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Hmmm. I liked the high ground fourth better for a couple reasons: First the fourth is pretty hard to take because the outside choke is so far from any of the other bases. Having it on a high ground would help promote the use of static defense and more tactical defense play. Now, to effectively defend the fourth, you have to have control of the high ground in front of it and the area the fifth base is in. Meaning that you have to have the resources to defend essentially five bases worth of area, but you are only taking your fourth. Also, the fourth is now very cramped and small. It would be hard to fit in effective static defense and even just the base is cramped. Toss and Terran could easily take out that expansion versus a zerg because 1) the cramped pathing helps them because the zerg can't get a surround as well and 2) they have the path in the back to heavily harass that base which can draw troops away from the actual fight for the base.
Anyway, I really like the aesthetic touches you've added and the map looks great! Other than the fourth, the only thing I would personally change is the crevasse in front of the third. I'd rather it be a little shorter (push it away from the third) so that there is a bigger choke for the defender to move through. Ideally the attacker would have a smaller choke to move through than the defender imo. Though it looks like you're already doing this from the pictures above in the preview. If so, I concur!
Diggin' the map. Keep going. =D
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The map itself looks good, way better than Crossfire just by looking at it. Hope the improvements go well and it gets in some small tourneys! Submit it to Map Of The Month, maybe.
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I just thought of this, but there was this map with a backdoor concept where the third's minerals blocked the entrance of the ramp. Would that work better on this map? I was just thinking about it when I recalled that Crossfire had a backdoor.\
What are your thoughts on a concept like that being used?
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Map updated! Please view the OP for details!
On April 11 2012 06:37 RumbleBadger wrote: Hmmm. I liked the high ground fourth better for a couple reasons: First the fourth is pretty hard to take because the outside choke is so far from any of the other bases. Having it on a high ground would help promote the use of static defense and more tactical defense play. Now, to effectively defend the fourth, you have to have control of the high ground in front of it and the area the fifth base is in. Meaning that you have to have the resources to defend essentially five bases worth of area, but you are only taking your fourth. Also, the fourth is now very cramped and small. It would be hard to fit in effective static defense and even just the base is cramped. Toss and Terran could easily take out that expansion versus a zerg because 1) the cramped pathing helps them because the zerg can't get a surround as well and 2) they have the path in the back to heavily harass that base which can draw troops away from the actual fight for the base.
Anyway, I really like the aesthetic touches you've added and the map looks great! Other than the fourth, the only thing I would personally change is the crevasse in front of the third. I'd rather it be a little shorter (push it away from the third) so that there is a bigger choke for the defender to move through. Ideally the attacker would have a smaller choke to move through than the defender imo. Though it looks like you're already doing this from the pictures above in the preview. If so, I concur!
Diggin' the map. Keep going. =D
Some great points in here. Overall I think I am happy with the third and fourth. The third's choked defender's entrance is similar to entombed valley or cloud kingdom, but a bit easier to split your forces on either side of the choke than either of those two maps.
The fourth will be hard to defend, map awareness will be key and taking advantage of splash damage to break up balls in the chokes will be important for zerg. Zerg's Muta or Infestor control will be the key to their victory, mass 13m roaches are not going to win you too many games.
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Aotearoa39261 Posts
Wow this looks really really nice!!!
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Great improvement over the bullshit that is Crossfire! Already one of my favorites for the next map of the month.
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On April 13 2012 01:14 wrl wrote: mass 13m roaches are not going to win you too many games.
It's near 11 minutes now
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Ragoo yelled at me for not including analyzer pics, so they are there at the bottom. What purpose they serve, I don't know.
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i love this map, show us where we can vote for it or something to see if we can get it used somewhere.
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Kinda reminds me of crossfire, in terms of layout.
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On April 17 2012 11:28 TheMajiC wrote: Kinda reminds me of crossfire, in terms of layout. I quote the OP : " TPW Peaks of Alamar, a Peaks of Baekdu/Crossfire remake by wrl."
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Hmmm... Looking at this again, it feels like the ramp leading down from the platform outside the natural towards the center area is too wide. It's equally wide on both sides. I think one of the coolest setups on Crossfire was how it had that small ramp there where you could start defending things before they get back to your natural.
I don't remember how wide the ramp was on Peaks of Baekdu, but generally, considering the lack of highground advantage in SC2, I'd say it should be small here anyway to make that a strong defensive point.
Right now it sort of feels like a player on three bases would position their army on the lowground between the nat and third. I think it would be really cool if they wanted to position on the highground.
Kinda going with this, although not entirely related, it seems like it might be a bit hard to defend the third, because it seems really easy to push in through that wide choke from the outside, and difficult to swing in from along the edge of the main as the defender. It sort of feels like that entire crack thing in that area is a little too close to the main, and it might be better if it were moved just a bit over. Of course if your trying to encourage the defender to position his army in a more forward position to cut off any attacks to that base, as well as begin securing a fourth (a bit like Korhal in this way, how you want to control the forward highground to secure the third and then you get an easy fourth,) then it's probably alright. If you can hold the watchtower then you can control both highgrounds and go up all the way to five bases without too much worry of being out of position for a direct attack.
I generally liked the small ramps in Crossfire so I don't really approve of removing them. Feels more deathball-friendly now. It's not a bad map by any means, but I think you "fixed" some things which actually made Crossfire great, at least for me. It's better than Crossfire overall, though, for sure, so I'd label this as a success.
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Glad everyone liked it. I'll be really busy over the next couple months, but my goal it to go back and reanlyze Peaks of Alamar and Odin and likely release updated versions.
Thanks for the support!
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Would be nice to try it out once it goes live at EU
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The WRL decal on the northwest and southeast highgrounds remind me of the razer logo. Awesome map and congrats on the bronze! Well-deserved award imo
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Canada1637 Posts
I absolutely love this map.
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