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◇ Gatekeeper ◇ a.k.a. soOmoonjang
Size - 144 * 144 (168 * 176)
Number of players - 2 Tileset - MarSaraEx2, CharEx2, Slayn Spawn Positions - 11, 5 Base Count - 16 Uploaded on - NA, EU, KR (as soOmoonjang)
◇ Overview + Show Spoiler +
◇ Backstory - soO fighting! Cheer for his continuing challenge. The one who is waiting at the finals: the Gatekeeper. - Old asian kingdom built on barren lands. Be a gatekeeper and defend your bases with mineral walls. - Asian pagoda doodad sets TM - Ask me if you want to use these in your map.
◇ Description - A 2 player point symmetry map. Standard map with a distinct feature.
- Two choices available for third base. Normal one and super-close one. Mineral nodes of closer third are also shortening the natural entrance. You should be careful to take this base.
- Taking expansions in counter clockwise gives you a normal expansion pattern while clockwise one gives shorter but more vulnerable pattern. The latter can also help defending air harasses to main.
- Middle is doughnut-shaped. Similar to Planet S, passing lowest ground is required to go across middle.
- Rocks are narrowing the space in front of closer third. You may destroy them to get wider area.
- The map has lots of outer routes, but most of them require passing through ramps to lowest grounds. Armies can be exposed to defenses from high ground when attempting outer attacks.
◇ Patch Notes .
◇ Etc. .
◇ Details + Show Spoiler +
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Do Koreans consider soO the gatekeeper of the finals? Because in the foreign scene people usually refer to Curious as the gatekeeper (of Code S).
Regardless I like the map--the super-close base will probably be taken as a third every time though.
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Maybe I should make that third much more vulnerable than now. Thx for reply.
We too think Curious of a gatekeeper of code S, considering his nickname 'code S reader'. I asked them what would be a nice title to this soO map and there were things like 'Guardian of the Finals'. I just slightly changed that suggestion.
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not every map needs to have a choice of 3rds i think
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On November 10 2017 10:37 ZigguratOfUr wrote: Do Koreans consider soO the gatekeeper of the finals? Because in the foreign scene people usually refer to Curious as the gatekeeper (of Code S).
Regardless I like the map--the super-close base will probably be taken as a third every time though.
I believe SoO, is what he means in this post.
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On November 10 2017 19:19 -NegativeZero- wrote: not every map needs to have a choice of 3rds i think
especially considering each race eventually identifies which is better.
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Cool map, interesting 3rd base. Very easy 3rd base without the pocket expand problem.
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Thanks for generous comments, I think I'm leaving the map in this state. I may ruin the map more if I try to fix something.
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Hmm, have you tested to make sure workers from the natural don't attempt to mine from the close 3rd in the case they bunch up on occupied minerals?
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Thanks to your comment, I experimented and found no problems. Same goes for third -> nat. Even after mineral nodes are depleted, they don't approach the third. I think they are far enough.
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This map looks super interesting, I'd love to play some matches on it. One thing that does have me slightly worried is how the middle was designed, as it looks like taking bases beyond the close and far thirds is very difficult. + Show Spoiler +The rocks at 2 and 8 O'clock do help but I don't think they help enough because you only take those bases at a very late stage in the game, but by that point destroying rocks is easy. Maybe my understanding of late game map design is poor, though, so take this with a grain of salt :p
I think the very close together ramps near the 3rd make for some interesting gameplay for zerg, you get more paths to get ling surrounds; all be it a risky way to get the surround. Lots of good overlord spots for zvz to watch the main paths of attack as well as the side paths. One interesting thing to note is that this map seems to have little to no high ground and barely any good spots for terran to use libs/siege tanks. This isn't entirely a problem, but I forsee terran players complaining about the openness of the map, even those most paths are small enough to prevent full surrounds.
Protoss might have the most success on this map, the easy third and shield batteries are so strong that it might be too easy to take the close third and then secure the fourth by walling off the front of their third, making it so there is only one path of attack + Show Spoiler + Side thought, but the edges of the map are so large that proxy's might be actually just really really strong, we'd have to see how it'd play out but my suspicion is that the 2 O'clock and 8 O'clock positions are orgasmic for toss players like Has
Another thought on the terran side of things, Bio drops are super weak. Like super weak. If any player takes the easy third, they almost never have to move their army in order to defend. the fact that the mineral line of the close third is right next to the front of the natural makes it so much easier to defend that offensive play might just be awful. ALSO, because the third mineral line is in front of the ramp, as it angles in towards the natural, you could place a AA static D there and then along the edge of your main and you would barely have to worry about drops from either toss or terran. Not sure if that's intended, but if it is, defensive strats in general might actually be a bit stronger than I initially thought + Show Spoiler +Imagine if this map was around during Hots SH's, Oh god.
One last thing, more of a question, but why are the two middle bases normal mineral bases instead of gold bases. It already looks like no one would ever take them, so why not provide some incentive for sneaky plays?
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Thanks for your long comments. Really appreciate that.
The bases at 1 and 7 O'clock were intentionally put far from farther third, trying to make bases at 5 and 11 O'clock more appealing to players. Due to their closeness and blocking airspace along to the main, I think acquiring bases next to the main gives players fair rewards. Also players can defend vertical fourths well by breaking large rocks and take high ground defense routes.
Yes, those two ramps are the closest paths so units take them at first. Risky but also the fastest path. I derived the map's flatness from Interloper. I wanted to make a map with less range-strongness like you said. But as the map has lots of somewhat-narrow paths, I think Terran will be able to push Zerg with adequate positionings too. Double ramps can also be used as spots for modes.
This map became more defensive than I first considered, and I kinda agree that Protoss will be good on the map. Now Protoss is announced to be nerfed, especially its batteries so I hope their strongness in this map lessen. At least I put not too many highest ground pods and no LoS blockers to allow players more sight. I wanted to make it easier to find such proxy things/unknown attacks, but I'm not sure it'll work.
Closer thirds and fourths were intentionally placed to block air spaces so I'm really satisfied with those layouts. Still better than back naturals in my opinion heh.
Well I'll consider changing it to gold, gimme more time to think of it...
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the middle little area should be a highground instead of lowground, right? or am i crazy. Seems like no one would want to move their army there/there's not much point in it atm
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I think middle is not so wide enough to put high ground area. Yes, lower ground has no merits but it is also not op imo.
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11 zerg out of 10, ez 5 bases, no reaper door, maybe he will finally win on THIS map :D
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