start with a wide open path, and subtract space, keeping as many routes into each base as possible. don't be afraid to let players attack from more than 2 angles. its a problem i have every time i make a map.
[M]/[P] Liquid (Updated) - Page 5
Forum Index > SC2 Maps & Custom Games |
Varpulis
United States2517 Posts
start with a wide open path, and subtract space, keeping as many routes into each base as possible. don't be afraid to let players attack from more than 2 angles. its a problem i have every time i make a map. | ||
No0n
United States355 Posts
Spoilered cuz It's kind of big. + Show Spoiler + | ||
TemplarCo.
Mexico2870 Posts
Also like Crazycraft said you should name the map Griffith's Perfect Map™ Good luck dood!! | ||
redFF
United States3910 Posts
| ||
danl9rm
United States3111 Posts
| ||
Splitintwo
35 Posts
The bridges provide a very small choke which will allow a player to hold their 3 bases very easily. Play would probably favour building up a doom army in base, or attempting to drop/nydus into the large main. Doesn't seem to be enough motivation to move in the middle as expansions are very hard to defend and you already have three bases. Perhaps add more bases/ better terrain in the centre to encourage players to turtle less and make it more dynamic (personal preference) or remove one of the bridges and just connect expansion to centre to weaken the taking of the third which would hopefully make it more exciting while still following the poll results. Good shout Griffith! | ||
lefix
Germany1082 Posts
| ||
EMPaThy789
New Zealand878 Posts
imo you shouldn't focus on fancy features and should focus on making the map simple, like luna. luna was a very plain map perhaps even the most dull map ever to be included in pro bw yet it made many epic games because of the simplicty | ||
SimpleNEasy
United States22 Posts
| ||
ImmortalTofu
United States1254 Posts
OT: This is a really good idea! Thanks for taking the time to set this all up! | ||
StuBob
United States373 Posts
| ||
Griffith`
714 Posts
| ||
tainted muffin
United States158 Posts
| ||
Yoshi Kirishima
United States10156 Posts
Also, to improve the "restricted" expansion path outside of each players' corner, I think you could experiment with the orientation of the gold expansions (the mineral line orientation pretty much). For example, the bottom left corner, if you flip the gold expansion to its right to the left, so that the bottom left player will have to walk past the minerals to build an expo, I think that would help. This way the bottom right player or other can still harass, but will reach the base first before the workers. This would also help expansion paths outside of each corner. | ||
NastyMarine
United States1252 Posts
| ||
MuTT
United States398 Posts
| ||
dezi
Germany1536 Posts
T can drop the cliff to siege your 3rd? T can also set up tanks on the cliff on the other side of the bridges leading to your nat and walk in and out with the rest of his forces > and you can't stop it. With minerals never being touched by a Turtle-T he can easily sit at his HY = 4 bases. Long story short: This layout isn't good. | ||
adso
718 Posts
| ||
hun13
55 Posts
On March 16 2011 18:49 dezi wrote: Mineral Blocks don't work in SC2 (read MULE). There're also way to many chokepoints. T can drop the cliff to siege your 3rd? T can also set up tanks on the cliff on the other side of the bridges leading to your nat and walk in and out with the rest of his forces > and you can't stop it. With minerals never being touched by a Turtle-T he can easily sit at his HY = 4 bases. Long story short: This layout isn't good. I 100% agree. I think the map looks great while having a lot of appeal to it, but those fundamental flaws set it back a lot. | ||
Griffith`
714 Posts
On March 16 2011 17:37 NastyMarine wrote: Question: How did you make the bridges walkable? Bridges are walkable by default, the real trick is playing with its footprint to 1. disable building on top of bridges and 2. make creep spreadable. 3. import custom icons so they show up on the minimap for each orientation of the bridge On March 16 2011 18:49 dezi wrote: Mineral Blocks don't work in SC2 (read MULE). There're also way to many chokepoints. T can drop the cliff to siege your 3rd? T can also set up tanks on the cliff on the other side of the bridges leading to your nat and walk in and out with the rest of his forces > and you can't stop it. With minerals never being touched by a Turtle-T he can easily sit at his HY = 4 bases. Long story short: This layout isn't good. There is one "choke point" at your natural (the double bridge) that is only slightly smaller than the choke of terminus Re. MULE drops aren't free, its at a penalty to Terran (you burn about 130 minerals), its just slightly faster than sending 6 drones/probes to mine it. Though I might change it to either 15 or 35. The cliff between nat/3rd can't be used to directly siege the 3rd, it doesn't reach the mineral lines or the hatchery. I was actually thinking of removing it not becuase it's imba cliff drops but rather because it didn't really do anything. The HY might be changed slightly, but so far, they are quite difficult to hold. The mineral lines are vulnerable to storms, siege tanks, infestor fungals, muta harass, etc. It's fair game for all 3 races Most of these elements are only somewhat applicable mid-late game, which is difficult enough for T as is. On March 16 2011 15:57 Yoshi Kirishima wrote: Wow nice, it looks good, however one thing worries me; each corner of the map has 4 close expansions, while the middle of the map (bridges etc.) is quite empty; games might end in 3 base or 3 base turtlers. Also I thin the 3rd should have less resources; 6 min 1 gas may be? Or min or gas heavy. Otherwise 3 bases would seem to be very easy to defend. Also, to improve the "restricted" expansion path outside of each players' corner, I think you could experiment with the orientation of the gold expansions (the mineral line orientation pretty much). For example, the bottom left corner, if you flip the gold expansion to its right to the left, so that the bottom left player will have to walk past the minerals to build an expo, I think that would help. This way the bottom right player or other can still harass, but will reach the base first before the workers. This would also help expansion paths outside of each corner. I think expansion-wise what I had in mind for expansions was: After the player has taken 1st, 2nd, 3rd, and gold, he can either, go from his 3rd to the OTHER gold, or go from his gold to the OTHER 3rd MANY THANKS FOR YOUR COMMENTS & FEEDBACK | ||
| ||