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Blue Beach( by Fatam) Map Size: 136x132 Published on: [NA] [EU] [KR] [SEA](click on image to view larger version)
Been sitting on this one for a while in case I thought of anything to improve it. But nothing more has really come to me so here it is. Hope you enjoy
Description:
Fairly self-explanatory map.. at least as far as the layout goes. The nat choke is small but can be expanded by killing the rocks. The natural has a nearby highground which can help defend the rocks below or the third to some degree. The XNTs are fairly unique. Optional expansion paths, per usual on my maps.
The "twist" of the map are the teleporters at the bottom left / top right.
To use, simply have your units highlighted and right-click them onto the teleporter unit (just like you would load a medivac or bunker) from any distance and once they get there they will teleport to the teleporter circle on the other side of the map. Very simple and intuitive. I've tested it with huge armies and it works great. I decided to make them for ground units only, though. I'll explain why in a second.
There's a couple ways I think the teleporters enhance the map. It strengthens harass and sneaky army movements, once the game is on 3+ bases (this is why I made the natural somewhat turtley.. so 3 base would be more likely). No matter which way you and your opponent expand, you are expanding towards the teleporters so those harasses become more immediate as the game goes on.
The reason to not let air units through the teleporters: it helps ground-only or mostly ground armies, since right now air units are soo strong. And the rest of the map layout is good for air/drops, so it balances out. If both players are on 4 base, for instance, the ground-only player can go through the teleporter and try to harass or snipe some stuff at the other guy's 4th. If deflected he can retreat to the teleporter where the air guy can't follow. Even if the player is not necessarily going skytoss or a sky-dominant composition - the best deathballs all have air in them, so this just breaks up the deathball a little bit. Anyway, I hope these added dynamics make the map better than it would be otherwise.
I may make a map later that is more centered on the idea of teleporters (and perhaps allow air units to teleport in that scenario) but here it is used more as a small enhancement to the layout, especially to make mid to late game more interesting.
Aesthetics: + Show Spoiler +
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Aha! Super clean mechanic, I love that, can't wait to try it out. I have been playing with a few different styles of teleporter but this is so elegant. I really like that it's activated with a right click so you can pass through that route like normal, it makes it really hard to use the mechanic unintentionally.
I think in general teleporters should not work on air units because of their function and consequence for army movement and the inherent dynamics of air vs ground already in the game. Of course this is up for grabs but it seems like the right choice in almost all situations.
The way that middle 6/12 base changes roles with teleporter corners... blows my mind.
I wonder if SC2 will ever be ready. Great work!
+ Show Spoiler [other teleporter issues] +Have you added any UI/sound stuff to the teleporter function? I think it would be really nice to have a noise to confirm its usage and maybe minimap pings. It'd also be a nice touch to have a slight delay -- I guess I'll test right now to see. Also warping in graphics, but that can be worked out later.
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Apart from the teleporters this map looks really standard at first sight, but further investigation shows that this map is really thought through; such as the rock-towers on the ramp outside of the nat, they can be broken if you want to play more defensively or kept up if you want a shorter reinforcement. other than I personally love optional expansion patterns because it allows for more dynamic gameplay. And the teleporters are a really fun implementation and very very well executed, it would be easy to mess up a design including teleporters because just as much as they can become powerful they can easily become very irrelevant if they are implemented wrong .Just so many cool things on this map! One of the best maps I've seen in a long time. (better than some of the TLMC submissions, if you ask me.) The aesthetics are somewhat standard but still very well exectued and solid. I know my comment has been kind of a praise fest, but I just have no bad things to say about this map!
edit: typos
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Looks good, man! Teleporter be trippin man!
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Wow so smooth in game. I want it to be more blue though. ^^
btw your ramp blocker rocks are 1 square to far towards the middle of the ramp.
So pumped to play this more.
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Dang Fatam, this is really amazing. I know you've been working on a whole bunch of concepts with a high ground ridge by the nat, but I have to say this is your best implementation of the idea yet. I never really care for non-standard stuff like teleporters and healing pads, but you have a good, conservative approach for it here. Really helps with keeping the game aggressive once you reach the late game, using those faraway corner bases. I think this is the only map in existence where the far corners are real points of contention in the late game.
Two thumbs up, dude.
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aahhh I'd really like some pro's play on this and watch what they'll do with the teleporter.
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Awesome dude! Were the teleporters done completely in the data editor?
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Wow, that is awesome. Teleporters really make it unique. I'll have to try it today with some clan mates.
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Thanks for the nice comments all.
On June 14 2013 14:21 EatThePath wrote: btw your ramp blocker rocks are 1 square to far towards the middle of the ramp.
I'll take a look @ that thanks
edit: oh and if you're wondering which route I took to make the teleporters, I started with a bunker copy and went from there.
You increase the cargo capacity of the unit to 80 or something really high (although actually I think just 4 or 8 would work.. it's just having it that high makes me feel safe against any glitching from stuff going in simultaneously), then make it so everything can be loaded (including enemies), then have a trigger that says "if stuff gets loaded into the teleporter unit, then teleport the triggering unit to x spot (in this case I used a circular region instead of a point.. otherwise they will line up weird when they get out)
@ making sounds for the teleporter, maybe. Right now the only special things it has are an icon for when you select it and a minimap icon. Slightly worried that if a lot of stuff went through at the same time and each thing had to play the sound it could add some lag. Not really sure if that's a legit concern or not, though.
oh and one more thing I forgot to mention before, the destination circle is unbuildable so you can't "block" teleportation that way lol
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This map looks really awesome!
Jw, but can you warp in straight to a teleporter location?
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Extremely awesome, I've been thinking of a map with teleporters for quite a long time but I never took the time to try the concept. It's great that someone finally made one, I hope it's picked by tournaments and sets the stage for future mechanics that can enhance the gameplay and make for strategic engagements. ^_^
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put 4 widowmines or banelings on the other side of the teleporter then wait! =)!=!""
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your Country52796 Posts
On June 21 2013 01:22 Infidler wrote: put 4 widowmines or banelings on the other side of the teleporter then wait! =)!=!"" Well, that's a risk of using them :D
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So.. dear Fatam ..can I tell you a secret?
+ Show Spoiler +I love you for featuring a teleporter map <3 and of course for finally using the bunker for something useful, u ze
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