| CardinalAllin November 10 2012 03:03. Posts 164 | Profile # | |
| | BW Map:http://www.teamliquid.net/forum/viewmessage.php?topic_id=412375 |
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| Hesmyrr Canada. November 10 2012 03:34. Posts 4181 | Profile # |
| Strange map, thought it was for 4 players at first. |
| | "If watching the MSL finals makes you a progamer, then anyone in Korea can do it." - Ha Tae Ki |  |
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konadora Singapore. November 10 2012 03:37. Posts 44614 | Profile Blog # | |
| | OPPAI GUNDAM STYLE |  |
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| sheaRZerg United States. November 10 2012 03:47. Posts 513 | Profile Blog # |
| Why is it not a 4 player map? Is there a reason to want to force those starting postions? |
| | "Dude, just don't listen to what I say; listen to what I mean." -Sean Plott |  |
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Pucca Singapore. November 10 2012 03:50. Posts 1224 | Profile Blog # |
| I might force more of a different style in this map. Now air dominance is really important in certain match-ups. Reminds me of Ragnarok actually, especially with the vertical spawns. |
| | Master Chief |  |
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| quirinus Croatia. November 10 2012 03:50. Posts 1723 | Profile Blog # |
Seems kinda imbalanced TvP. I'd suggest diagonal positions to resolve that, or add unbuildable terrain between those bridges between the expos, and in front of the expos, otherwise I could just make a depo wall and safely push to the toss. Or is the gray area in one of the picasa pics unbuildable?
Also, that wall at natural is a bit too wide for the PvZ wall imo. 12p speedling runby <3. |
| | Team Fox - http://www.iccup.com/starcraft/teams/58162.html | God's punch line is killer. | |
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| sabas123 Netherlands. November 10 2012 03:59. Posts 1172 | Profile # |
| wow nice mmap, and why no 4 player map lol? |
| | The harder it becomes, the more you have to focus on the basics |  |
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| greatnoob Hungary. November 10 2012 04:19. Posts 30 | Profile # |
The maps seems okay. Ah didnt do any bug checkings though.
On November 10 2012 03:50 quirinus wrote: Seems kinda imbalanced TvP. I'd suggest diagonal positions to resolve that, or add unbuildable terrain between those bridges between the expos, and in front of the expos, otherwise I could just make a depo wall and safely push to the toss. Or is the gray area in one of the picasa pics unbuildable?
Also, that wall at natural is a bit too wide for the PvZ wall imo. 12p speedling runby <3.
Yes ah suppose the grey area is unbuildable. As for the pvz, ah also like tight walls for protoss. Tighter than these. But ah play protoss mainly and ah like beeing safe at start . Perhaps other protoss's wont mind it. |
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| vOdToasT Sweden. November 10 2012 07:59. Posts 1567 | Profile Blog # |
Seems Terran favoured because of that easy to get third gas. And then you can split the map easily from there. 12 and 6 needs to be only one base that is further away from Terran, or those bases need to be mineral only.
Edit: Actually, it would probably be fine if the center was just more open.Last edit: 2012-11-10 09:08:20 |
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| FlaShFTW United States. November 10 2012 08:38. Posts 4962 | Profile Blog # |
ground zero 2.0
very nice map! :D |
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| Altair November 11 2012 03:55. Posts 231 | Profile # |
| Looks good to me! xD The name is familiar though, if only I could remember where I've seen it before. |
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| CardinalAllin November 13 2012 00:55. Posts 164 | Profile # |
@sheaRZerg sabas123 quirinus and vOdToasT My aim for this map was perfection in two ways; perfect gameplay and perfect balance. |
| | BW Map:http://www.teamliquid.net/forum/viewmessage.php?topic_id=412375 |
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| Glioburd France. November 13 2012 07:31. Posts 805 | Profile # |
| Interesting ! I would like to test it. |
| | "You should hate loosing, but you should never fear defeat." NaDa.If you're struggling in TvP, watch me play. And do the complete opposite of what I'm doing. ID : glio[AoV] |  |
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| Game November 13 2012 08:32. Posts 3026 | Profile Blog # | |
| | SC is like sex. You should play often, but never too hard. And you should only try hard when it matters. | |
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| Bebop07 United States. November 13 2012 09:47. Posts 270 | Profile Blog # |
| It's a fun map, have played a few games on it. |
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| EatThePath United States. November 13 2012 17:15. Posts 2467 | Profile Blog # |
| I thought this was 4player with some very interesting asymmetric ramps. =\ |
| | Comprehensive strategic intention: DNE |
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| Glioburd France. November 13 2012 17:54. Posts 805 | Profile # |
It reminds me a map I used to play on some years ago. I'll try to find it, it don't think it was a pro map. Edit : oh I remember it was Memory Cell but yeah... no it is kinda different lol.
Last edit: 2012-11-13 18:54:29 |
| | "You should hate loosing, but you should never fear defeat." NaDa.If you're struggling in TvP, watch me play. And do the complete opposite of what I'm doing. ID : glio[AoV] |  |
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GTR November 13 2012 18:10. Posts 39111 | Profile Blog # | |
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| bITt.mAN Switzerland. November 14 2012 03:05. Posts 3397 | Profile Blog # |
THEORYCRAFTING TIME!
Here are some ideas, thrown idly around: One could interpret this as a forced-left-spawns map, so if you want that whole SC2 schebang of limiting the starting arrangements, try out a random trigger to switch the start-pos between left and right. Obviously you wouldn't change the current start locations, so in 1v1 etc it'd still be fine.
The first point I'd like to make is: expo choice . Here, there is none really. Now having both expo choice and dynamic control features a-la Destination completely spoils us because its so hard to perfect, but so delightful. But here, "yep, you've got your bases/respective halves of the map, that's that, macro up with lots of gas and throw shit at eachother". I mean, that's totally fine if you want to promote [Protoss q; ] that style of play on this map ... but I fear that brand would be all that's possible ]:
Which brings us to the second point: dynamic control. There's nothing to fight for. By controlling the expansions, you don't get any advantage over your opponent except more money. I dunno, I just don't feel the middle left expo is on the same level of desirability and value as the middle expo on Ride of Valkyeries or BlitzX for example. There's nothing to fight over, its much more of a macro focus. Maybe that's one of the reason 3-player-maps like Athena (II) and Longinus (II) (and many more too) were interesting because it was a ballance between map control, defending your main, and who could secure the contested rich expansion. Come to think of it, that dynamic is AWESOME, it stimulates your brain man, there's potential for something interesting "I wonder who's gonna get the cake?" ...
2v2 map resource count: 3 reasonably easy gas , 1min only, 1 far gas apiece. 2 contested. I dunno, I guess it isn't tooo easy for Z to grab the main as their 3rd ->4 (5) gas ftw.
Overall, try it out spawining in the Right Hand Side Mains, maybe that could alleviate concerns of overly near rush distances. You may have to swap the widths of the nat chokes. Also, is there no way to have a desirable, exposed expo somewhere along the central axis of the map (exposed exactly like in Othello - defended but at the same time cliffable)? No love for the mineral onlys?
Along the lines of making something worthwhile to fight over, could you maybe take the sort of symmetric expo layout from the top of Snowflake Sandwitch and apply it to the left, that is, open, with contestable expos. It just seems like a potential issue that, with a bit of map control (i.e. control two chokes) you get 6 gas, so make the far side more exposed and more volatiel.
Lemme know what you think, and please feel free smack my theorycrafting outta the air with your SCMDraft toolbrushes! |
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| amazingxkcd United States. November 14 2012 03:12. Posts 2705 | Profile # |
| Seems a bit Protoss favored |
| | "Did this guy just randomly finger me?" - Sayle | | Flash: He smiles because he loves the game. So much, that he enjoys every lesson from it. |  |
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