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This is actually the 3rd version of one of my first and oldest maps - the original (which was terrible) was made over 2 years ago. As it progressed, it gained many influences from various pro maps so that not much of it is really that original anymore (the expansion layout is pretty generic anyway). The biggest influence is probably Match Point with the center high grounds with ramps leading to the min only 3rds. The general nat/min only layout with the small ramp outside the nat is a hybrid of Match Point and Aztec. The placement of the islands was inspired by Andromeda.
Thanks to CardinalAllin for some advice and also for suggesting that I finalize and publish this map in the first place.
Initial version Version 2
Download (broodwarmaps.net)
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looks great! was about to say this map reminds me of Match point. good to see people still pushing out bwcontent. Will definitely try this map out
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Huh. Reminds me a lot of flight dreamliner with the two close-by-air mains and an island in the middle.
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Cool map, I like that you took a take on Match point's expansion layout, cause its a good one. A few things that stand out immediately. If you can, please put the natural's gas next to the main's ramp, just because where it is now, it can be unfairly tanked from outside the natural. I don't know if its intentional, but it also looks like the first, small, dark bridge right next to the main can also be tanked from the main. I hope the large middle platforms, and none of the middle for that matter, are NOT buildable.
This stuff is ttoally up to you you, but I kinda get the feeling that the 3rd (min only) and 4th are too tucked away and easy to defend, which makes it easier than normal to just take them, unlike on Match point where the 3rd is right there next to the platform, and the 4th is quite far away and donw/up another ramp. Try it out, but if you find they are TOO easy to take, you may consider making the 3rd less seccluded and more exposed to the main platform, and the walkway from the main ramp to the 4th much larger. That would make controlling the highground much more critical.
Still, good map.
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Very nice looking map, with some interesting stuff going on there. I'll give it a few games when I have time.
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Match point was one of my favorites so I'll probably like this one too. Just a quick glance from a Terran perspective (only D+ so take it for what it is):
TvZ: The main and nat minerals are so tucked away to the side that muta's will be really easy to defend. A possible fix for this would be to put the minerals to the north side next to the cliff and the gas on the south side near the ramp. This unfortunately will probably make vulture harass much harder to defend in the other match ups. The 3rd doesn't have a ramp on the side connecting the high ground, making lurker defense of the critical 3rd gas a little bit tougher for Z. I guess they could try and hold the big platform instead, but the timings will be really tight since the rush distance to the platform is much shorter than to the 3rd itself. Map is really splitable making a mech transition stronger. My guess is quite Terran favored (not that I'm complaining).
TvP: 2player map means gas steals are reliable and dangerous. Wide natural entrance allows for easy pressure of the 1rax expand that gas steal forces. It also makes vulture harass a little easier, at least until P can wall it off. Huge main with a lot of open angles makes reavers a little stronger and recalls a LOT harder to defend. Island expansions also help out a reaver build. Mineral only 3rd generally favors P since its a lot easier to toss down extra gates>zealots than extra facotries>vultures. I'd probably try a 4-5fac build on this map to try and take the opponents high ground, or at the very least secure mine before taking my 3rd. I doubt a fast 3rd CC could hold that platform from speedlots because of the multiple wide ramps. I really like the multiple push paths but each with multiple points where P can flank, makes for exciting pushes. If it does go to late game, map is really splitable which favors T but the main is so hard to defend from recalls I could see some counter play from P. Overall, I think it should be balanced(other than gas steal into reavers but that's just OP on every map). Favors strong 2base play from both sides.
TvT: My worst MU so I'll be brief. Very close air distance means both players will have good scouting info from lifted Rax. Wide nat makes vulture runbys quite strong. Obviously high ground platforms will be key to hold for defense. Islands might benefit dropship play. Mains will be difficult to secure from doom drops.
Looks like a fun map especially in TvP (as long as those dirty P don't gas steal).
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My initial impression was more Blitz X than match point, except upside down.
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Match point + Ride of the valkyrie?
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Japan11285 Posts
On July 22 2012 07:51 SKDN wrote: Match point + Ride of the valkyrie? Yeah, I agree with this one more just because the strats I see being done here are air harassment and controlling the central platforms. Oh yes and there are two ways in the natural area. Siege tanks might be imba here though.
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Forgot to mention the dreamliner influence as well, that makes 4 pro maps I ripped off lol.
The high grounds and the entire middle section except for the lowest section (with the 2 min onlies) is unbuildable. I'll consider widening the entrance to the min only - it currently can be walled with 3 pylons.
I see 2 possible changes for the 3rd and 4th gas bases based on 2 conflicting opinions. The first, suggested by Freakling on broodwarmaps.net, is to narrow the bridge to the 4th and widen the high ground choke to the 3rd from the plateau so that the farther base is actually easier to defend. The problem with this is that it puts even more of an emphasis on the plateau, forcing you to attack up onto the high ground instead of possibly across the bridge to that base.
The other option is a response to CakeOrI)eath's concern that the current 3rd gas is too hard to hold with the flat choke to the plateau. The solution is again ripped off of Match Point - just add a downward ramp from the plateau and then immediately another upward ramp to the base. Don't know which of these two I'l do, since they're so contradictory.
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Unique design. I think you should make muta better vs T on it. It looks like really interesting map for TvP, and TvZ. I think it will reverse late game terran vs zerg. Z can get 4 gas without too much trouble with just lurkers and defs on high ground. Also z can drop t while taking top island, and there are a lot of areas T has to lay mines if he wants to play defensive. If T tries to push late game with tanks quickly which is really common these days, he has to take z's high ground really fast, or he will simply be flanked from it.
I think TvP late game would be really tough since once you abandon your high ground to push, p can just take it and you immediately lose unless you have amazing late game tvp control or hes really bad. I think to win this map in TvP you need to take fast 4 bases and find some way to delay the toss's islands.
I think TvT on this map would actually really suck since the map splits itself. Attacking the high ground is suicide and you can hold every non island expo from it.
All in all I think this is the best non korean map I've ever seen.
It looks Kespa quality and I'm curious to see what sort of games they would play on it.
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PvT should be fun with all those free space to roam and flank from. Also, reaver harass should be fun since the main and the natural are so close to one another and the minerals are on the same side, not to mention that the ramp is along that side as well and scvs can get caught while doing maynards...
I think when you get the bases at 10 and 2 as your fourth base, it'd be easy to defend against attacks with the narrow entrances and all.
Siege tanks would look too commanding over the central platforms since they can just kill anything that would pass through there.
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