The_Templar Profile Blog Joined January 2011 your Country 52619 Posts #2 Close positions? Moderator Starcraft 3 when

EffectS Profile Joined May 2010 Belgium 686 Posts #3 On October 08 2011 22:31 TehTemplar wrote:

Close positions?



Nope, but I'm not sure if I did the settings right so I'll have to check later . Nope, but I'm not sure if I did the settings right so I'll have to check later TEEHEE

Zaphid Profile Blog Joined April 2010 Czech Republic 1494 Posts #4 You definitely need to work on textures, right now they are misleading.



I'm not a big fan of wide ramps with rocks and so much air space, but those are personal preferences I feel. I will never ever play Mech against Protoss. - MVP

Gfire Profile Joined March 2011 United States 1699 Posts #5 I think the wider ramp with rocks is preferable to a small ramp, as having a wider ramp there in the latergame can be useful. It allows you to deal with drops a little more easily, and makes it harder for someone to FF the ramp. all's fair in love and melodies

Antares777 Profile Joined June 2010 United States 1971 Posts #6 From the overview image, the map looks very large and it seems that getting a third might be difficult. The natural is kind of far away from the ramp. Walling it off would be weird because you're not able to wall it off like on Xel'naga Caverns, but at the two chokes individually. I think forcing that kind of wall off is a bad idea because of the amount of buildings needed to do that and because static defense will be very far from your natural. Protoss will have a difficult time getting a natural because Forge fast expand is impossible. It probably takes two to three creep tumors to connect the natural for Zerg. The rocks at the ramp seem unjustified; there is no 1/2 base natural in the main or any reason at all to have them. Combined with the natural's double choke and farther away third, defense on this map will be very difficult.

EffectS Profile Joined May 2010 Belgium 686 Posts #7 On October 08 2011 22:55 Antares777 wrote:

From the overview image, the map looks very large and it seems that getting a third might be difficult. The natural is kind of far away from the ramp. Walling it off would be weird because you're not able to wall it off like on Xel'naga Caverns, but at the two chokes individually. I think forcing that kind of wall off is a bad idea because of the amount of buildings needed to do that and because static defense will be very far from your natural. Protoss will have a difficult time getting a natural because Forge fast expand is impossible. It probably takes two to three creep tumors to connect the natural for Zerg. The rocks at the ramp seem unjustified; there is no 1/2 base natural in the main or any reason at all to have them. Combined with the natural's double choke and farther away third, defense on this map will be very difficult.



Rocks at the ramp are there because protoss sentry drops are too powerful if you don't have units ready for the drop in your main. So making the ramp a little bit bigger will make that strategy a little bit less viable, ofcourse it's still viable and not everyone takes out the rocks at the ramp. Rocks at the ramp are there because protoss sentry drops are too powerful if you don't have units ready for the drop in your main. So making the ramp a little bit bigger will make that strategy a little bit less viable, ofcourse it's still viable and not everyone takes out the rocks at the ramp. TEEHEE

EffectS Profile Joined May 2010 Belgium 686 Posts Last Edited: 2011-10-08 18:28:40 #8 Updated the map with the feedback in mind. Decided to throw a couple of things around. I wanted to keep the main-natural layout pretty much the same. I made the natural smaller though to make walling off from the ramp to the CC/Nexus/Hatch a little more viable. Though I wanted to keep the 2 entrances to the natural, so I decided to block one off with destructible debris. This can be defended from the high-ground of the main so super early pressure from the 2 entrances wouldn't be too strong. Redesigned the whole middle since the map is a lot smaller than it's predecessor.



Please again, tell me what you think of these changes and the map as a whole. Also, don't pay too much attention to the texturing just yet.



Does anyone know how to make the analyzer work with the latest update? I keep getting errors and no output. TEEHEE

The_Templar Profile Blog Joined January 2011 your Country 52619 Posts #9

+ Show Spoiler + Did you see my island thread? because you've actually done something interesting with the islands I liked the old version better because of easier third. Now, the thirds are harder in every position. But the islands are good.. Moderator Starcraft 3 when

EffectS Profile Joined May 2010 Belgium 686 Posts #10 On October 09 2011 04:55 TehTemplar wrote:

I liked the old version better because of easier third. Now, the thirds are harder in every position. But the islands are good..

+ Show Spoiler + Did you see my island thread? because you've actually done something interesting with the islands I liked the old version better because of easier third. Now, the thirds are harder in every position. But the islands are good..



No I didn't see your island thread . Thanks for liking the islands.

The problem with the first version of this map, apart from the size, was that the 3d expansion is a gold base. I don't think that a gold base should ever fit in an expand pattern, it should be something that could be taken when you're far ahead or the opposite if you're taking a few risks.



I've been getting a lot of feedback on reddit that's this map is T favoured, the 3rd is so hard to get. So I'd like to try and defend my map a little on that part.



Someone mentioned that the high-ground at the natural was too T favoured because of drops. I don't really see these high-grounds come into play that often. I thinks it's like Shakuras where at the start people would try out dropping sieged tanks on the high-grounds in the middle. But in the end this didn't work as well, so I'm guessing this map would pretty much have the same effect. However, if it does seem to be a problem, these high-grounds could be filled up with doodads.



The island is an easy expo for T. But T isn't as mobile as Z so taking the third and fourth is a lot harder for them. The only problem as far as I can see now is the P expand pattern. It's really risky for them to take thirds on this map, so I expect a lot of 2-base timings and perhaps grabbing a gold when you've got a significant lead.



No I didn't see your island thread. Thanks for liking the islands.The problem with the first version of this map, apart from the size, was that the 3d expansion is a gold base. I don't think that a gold base should ever fit in an expand pattern, it should be something that could be taken when you're far ahead or the opposite if you're taking a few risks.I've been getting a lot of feedback on reddit that's this map is T favoured, the 3rd is so hard to get. So I'd like to try and defend my map a little on that part.Someone mentioned that the high-ground at the natural was too T favoured because of drops. I don't really see these high-grounds come into play that often. I thinks it's like Shakuras where at the start people would try out dropping sieged tanks on the high-grounds in the middle. But in the end this didn't work as well, so I'm guessing this map would pretty much have the same effect. However, if it does seem to be a problem, these high-grounds could be filled up with doodads.The island is an easy expo for T. But T isn't as mobile as Z so taking the third and fourth is a lot harder for them. The only problem as far as I can see now is the P expand pattern. It's really risky for them to take thirds on this map, so I expect a lot of 2-base timings and perhaps grabbing a gold when you've got a significant lead. TEEHEE

KristofferAG Profile Blog Joined April 2011 Norway 19209 Posts #11 Not a bad attempt, but there are some minor annoyances. The third is still somewhat far away from the main/natural, and the natural is absolutely huge. not a big fan of the destructible rocks that can be cleared to get two entrances to the natural.



Could be nice to add a Xel'Naga Tower to the middle of the map, and maybe some more difference in the terrain. As it is right now the middle is really really huge, with little variation. Would love to see just some more varied terrain and textures. I really like the island expos, you did that real well =D @KristofferAG | http://vestkyststoy.bandcamp.com | last.fm/user/KristofferAG

FlaShFTW Profile Blog Joined February 2010 United States 8467 Posts #12 would have liked the islands to be part of the map itself and not an island... maybe push the naturals more to the sides and closer to the main and add in the island on high ground much like metal.



xelnaga in the middle. Writer #1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget

EffectS Profile Joined May 2010 Belgium 686 Posts #13 Updated textures and added Xel'Naga in the center. Playtested with some people online. They liked the map, however I noticed that the destructible debris at the main ramps won't let terran wall-in completely. So I'm looking for new ways to fix this while still keeping the debris. TEEHEE

missingheaven Profile Joined May 2011 35 Posts #14 Where are the automauton 2000 or whats its called. A must have.

Exigaet Profile Joined May 2010 Canada 346 Posts Last Edited: 2011-10-20 12:08:15 #15 Remake of Slag Pits with islands involved? Same base layout, same natural opening, difference here is destructable debris, same sort of middle area with Xel'Naga. Only improvement I see is no close positions.

FlopTurnReaver Profile Blog Joined January 2010 Switzerland 1971 Posts #16 Good to see I'm not the only one that has problem coming up with good center layouts^^ Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg

Pimmeh Profile Joined April 2011 Netherlands 111 Posts #17 I really don't like the islands. It's hard to get, and harder to defend. Plus, it's a game-delayer.



And the gold base is going to be impossible to defend for any army without much mobility (think mech, protoss without blink/legs, etc) And even harder for builds that don't have the resources to go heavy static defense.

Or wait, I'm guessing you actually CAN build on the snow, sorry...

diLLa Profile Joined November 2010 Netherlands 236 Posts #18 Hello slag pits, we meet again :@.

[]Phase[] Profile Joined September 2010 Belgium 872 Posts #19 Where is the third base and



Snow in space? I like the snow, but don't give it a space background plz

Aunvilgod Profile Joined December 2011 2649 Posts #20 Terran Heaven, huh? ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater

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