "movement" of players playing on maps with 6, rather than 8 minerals per base. The core cause for this is to diminish the economic power of a small number of bases.
This ideally leads to a few results:
(1) players who 1 base need to do substantially more damage to make it worthwhile (2) players who turtle on 2/3 bases to accumulate one big deathball and THEN push will find it harder to economically support the army they desire (3) players looking for large army engagements will have greater incentive to take a 4th, 5th, and 6th base over time, causing them to have be more map-aware and have their army positioned strategically around the map rather than in one big blob at a defensive choke (4) with smaller divided armies across the map, there should be more frequent (but smaller) engagements and strategic battles for terrain (5) as players fight with smaller armies (ex. a division of 5 Zealots, 8 Blink Stalkers, 2 Immortals, 3 Sentries to defend the distant 4th base while the rest of the army defends the main/nat/third, as opposed to 10 Zealots, 30 Blink Stalkers, 8 Sentries, 5 Colossi just hanging out behind a wall in an overly defensive area) the "leftover" forces of each battle's winner are no longer big enough to simply roll up to the enemy's base and win the game by denying the consolidation of reinforcements... This leads to more back and forth battles as opposed to one-and-done scenarios
The map is very pretty, but I'm concerned about the focus of the aesthetics. It seems like they are all over the place, with sand, grass, and city.
I am the 4% http://www.teamliquid.net/forum/viewpost.php?post_id=17208214 ||| Currently attempting to get on another funday monday~ ||| http://www.teamliquid.net/forum/viewmessage.php?topic_id=367420 <-- My map portfolio!
Kmatt United States. March 31 2012 23:49. Posts 272
I think I love every aspect of this map, though to address the concerns of others about the aesthetics, perhaps you can re-work it to have the tile change progress in a linear fashion, as in have one main be at the beach end, and have the terrain become more urban as it moves to the north main, or something along those lines.
Absolutely gorgeous map. I like the layout and sprawl of the map. It'd be really interested to see a 1v1 port of this, with the area around the main altered to allow for that. I think it would be a really sick 6m map.
Random player, pixel enthusiast, crappy illustrator.