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Currently published on: EU
Introducing Future Crossing, a new 2 player map that boasts the following features (as illustrated in the map screenshot):
- A tight rampless choke between the main and the second natural where the third should be. This was an idea borrwed from GSL Tal'darim Altar and (most recently) KeSPA Bifrost, a map which made the choke tighter. Tal'darim Altar LE's choke or lack thereof raised a lot of balance issues that made tactics like ling runbys in ZvZ and 4 gate in PvP not only relevant but overpowered and the "go to tactic."
- A natural boasting six mineral nodes and one Rich vesepene geyser. This is an idea borrowed from GSL Crevasse and GSL Terminus SE (pre-rock update.) This natural is very easy to take and defend due to its seclusion from the rest of the map but offers fewer benefits.
- A third base past the tight choke that has two entrances, one wide one that leads into the fourth and fifth expansions and one obstructed by destructible debris. This is implemented both to give an alternate attack path for 3 base players and to prevent an FFE from the third from being viable.
- Harder-to-defend fourth and fifth expansions, which each boast wider chokes, a lack of high ground to defend from and several plateaus which make drops more difficult to defend and necessitate more mobile detection or air presence.
- Several choked-up paths in the form of bridges in the centre of the map. This is something I feel modern maps lack past the main, natural, and third. Choke points. This may be a big reason for the recent Zerg dominance we've seen in the last few months.
- No Xel'naga Watchtowers. Something that SPL maps have also done. There's a lot of mixed opinions on this but to be honest Brood War never needed this mechanic and for SC2 it makes scouting a bit too easy.
- A 'smaller than modern maps' rush distance. Didn't want to produce a new Steppes of War but I didn't want this to be a map where most strategies become irrelevant because of long rush distances.
My inspiration for this map:
- Reading a lot of Reddit comments that have criticised the current tournament map pool for encouraging the current metagame of huge maps, 3 base play and late game deathballs rather than positional play, a variety of builds and whatnot.
- A map in StarCraft that I cannot remember the name of. It was basically similar to this and went around in an S shape. I can confirm it was an official early Blizzard map though.
- GSL Crevasse. One of my favourite maps in WoL tournament play.
- SK Planet Proleague, or more specifically the KeSPA maps which have attempted to shake up the issue of balance and metagame.
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Your ideas are good, but the map isn't very aesthetically pleasing, maybe changing the tile set and adding doodads will help, also, the map looks kinda clunky, maybe smooth out some chokes and expo outskirts a bit.
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I think the ideas here are pretty good, but I think you need to enlarge the map to make it work. You need some more breathing room so you can fix up some of the sizing. There's not enough space in some areas. I'd basically suggest stretching it and enlarging pretty much everything that isn't a choke point just a bit.
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United Kingdom20154 Posts
If you take the third, enemy cant access the main or natural via ground, which causes a lot of issues
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It doesn't encourage positional play at all, unless you count the ability to plant a death ball in the right spot to defend 3-5 bases without ever moving "positional play".
The 3rd and natural are completely free, and just as safe as the main (well except for the fact that the choke makes the main super extra safe). Once you get a good standing army the 4th and 5th are also free, while any base beyond that is not possible.
There is a distinct order of what base to take all the way up to the 5th (or 10th if you wanna be picky). This creates an extreme lack of variety, and makes contains extremely potent.
Zerg is worthless on this map before broodlords (with the exception of muta play which is WAY to strong. It would be remarkably difficult to transport defense through those chokes).
The map is simply too abuse-able. A siege line can cut the map in half 12 min in, and you can park them on high ground overlooking very important ground. This is fine in and of itself, but when you HAVE to take your bases in a certain order, and one high ground tank effectively contains you, its not good. I even see little things: Imagine if protoss cannoned that choke leading to the 3rd early on (or terran bunker ect). Games over for zerg. Ramp FF scares me as it cuts off 2 entire bases from the 3rd, and with all that airspace is super easy to land. I could go on and on.
Most importantly it highly encourages extreme passive play and deathballs, with the exception of air/drop based harass and cheese. This is because of the ability to defend many bases without actually moving your army. This is why most maps have 2 diverging expansion paths (or more).
Sorry if I mentioned how it sucks for zerg the most, but since they absolutely have to expand and rely on melee units they tend to be the most affected by map design.
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This looks more like a pre-alpha than a finished, published map. I'm not sure what else to say beyond that without going into detail why every aspect of the map needs fixing. You seem to have a lot of strategic ideas that you want to put out there, but absolutely no knowledge or experience when it comes to making a map in the first place.
I'd recommend starting by just opening up some Blizzard ladder maps. Not to duplicate them, but to get a feel for general terrain proportions, expansion distances, map size, aesthetics, etc.
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