SidianTheBard Profile Joined October 2010 United States 2208 Posts Last Edited: 2013-11-28 18:21:28 #2



Look at this picture (sick photoshop work yo!) These are just ideas of mine, should play around with them in the editor and see if you like it at all.



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Change that 3rd to gold

pink = XWT (Watchtowers might suck, but just a thought)

light green = LoSB

red = ramp

blue dots = new base

dark green = unpathable



Also unsure if you really need that mineral wall in the corners? Not sure it really does much at all and it's such a late game base that the mineral wall seems like it would never get touched? I feel like both options of thirds are just going to be waaay too difficult to defend. Not only are they both pretty far away from the natural but they are both faced in a way to make harassment on those bases much better. I also think there could be another base.Look at this picture (sick photoshop work yo!) These are just ideas of mine, should play around with them in the editor and see if you like it at all.Change that 3rd to goldpink = XWT (Watchtowers might suck, but just a thought)light green = LoSBred = rampblue dots = new basedark green = unpathableAlso unsure if you really need that mineral wall in the corners? Not sure it really does much at all and it's such a late game base that the mineral wall seems like it would never get touched? Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.

IeZaeL Profile Joined July 2012 Italy 967 Posts Last Edited: 2013-11-28 18:45:01 #3 Expect new version today or tomorrow.

Thanks a lot bro :D

P.S you forgot the normal third in the bottom spawn. You're still better than me using paint :D I agree with a lot of possible changes , but not all. I'll take them into accountExpect new version today or tomorrow.Thanks a lot bro :DP.S you forgot the normal third in the bottom spawn. Author of Coda and Eastwatch.

IeZaeL Profile Joined July 2012 Italy 967 Posts #4



V 1.1 ! Much better i think. Author of Coda and Eastwatch.

Pontius Pirate Profile Blog Joined August 2013 United States 1556 Posts #5 My initial impression is that the ramp that leads away from the gold third in the direction of the opponent should be a bit wider. Otherwise I definitely like it. Personally, I'd like less jumpable cliff by area in the mains, but in compensation, make a jumpable spot right here: + Show Spoiler + "I had to close the door so my parents wouldn't judge me." - ZombieGrub during the ShitfaceTradeTV stream

skdeimos Profile Joined May 2013 Canada 155 Posts #6 I like the idea of the map with the narrow centre and multiple long paths. That said:



The resource density at the bottom left and top right is too high. It's too easy to defend those two bases together, and defending one pretty much gives you the other.



The gold third is very Terran favored. The harass cliff favours tanks, and the gold minerals increase the mineral:gas ratio, which favours Terran because marines are the best mineral dump unit in the game. Terran can hold that base easily while denying their opponent's gold, and what's more, they benefit more from holding it. That is a problem.



I also feel that the main's mineral line is too exposed to drops, mutas, etc. Try rotating it a bit so its back is directly against the top/bottom of the map, as well as moving it a bit to the right so it's centred horizontally in the main.

moskonia Profile Joined January 2011 Israel 1448 Posts #7 Is the map published? Can't find it oneline.



Using the map file you gave me, I checked and a siege tank actually reaches the mineral line, which is pretty insane. Even a bigger deal is that pylons can warp into the main from the outside cliff. These things can be interesting, but they are really awkward and many people won't like them because they will force out weird games. I suggest your the ledge close to the main if you want the map to not have these crazy things, although keeping them can be interesting but will change the nature of the map completely.



The map looks great, but there are some pathing issues, many cliffs are pathable when it is to be expected that they are not, which is pretty weird and favors Terran even more than normal in basetrade scenarios.



I fell like a lot of the points skedimos said are right, putting the mineral line at the side near the ramp would help a lot versus harass as well as helping Zerg get creep to the nat. The corner bases too are a bit awkward, I think a path through the trees would be cool, or transferring the whole base to be closer to the gold, although it is not a major issue at all.

The point about the gold I don't think is right, I think the gold base is in a good position.



Overall the map should play out very nicely, and the major idea of it is very interesting, well done.

IeZaeL Profile Joined July 2012 Italy 967 Posts #8 Uploaded map on EU under the name " Zerus Highlands". Also , i forgot pathing in last version T:T now it's fixed , also with some very little changes to layout ( just moved down a bit the main plus some shit ) Author of Coda and Eastwatch.

SidianTheBard Profile Joined October 2010 United States 2208 Posts Last Edited: 2013-11-29 18:08:35 #9



I do agree that there might be too many bases down in that corner now. I'm wondering if you just move the top right and bottom left bases closer to the golds if it would be better. Right now you could take the gold as your third and if the corner bases were closer to the golds you could then take those bases as your 4th after the gold, rather then having to expand back towards your main.



Also, I know I mentioned changing them to Gold and I think they are in a good position but you'll definitely have to keep an eye out on it and test it because they might be a little too "easy" to defend even with all the harass opportunity. Plus the distance from your nat to enemy gold is rather long which means constantly harassing that gold might be too hard. Time will tell though.



I'd definitely suggest putting the minerals almost completely up against the wall, so more patches can be hit. Right now it appears only certain units will only be able to harass ~2 (possibly 4) mineral fields. your golds also have 8 mineral patches which is not good.I do agree that there might be too many bases down in that corner now. I'm wondering if you just move the top right and bottom left bases closer to the golds if it would be better. Right now you could take the gold as your third and if the corner bases were closer to the golds you could then take those bases as your 4th after the gold, rather then having to expand back towards your main.Also, I know I mentioned changing them to Gold and I think they are in a good position but you'll definitely have to keep an eye out on it and test it because they might be a little too "easy" to defend even with all the harass opportunity. Plus the distance from your nat to enemy gold is rather long which means constantly harassing that gold might be too hard. Time will tell though.I'd definitely suggest putting the minerals almost completely up against the wall, so more patches can be hit. Right now it appears only certain units will only be able to harass ~2 (possibly 4) mineral fields. Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.

Qwyn Profile Blog Joined December 2010 United States 2772 Posts #10 Could you please experiment with opening up the top right/bottom left bases to counterattacks? Right now it seems autistic how you can hold two bases just by holding those ridges. Opening up those bases to counterattacks might allow for a bit more push/pulling of momentum. It won't change much, but it would add a bit more depth IMO. "Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0

SidianTheBard Profile Joined October 2010 United States 2208 Posts Last Edited: 2013-11-29 19:39:10 #11

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Then you could make that section from the high ground to the lowest ground possible so going behind that 4th could be beneficial, since you could have high ground advantage and harass it well.



Either way, ideas are ideas! Don't hate me for all the random ideas I'm throwing out!Then you could make that section from the high ground to the lowest ground possible so going behind that 4th could be beneficial, since you could have high ground advantage and harass it well.Either way, ideas are ideas! Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.

IeZaeL Profile Joined July 2012 Italy 967 Posts #12

Btw , the last suggestion's great ! You might have noticed i dont have much experience with maps layout , i prefer working on doodads/texturing , so i tend to consider "the best" every suggestion people make :D

Will work on it when i get some time ! I appreciate everything as long as you dont insult meBtw , the last suggestion's great ! You might have noticed i dont have much experience with maps layout , i prefer working on doodads/texturing , so i tend to consider "the best" every suggestion people make :DWill work on it when i get some time ! Author of Coda and Eastwatch.

real- Profile Joined February 2011 Germany 9 Posts #13

we played your Map yesterday in our Cup but had to replace it pretty early since you can't take your gas in the Natural at south Position. We used the EU-Version of your Map. It would be great if you could fix that bug Hey leZaeL,we played your Map yesterday in our Cup but had to replace it pretty early since you can't take your gas in the Natural at south Position. We used the EU-Version of your Map. It would be great if you could fix that bug

IeZaeL Profile Joined July 2012 Italy 967 Posts #14 Fixed Author of Coda and Eastwatch.

ConCentrate405 Profile Joined November 2013 Brazil 71 Posts #15 Damn, I was so close naming my last map on WIP thread as Zerus Highlands. I look like someone's uncle after a hard life

mogoh Profile Joined August 2011 Germany 109 Posts #16



http://imgur.com/Xgqsh3M There are still problems with some gas gysiers. Can you please check and fix them all?

LoveTool Profile Joined April 2012 Sweden 143 Posts #17 No open areas?