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[M] (2) Mayak Facility(click to enlarge) Size: 132x164 Spawns: 1:30, 7:30 Published to: AM, EU, KR Rush distances:Main to main: 46 Top of main ramp to top of main ramp: 38 Natural to natural: 37 + Show Spoiler [Angled Overview] +(click to enlarge)
Description:
Mayak Facility is a large-ish macro map with three possible third bases--a King Sejong style high-ground base with a vulnerable mineral line, a close forward base tucked close to the main, and a slightly further away base in line. After that the bases flow pretty normally. The middle of the map has a bunch of roundabouts to break up army movement. All the mid map doodads block LOS. Otherwise the map is pretty self-explanatory.
I also ran into some editor weirdness when making this map (being unable to remove that weird black blotch that appeared on the map), so if anyone knows how to fix that, I'd be grateful.
Changelog + Show Spoiler +- 17 November 2017: Published as + Show Spoiler +
- 1 February 2018: Increased map bounds slightly to give some bases more breathing room. Shrunk size of main. Moved main ramp slightly towards the natural. Redid pathing-blockers on map to make map less open.
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This map is pretty sick I think, or at least close to sick. We'll see how blzzard plays it, but right now with blink stalkers being so strong/prevalent that main is hmMmMm to say the least. But I love everything else!
Maybe both thirds are a bit too open for protoss, but again that's another thing that could be changing a bit with shield battery, maybe protoss can hold a slightly more open third. We'll have to see how the meta shakes.
And maybe I would slightly adjust a couple of the highground pods' position in the middle (so that there is more contrast between narrow and wide chokes for more gameplay options) but it's pretty good as-is.
Funny how several of us had the idea at the same time to do snow-manmade. I guess winter coming IRL affected us
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I always like a nice snowy map and this one looks good, but the main, 3rd, and 4/5th seem sooo open.
I like the idea of the small high ground base near the middle, but I feel like at that size on a map this big it's going to be awkward in longer games with how disjointed it is. That said, if you are meant to be expanding out to the east (spawning in the bottom left) and staying away from expanding north to very open bases then it's probably okay.
After more of the new patch is explored and more patches happen I'd definitely like to see this get tweaked in response.
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make sure the double cliffs on the forward base on top don't obscure the minerals in the adjacent low ground base
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Thanks for all the comments.
Third-wise I think that with shield batteries and with the thirds being closer than most maps, Protoss can hold them. The main is kinda awkward with how strong stalkers are right now, but I'm really hoping that the meta levels out and I don't have to rotate the main away, since that leads to other problems. I might have to do it anyways if the meta stays this way though. For the mid-map pods I find that in game the difference between the widths is more obvious than from the overlay, though originally the difference in gap size was bigger, but I moved one of the pods to be more in between the high ground base and the low ground base. Good point about the double cliffs--I'll move the low ground base minerals slightly further away.
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On November 19 2017 07:46 ZigguratOfUr wrote: Thanks for all the comments.
Third-wise I think that with shield batteries and with the thirds being closer than most maps, Protoss can hold them. The main is kinda awkward with how strong stalkers are right now, but I'm really hoping that the meta levels out and I don't have to rotate the main away, since that leads to other problems. I might have to do it anyways if the meta stays this way though. For the mid-map pods I find that in game the difference between the widths is more obvious than from the overlay, though originally the difference in gap size was bigger, but I moved one of the pods to be more in between the high ground base and the low ground base. Good point about the double cliffs--I'll move the low ground base minerals slightly further away.
@ the mains you can probably just shrink them a bit so there's less exposed cliff. They are fairly spacious atm so it should be ok
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Your main is a little large but it’s not the worst thing. Your main ramp leading into the natural looks like it can be abused by siege units even if you wall off the natural.
The lowground third closest to your natural seems slightly too far and it’s very open. The forward 4/5 bases outside the natural are well designed IMO.
The entire middle section seems odd because even though you created random doodads to utilize as choke points, they’re all so tiny that it’s easy for zerg to flank and get surrounds regardless, so terran and Protoss don’t really have strategic value for the middle area. This is a 2-base all-in map for T and P, with mabye a 3rd base being taken and a 4th if they’re lucky enough. Zerg will have a macro vacation.
Every other base except for the forward base and corner bases are very wide open. This is by far a zerg map. You can make it a better map if you add more decorations and “condense” the openness in a lot of these bases. Definitely a solid map but you can make it much better with a few adjustments.
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I think that some areas are too open currently. It may be a good idea to constrict the areas near the third/fourth to improve balance. I don't really see Terran or Protoss expanding much past their naturals on this map. Overall I like the layout, especially the expansion with the mineral lines hugging the high ground. Those two expansions make those plateaus pretty high value locations during games.
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Yeah, good points. I'll definitely have to close stuff up. My maps either seem to end up too open or too tight. I'll wait to see how the meta shakes out though to see how much closing up will be necessary.
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Updated.
Increased map bounds slightly to give some bases more breathing room. Shrunk size of main. Moved main ramp slightly towards the natural. Redid pathing-blockers on map to make map less open.
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Nice update, looks great and ready to be submitted. I hope Stalkers don't end up being too much of a nuisance.
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Changes are awesome, looks really good nice job
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liked this map from the get-go and it's still good, hope it places
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I like maps with cool oviepods. The coolest oviepods got fans. Ovies positioned over blowing fans make me hard everytime
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On February 03 2018 23:41 151 wrote: I like maps with cool oviepods. The coolest oviepods got fans. Ovies positioned over blowing fans make me hard everytime
rofl... yes.
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