Yes another map thread on the forums, but you've already clicked so you can't mind that much. In my defense I was always intending on making melee maps, it's not just a beta downtime activity. So hopefully you enjoy my maps so its worthwhile for me to keep making them. Currently I have three maps (well 1 is still WIP) to showcase, but I'm going to build this thread a little differently. To allow for a good discussion and directed feedback I'm going to stagger when I add each map to this thread so people can discuss them primarily one at a time. Anyways lets get to it...
Alzadar's Bane
Status
Version 0.4 now published! Added critters, fixed broken stuff from phase 2 patching, and published! Look for Alzadar's Bane on US servers now!
Map Preview:
High Quality image (1024x1024)
Players: 2
Size: 124x124
All bases use standard 8/2 or 6/2 layouts
Concept
+ Show Spoiler +
The core concept of this map is found buried in the middle. Within the 'Caution' area is buried many many neutral banelings. These banelings are entirely docile and will not attack in anyway. However, the banelings still explode on death as banelings tend to do, and they still take up space. Using detection and focus fire or splash damage can bring a world of hurt to a careless player travelling through the middle of the map. Players will also not be able to build in the middle without first killing the banelings.
An observer makes a startling discovery
As for the remainder of the map, it follows a fairly basic layout. A straightfoward main along with a natural protected by a double ramp makes for a moderately safe 2-base play. The thirds are harder to take, but players are rewarded with a relatively close gold base. Destructible rocks block off the shortest alternate routes around the banelings and protect the watch towers. The towers themselves can see ~1/2 across the gap so controlling both is significantly more useful than controlling a single tower.
In terms of racial balance, it's really difficult to say. Without the banelings the map would hopefully be relatively balanced. The small size an closer third are tough for zerg to deal with, but the good watch towers and protected natural should help to make up for it. There's not a whole lot of cliff antics that Terran can get up to and there's plenty of room to get around force fields. The middle, when cleared, is wide open which should also fare favorably for zerg
An observer makes a startling discovery
As for the remainder of the map, it follows a fairly basic layout. A straightfoward main along with a natural protected by a double ramp makes for a moderately safe 2-base play. The thirds are harder to take, but players are rewarded with a relatively close gold base. Destructible rocks block off the shortest alternate routes around the banelings and protect the watch towers. The towers themselves can see ~1/2 across the gap so controlling both is significantly more useful than controlling a single tower.
In terms of racial balance, it's really difficult to say. Without the banelings the map would hopefully be relatively balanced. The small size an closer third are tough for zerg to deal with, but the good watch towers and protected natural should help to make up for it. There's not a whole lot of cliff antics that Terran can get up to and there's plenty of room to get around force fields. The middle, when cleared, is wide open which should also fare favorably for zerg
Other Notes
I'm really hoping players are willing to give the baneling middle a shot, if nothing else then just in the interest of science. I have a lot of ideas for the use of neutral banelings; this being one of the most jarring uses. I thought it'd be best to start a little extreme and see how it goes then take it from there. If people just really do not like the banelings I may make a baneling free version of this map available so let me know.
Additional Images
Map Flow
Natural Ramp
Watch Tower
Map Analyzer Data
Influence Map
Rush Distances
Q&A
+ Show Spoiler +
This is pretty much to answer questions people are going to ask anyways.
What happens when someone drags the banelings to the opponent's base?
That can't happen, the banelings are 100% immobile seeing as they are buried
Can I build in the middle?
As long as you clear some area of the banelings, yes you can.
Isn't your map going to kill all aggression and be newb-like?
No, I don't think so. Since the banelings need some motivation to do anything, like splash damage or target fire, units are free to move across them in most situations. What I expect the banelings to do mostly is spice up gameplay with some antics as well as increase the time it takes for less mobile armies to get in position to attack.
There's too many banelings!
I'm not sure what the right density of banelings is, I'll need the beta to come back to test that out. Your feedback on the matter is quite welcome though.
Where's the download link?
I'm still putting finishing touches on the map, mostly a map splash screen, so no download link yet. There's a good chance I'll try and get it published in phase 2 then throw up the download link, but we'll see.
I hate you for your choice in tileset!
Me too... me too. Actually I brightened up the lighting so it's not quite as drab as the default. Still... I'm sorry.
What happens when someone drags the banelings to the opponent's base?
That can't happen, the banelings are 100% immobile seeing as they are buried
Can I build in the middle?
As long as you clear some area of the banelings, yes you can.
Isn't your map going to kill all aggression and be newb-like?
No, I don't think so. Since the banelings need some motivation to do anything, like splash damage or target fire, units are free to move across them in most situations. What I expect the banelings to do mostly is spice up gameplay with some antics as well as increase the time it takes for less mobile armies to get in position to attack.
There's too many banelings!
I'm not sure what the right density of banelings is, I'll need the beta to come back to test that out. Your feedback on the matter is quite welcome though.
Where's the download link?
I'm still putting finishing touches on the map, mostly a map splash screen, so no download link yet. There's a good chance I'll try and get it published in phase 2 then throw up the download link, but we'll see.
I hate you for your choice in tileset!
Me too... me too. Actually I brightened up the lighting so it's not quite as drab as the default. Still... I'm sorry.