|
Description Aftermath was created during the NYU FallCraft Map Jam with the intention of later use in competitive play. Aftermath features a combination of drop-pod in the main and a natural backdoor that can be beneficial for both players to destroy, as well as interesting harass options at 3 and 4 bases.
Details Spawns: 4 Playable Bounds: 140x140 Bases: 16
Changelog + Show Spoiler +[*]Changed all halfbases to full bases [*]Turned the previous halfbases' mineral line 180 degrees.
Please leave a comment, all feedback is appreciated.
|
United States9627 Posts
i feel that the thirds are too far.
the optional half base thirds (if spawn imbalance) are really not worth taking due to the accessibility to harasses from the cliff above them.
|
On October 29 2012 03:43 FlaShFTW wrote: i feel that the thirds are too far.
the optional half base thirds (if spawn imbalance) are really not worth taking due to the accessibility to harasses from the cliff above them. Taking the half base as your third encourages you to take another base shortly after to maintain map control, while taking the highground third will discourage quick expansion afterwards. I am not sure whether it's imbalance or not, but I am fully aware of it and am more than happy to watch any replays you might have that points towards it being imbalanced.
|
What are the rush distances? They seem really short. REALLY short. Close positions just can't work so far. IDK what I could suggest other than: make it bigger. I know that's not helpful but shit, IDK. =( lol
The half base doesn't seem like a good option in any scenario. To take it, you need the high ground. If you're gonna take the high ground might as well take the high ground expand.
Expanding should solve problems that players have. For example. On Cloud Kingdom (not the best example but it should do) if take a 3rd, it makes t harder for my opponent to drop me. This gives me a reason to go past 2 bases in PvT, unlike Shakuras Plateau, where there is so much empty space that no matter how I expand it doesn't help me at all. Some great examples of maps that help players through expanding are Match Point and Destination. I know they are BW maps but the best BW maps have expansion layouts that make SC2 maps look like chumps.
|
I would make your map cross spawn only, simple because even if the third is siege-able Tanks have to go quite far just to siege the 3rd.
|
On October 29 2012 03:43 FlaShFTW wrote: i feel that the thirds are too far.
the optional half base thirds (if spawn imbalance) are really not worth taking due to the accessibility to harasses from the cliff above them. FlaShFTW commenting on thirds. - everythings normal XD!
Ontopic: Tbh I think FlaSh might be onto something here.
|
This map has some really interesting features, mostly the high ground base. However, it's quite small, so I would imagine even cross spawns would feel short.
|
On October 29 2012 06:26 xeqwist wrote:Show nested quote +On October 29 2012 03:43 FlaShFTW wrote: i feel that the thirds are too far.
the optional half base thirds (if spawn imbalance) are really not worth taking due to the accessibility to harasses from the cliff above them. FlaShFTW commenting on thirds. - everythings normal XD! Ontopic: Tbh I think FlaSh might be onto something here. The thirds are pretty close honestly, but the map is small so it looks relatively far. The cliff above the half 3rd is so quick to get to with zealots/lings, I don't think it's much of a problem.
The map is just rather small and resource dense. Would you be opposed to making a bigger version? This way you could fit in more rocks too. ;D
The rocks blocking the drop pod is cool, but I don't think it's actually very important at any time of the game. How is an attacker going to kill them? As a defender, why would you open that opportunity for an attacker? The only thing worth doing would be to put a siege tank there I think. Perhaps you can make an area of the main base that is walled off by rocks, so the onus is on the defender to open it if they want access to defend there by melee ground units.
Or you can use the patented colored conjoined rocks method. XD Seriously though if the drop pod rocks were conjoined attackers could use it much more easily and the liability would be opened at the same time for both players.
|
The thirds are pretty close honestly, but the map is small so it looks relatively far. The cliff above the half 3rd is so quick to get to with zealots/lings, I don't think it's much of a problem.
Yeah the third isn't that far at all. Not sure where that comment was coming from.
I also agree about the highground pod blocked w/ rocks. It could be cool, but needs to be somewhere else on the map where it might be better used. Near an important choke or something.
I feel like the 3/4 bases should be rotated 90 degrees so they aren't below the cliffs. There is room to do that in that little pocket of land I think. Also this is sort of nitpicky but I would move the geyser in the naturals that is near the main ramp next to the other geyser on the other side of the mineral line.
I think I would widen at least one of the ramps leading out of the thirds by 1, maybe 2 FF. Perhaps the one with the rocks. That way there is a strategical decision, it's like "do I, as the attacker, go up the narrower ramp without the rocks? or do I take the time to kill the rocks so I have a wider entry?"
|
On October 29 2012 06:50 EatThePath wrote:Show nested quote +On October 29 2012 06:26 xeqwist wrote:On October 29 2012 03:43 FlaShFTW wrote: i feel that the thirds are too far.
the optional half base thirds (if spawn imbalance) are really not worth taking due to the accessibility to harasses from the cliff above them. FlaShFTW commenting on thirds. - everythings normal XD! Ontopic: Tbh I think FlaSh might be onto something here. The thirds are pretty close honestly, but the map is small so it looks relatively far. The cliff above the half 3rd is so quick to get to with zealots/lings, I don't think it's much of a problem. The map is just rather small and resource dense. Would you be opposed to making a bigger version? This way you could fit in more rocks too. ;D The rocks blocking the drop pod is cool, but I don't think it's actually very important at any time of the game. How is an attacker going to kill them? As a defender, why would you open that opportunity for an attacker? The only thing worth doing would be to put a siege tank there I think. Perhaps you can make an area of the main base that is walled off by rocks, so the onus is on the defender to open it if they want access to defend there by melee ground units. Or you can use the patented colored conjoined rocks method. XD Seriously though if the drop pod rocks were conjoined attackers could use it much more easily and the liability would be opened at the same time for both players.
Even if this was fixed and you could do balanced aggression from that high ground, would it add much to the game? Not really.
You only drop low gas, fast units. Just leaving some space for the drop to get into the main (which he/she has) would achieve the same effect.
You could argue that the high ground forces players to change their play to get vision or to kill the drop but that is not really the case. How do you spot drops and the high ground? Overlords, floating building/scan, obs. All normal parts of any build in any match up.
Also, the high ground (at least where is it now) can't hit any mineral field (maybe the gas at the 3rd with tanks). With proper building placement, the high ground is not a problem. If you make it close the main/naturals minerals, then you have the same problem that lost temple had.
It's a waste and it should be removed. Maybe making the high ground between the main and 3rd pathable with a ramp leading into it would be better. Mech can put tanks up there to defend the third.
|
|
Update - Changed all halfbases to full bases - Turned the previous halfbases' mineral line by 180 degrees.
I have left all spawn positions open for now. The changes to the halfbases should greatly improve the imbalance, as it is now only harassable with extended vision siege tanks, which should compensate for the highground base being vulnerable too with vision.
What do you think of these changes?
|
On October 31 2012 05:05 ScorpSCII wrote: Update - Changed all halfbases to full bases - Turned the previous halfbases' mineral line by 180 degrees.
I have left all spawn positions open for now. The changes to the halfbases should greatly improve the imbalance, as it is now only harassable with extended vision siege tanks, which should compensate for the highground base being vulnerable too with vision.
What do you think of these changes?
Helps the close position problem but doesn't solve it. Maybe filling up the empty space? Making the 3 bases tight with the bounds. Thus leaving more room in the centre. Won't change cross spawns that much either.
|
I'm confused what you mean by drop pod
|
yea, what "drop pod" are y'all talking about?
|
thing on the edge of the mains, it's a little highground w/ a ramp to it, top is covered by rocks
|
On October 31 2012 10:38 APPSCI wrote: I'm confused what you mean by drop pod
On October 31 2012 11:59 KJSharp wrote: yea, what "drop pod" are y'all talking about?
There's a ramp up to a rocked drop pod in the main, that oversees the natural backdoor from the third.
|
|
|
|