IvorYchef Profile Blog Joined June 2011 Sweden 125 Posts #2 Wow these type of "switch the main base with the natural" kind of maps actually fix a lot of problems:O "I've learned one thing for sure: Life is random and chaotic. Trying to put things into a pattern will only temporarily solve the problem. Once you embrace the madness, it will stop feeling overwhelming."

Existor Profile Joined July 2010 Russian Federation 4282 Posts #3 Woah, those bridges are epic, also really nice work with water and trees on 1st screenshot.



Idea with deadly bridges really adds something new. Is there visual timer on them? Like on the Raynor's bomb from campaign



DARKING Profile Blog Joined September 2011 Mexico 646 Posts #4 This.

People should really pay more attention to maps with interesting features. Having the lava map on the Red Bull Battlegrounds was a good start. This, for having the low mains and the bridges, is a map I think deserves notoriety.



Zero idea if the map is actually balanced, but the idea is gold. Liquipedia Mexican Liquipedia staff and Terran player. I tweet things @DARKING665.

Plexa Profile Blog Joined October 2005 Aotearoa 38208 Posts #5 Damn lezael you're churning out some really nice maps lately. Administrator ~ Spirit will set you free ~

InfCereal Profile Joined December 2011 Canada 1556 Posts #6 Jesus lezael. You make the most gorgeous maps. Cereal :: AllThingsZerg.com :: SC2Overwatch.com

Semmo Profile Joined June 2011 Korea (South) 623 Posts #7 Nice map! Mapmaker of Frost, Fruitland and Breeze | Team Crux | teamcrux.tistory.com | https://twitter.com/CruxSemmo

iHirO Profile Blog Joined January 2011 United Kingdom 1380 Posts #8 Awesome concept! Thirty seconds sounds too fast though and people will probably just avoid bridges. Graphics This is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?

uh-oh Profile Blog Joined August 2010 Hong Kong 135 Posts #9 Every time I see a wide main entrance I immediately think about 4 gates in PvP.



But I love bridges, they give rise to more asymmetrical fights where a smaller force can hold off a larger force advancing on a bridge. They literally force a deathball to split up, lest risk being caught in a bad spot. When I get to grandmasters, you have my permission to die!

Syphon8 Profile Joined July 2010 Canada 298 Posts Last Edited: 2014-01-01 21:21:57 #10 This map is entirely unlike anything I've ever seen. It's immaculate. I want to say it's BW-esque, but it really isn't. It's SC2-esque. ',:/

skdeimos Profile Joined May 2013 Canada 155 Posts #11 On December 29 2013 23:19 uh-oh wrote:

Every time I see a wide main entrance I immediately think about 4 gates in PvP.



But I love bridges, they give rise to more asymmetrical fights where a smaller force can hold off a larger force advancing on a bridge. They literally force a deathball to split up, lest risk being caught in a bad spot.



4gates are rarely held at the ramp these days thanks to the advent of the MSC. I agree about bridges though. 4gates are rarely held at the ramp these days thanks to the advent of the MSC. I agree about bridges though.

Bswhunter Profile Blog Joined May 2010 Australia 815 Posts #12 I love this map and its gimmick, but I think it might punish players a little too much.

Maybe you could just make it push units to whichever side of the bridge they are closest to? Make it like a 30 second forcefield comes up every minute or so. This would still make bridges really important, but it would avoid that one instance where a player is moving 50 supply worth of units over a bridge just to see them explode.



(Also if you could put some sort of effect leading up to the bridge changing, like a series of lights going on/off, that would be great) Stop browsing and do whatever it is you're supposed to do. TL will still be here when you get back

IeZaeL Profile Joined July 2012 Italy 967 Posts Last Edited: 2014-01-04 14:01:36 #13



The map should be compatible with any version of gameheart. Go test it on EU !







P.S Png is such a low quality stuff to work with Big news guys. Unfortunately the bridge system crashed at some point , so SigmaFiE had to remake it. I would also thank ScorpSCII for his work. Didnt know you made the layout of the map.The map should be compatible with any version of gameheart. Go test it on EU !P.S Png is such a low quality stuff to work with Author of Coda and Eastwatch.

IeZaeL Profile Joined July 2012 Italy 967 Posts #14 Decided i really had to make something about the random shit with bridges.



- Changed bridges timer to 30 seconds to 5 minutes.

- Added visual indicator before a bridge effectively retracts. For clarity , map-pings , warning sounds and a timer.

- Added some big led lightings flashing before a bridge retracts.



Hope this will help a lot of the problems ive found during test games. Author of Coda and Eastwatch.

Samro225am Profile Joined August 2010 Germany 982 Posts #15 this looks sweet. great work @ all the co-authors!

skdeimos Profile Joined May 2013 Canada 155 Posts Last Edited: 2014-01-09 17:40:32 #16 One thing I'm kinda worried about is the fact that the attacker has a much shorter distance to bounce between the nat backdoor and main choke than the defender does. Not sure how, for example, Terran can deal with early ling/bane strategies if they have to keep multiple filled bunkers at two far locations.

MarcusRife Profile Joined March 2011 343 Posts #17 30 seconds to 5 minutes? That really ruins the map imo. I think the 30 seconds was fine. It makes the bridges interesting. If I approach a bridge with my army and it is extended but I don't know for how long I will be wary to cross it. I now have options go around. Wait for it to cycle so that I can see it extend so I know I have 30 more seconds. So I decide to wait. While I wait my opponent notices that I am waiting to cross and he moves to defend but I don't realize this I go to cross when it extends again but find that my way he blocked by my opponents army. I need to retreat quickly or lose my army on the bridge. 30 seconds is great because it forces players to pay attention to the bridges if they want to cross. It is also good because if I lose track I don't have to wait long for it to cycle.



There is no reason to use the map if the timer is set at 5 minutes.



Also skdeimos is right the natural choke and main choke distance is problematic for the defender. Lefix had the same problem on his remake of Electric Circuit.



I beg you to change it back to 30 seconds.

monitor Profile Blog Joined June 2010 United States 2388 Posts #18 Why no gas in the corners? Seems like it might be useful for Zerg. But then again I haven't been watching the game at all for months.

SigmaFiE Profile Blog Joined October 2011 United States 332 Posts #19 I tried reeeeeeaaally hard to keep quiet. :/



You should change the bridge timers down to more acceptable times. Here's why.



The reason 30 seconds was initially chosen had 3 points particular to it:

1) It forces players to have increased army position awareness and to time their attacks/retreats, making constant re-positioning very important.

2) The kill mechanic incorporated into the bridges increases the risk of using the bridges (as well as making them easily understood by players as not something to just sit on).

3) 30 seconds per bridge pair is easy to understand if not paying attention to the timers



When Scorp and I originally began this, we had not implemented the visual timer feedback, as you know--you did. By incorporating the visual timer feedback, you are correct in solving point 3. Meaning other time frmaes can be opened up to be used. Here is why you should not increase it too much though: the 30 seconds timer has 5 seconds animation transition between the extend/retract positions (effectively eliminating 5 seconds availability of the bridge to 25 seconds). By having the bridges act in pairs as we designed it along with short availability time frames you encourage players to attack aggressively and constantly position. It increases the tension of the game as your force that has made it across the bridge now has to secure a different retreat path than the one just taken. I suggest at most you increase the timer to 45 seconds and leave them acting in pairs, resulting in an effective 40 seconds availability per bridge pair with the offset still in place to encourage movement on both sides of the bridges (as well as some predictability which lessens the pain of a bridge kill mechanic through unpredictability).



As for the natural/main entrance issue-that is already solved as the defender can place units at both the top of the natural area and the bottom of the main area to defend. Units can walk along those little areas where terrain square holes are missing including some of the larger units like stalkers/marauders/etc. . . It is just a matter of players figuring out how to use it properly. https://johnemerson.artstation.com/

IeZaeL Profile Joined July 2012 Italy 967 Posts #20

Changed it to 45 seconds , the reason i changed it was mainly for a clarity issue. Having every 30 seconds visual/sound advisor like these was a pain in the ass. Ok , im sorry. I did a mistakeChanged it to 45 seconds , the reason i changed it was mainly for a clarity issue. Having every 30 seconds visual/sound advisor like these was a pain in the ass. Author of Coda and Eastwatch.

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