WniO Profile Blog Joined April 2010 United States 2704 Posts #2 the textures look good, but a bit plain

Ragoo Profile Joined March 2010 Germany 2423 Posts #3 The layout is pretty solid but the middle... 4 towers so close together is super unnecessary and those gold bases should only have one gas cause you can only take them if you have mapcontrol, but then you can take more than one. Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud

Barrin Profile Blog Joined May 2010 United States 4998 Posts #4 This map has 20 bases with FULL resources and is less than 150x150 in size. YOU CRAZY!!! lol.



I'm actually down with 20 bases, but you really need to reduce the # of resources tremendously.



Main: Unchanged

Nat: 7M, 2G

Third: 5M, 2G

Fourth: 7M, 1G

Gold: 5HYM, 1HYG



That's what I'd do, at least.



Also, the proportions of this map seem great if it was a bigger map. But the overall openness is rather low in such a big map, and there aren't really any very open areas. I would do a lot of 'trimming' to open it up more (consider just opening up the middle (which might require more trimming because then it might be too open)).



Those 4 watch towers seem rather redundant like that. I would just put one right in the center and increase the watch tower range in the data editor. Grandfather of LotV's resource model. "Fewer Resources per Base"

EffectS Profile Joined May 2010 Belgium 686 Posts #5

+ Show Spoiler +

Updated a little bit, tell me what you think. I removed the middle and replaced it with a lot of open ground since I got a lot of people telling me that there's too much choke and almost no open ground. To make the gold bases a bit more difficult to capture (since the xel'naga towers aren't there anymore) I placed some LoS doodads infront of them. Guess these can both serve a purpose defensive and offensive.



The current mineral lines are:

Main: 8M, 2G

Nat: 8M, 2G

Third: 8M, 1G

Fourth: 5M, 2G

Gold: 6 (lower this to 5 probably), 1G



Still looking for someone to help me with tips on doodads if possible . overview:Updated a little bit, tell me what you think. I removed the middle and replaced it with a lot of open ground since I got a lot of people telling me that there's too much choke and almost no open ground. To make the gold bases a bit more difficult to capture (since the xel'naga towers aren't there anymore) I placed some LoS doodads infront of them. Guess these can both serve a purpose defensive and offensive.The current mineral lines are:Main: 8M, 2GNat: 8M, 2GThird: 8M, 1GFourth: 5M, 2GGold: 6 (lower this to 5 probably), 1GStill looking for someone to help me with tips on doodads if possible TEEHEE

iGrok Profile Blog Joined October 2010 United States 5008 Posts #6 On July 30 2011 03:05 EffectS wrote:

overview:

+ Show Spoiler +

Updated a little bit, tell me what you think. I removed the middle and replaced it with a lot of open ground since I got a lot of people telling me that there's too much choke and almost no open ground. To make the gold bases a bit more difficult to capture (since the xel'naga towers aren't there anymore) I placed some LoS doodads infront of them. Guess these can both serve a purpose defensive and offensive.



The current mineral lines are:

Main: 8M, 2G

Nat: 8M, 2G

Third: 8M, 1G

Fourth: 5M, 2G

Gold: 6 (lower this to 5 probably), 1G



Still looking for someone to help me with tips on doodads if possible . overview:Updated a little bit, tell me what you think. I removed the middle and replaced it with a lot of open ground since I got a lot of people telling me that there's too much choke and almost no open ground. To make the gold bases a bit more difficult to capture (since the xel'naga towers aren't there anymore) I placed some LoS doodads infront of them. Guess these can both serve a purpose defensive and offensive.The current mineral lines are:Main: 8M, 2GNat: 8M, 2GThird: 8M, 1GFourth: 5M, 2GGold: 6 (lower this to 5 probably), 1GStill looking for someone to help me with tips on doodads if possible

now add chokes back in :p



Really though. But instead of a huge missing area in the middle, try something else, like 4 obstacles or something that lets the map breathe a bit better. now add chokes back in :pReally though. But instead of a huge missing area in the middle, try something else, like 4 obstacles or something that lets the map breathe a bit better. MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD

EffectS Profile Joined May 2010 Belgium 686 Posts #7 On July 30 2011 03:38 iGrok wrote:

Show nested quote +

On July 30 2011 03:05 EffectS wrote:

overview:

+ Show Spoiler +

Updated a little bit, tell me what you think. I removed the middle and replaced it with a lot of open ground since I got a lot of people telling me that there's too much choke and almost no open ground. To make the gold bases a bit more difficult to capture (since the xel'naga towers aren't there anymore) I placed some LoS doodads infront of them. Guess these can both serve a purpose defensive and offensive.



The current mineral lines are:

Main: 8M, 2G

Nat: 8M, 2G

Third: 8M, 1G

Fourth: 5M, 2G

Gold: 6 (lower this to 5 probably), 1G



Still looking for someone to help me with tips on doodads if possible . overview:Updated a little bit, tell me what you think. I removed the middle and replaced it with a lot of open ground since I got a lot of people telling me that there's too much choke and almost no open ground. To make the gold bases a bit more difficult to capture (since the xel'naga towers aren't there anymore) I placed some LoS doodads infront of them. Guess these can both serve a purpose defensive and offensive.The current mineral lines are:Main: 8M, 2GNat: 8M, 2GThird: 8M, 1GFourth: 5M, 2GGold: 6 (lower this to 5 probably), 1GStill looking for someone to help me with tips on doodads if possible

now add chokes back in :p



Really though. But instead of a huge missing area in the middle, try something else, like 4 obstacles or something that lets the map breathe a bit better. now add chokes back in :pReally though. But instead of a huge missing area in the middle, try something else, like 4 obstacles or something that lets the map breathe a bit better.



Make me something in paint so I know what you sort of mean D:! Make me something in paint so I know what you sort of mean D:! TEEHEE

EffectS Profile Joined May 2010 Belgium 686 Posts #8

Also submitted for MotM #8



I'm not entirely confident with the layout in the center but it's the best I can come up with at the moment.



MotM #8 submission Updated OP.Also submitted for MotM #8I'm not entirely confident with the layout in the center but it's the best I can come up with at the moment. TEEHEE

EffectS Profile Joined May 2010 Belgium 686 Posts #9 Made a few more changes to answer to the people's requests from reddit and teamliquid:

- Completely changed the center, going from 4 gold bases to 1 center massive gold base that's hard to capture. (the battlecruiser blocking the expansion is going to be made destructable, if this is not possible I will remove the battlecruiser and set rocks)

- Made the path going from the Third to the Fourth a little bit bigger. People were worried about the chokes on the map so I tried to made it a little bit less chokiers where I could.

- The naturals have been made a bit bigger to allow more defensive building placement, also wall-offs from ramp to CC/Nexus/Hatch are more difficult this way. My hope by doing this is to make walling off at the choke entering the natural a little bit more attractive.



Please let me know what you think of these changes!!! I need your feedback! TEEHEE

ihasaKAROT Profile Blog Joined November 2010 Netherlands 3502 Posts #10 All the expansions are tucked back with a choke-area. You might want to consider bringing them more in the open. Theres no way to get at the back of the mineralline if lets say a toss expands and cannons that choke.



Also its hard to defend vs air-herass like this, you have to walk your units to the expansion, around the building, around the minerals, then you can finally attack.



Dont bring all of them to the open, but atleast one expansionspot. KCCO!

nucLeaRTV Profile Joined May 2011 Romania 781 Posts #11 What the hell is wrong with the gold ? Double gold ?



Anyway looks pretty bad, backwater like ? "Having your own haters means you are famous"

EffectS Profile Joined May 2010 Belgium 686 Posts Last Edited: 2011-08-04 15:30:19 #12 Here's my perspective as a mid-dia Zerg.

The layout reminds me of typhon, but it doesn't have too many ledges and level-changes which is what makes typhon and to some extant XNC so blink stalker favoured and that's probably a good thing. There's still some of that, but also a good amount of chokes so I could see protoss doing well on this map vZ but at the same time there's a lot of attack paths so Zerg harass options are strong post mid-game.

It looks like there's a two-tumor distance between the main and the nat, which is good. The Natural being 7 patches instead of 8 seems... really weird to me and would probably favour Zerg over the other races and be the biggest hinderance for terran, as they would mine out their first two bases a little faster than usual.

I can't really tell what the attack distances are but overall the map seems nearly Tal'Darim sized especially if you spawn cross so that the centre architecture blocks (top right and lower left). The center gold seems pretty pointless since if you can hold that, you've probably won. On the other hand, Terran might be able to slowpush to it and hold it, thus starving an opponent that can't attack into a sieged terran since the terran has the gold and the opponent doesn't, though even in that scenario it seems like it would be very hard to hold onto.

Overall it seems like a Zerg map. A lot of open space, a lot of attack paths once you get to three bases and trying to end the game before three bases would be harder than usual since fewer patches are available. Terran seems to be at a disadvantage here vZ, though vP the distances would be good for T overall. Baneling landmines would be good, drops/nydus/warpins to the main seems feasible and I think there's more than the normal amount of space you could proxy buildings to. Phoenix/muta/banshee would likely do as well as on most maps, though the airspace seems a little tight. The mouth of the natural is a little far from the nat itself, meaning it would be tough to get spine coverage of it though it does remind me of maps like shattered.



quote from



also updated OP with links to MotM #8 submission and the PlayXP thread.

If anyone can help me settings up pictures in PlayXP I'd be very very grateful, as of now I just managed to link the pictures on PlayXP. quote from reddit also updated OP with links to MotM #8 submission and the PlayXP thread.If anyone can help me settings up pictures in PlayXP I'd be very very grateful, as of now I just managed to link the pictures on PlayXP. PlayXP thread TEEHEE

EffectS Profile Joined May 2010 Belgium 686 Posts #13 Updated OP.



I will most likely enter this map for the TL Map Contest if I manage to fix some minor issues (which should be no problem).



I updated the map a little bit by adding a different attack path blocked off with some destructible rocks. I hope you guys like this change.



I'm also very eager for feedback, both positive as negative! TEEHEE

Blario Profile Joined June 2011 United States 47 Posts #14 The map overall doesn't look too bad. I would definitely consider getting rid of one base for each spawning positions...17 is a bit much. It also looks very narrow, which might suck for zerg. I'd delete a base and try to make it more open and add in a xel-naga or two. That's what's supp

Mairou Profile Joined June 2011 Finland 144 Posts #15 Only problem i see in this map is the locaction of gold base. If its cross position spawns and terran gets planetary on gold base its gonna be pretty hard to break trough, especially when gold base is covered by walls. It should be more like antiga shipyard so that gold base is much harder to defend. eSports! www.youtube.com/MairouTV

P0ckets Profile Joined January 2011 United States 430 Posts #16 I think the center are having high ground would be interesting.

Madera Profile Joined July 2011 Sweden 2624 Posts #17 It looks pretty good, well done. I think some parts are a bit too narrow though.

marxgarza Profile Joined January 2011 United States 368 Posts #18 there are so many chokes on this map and i think seige tanks might cause a problem by seige from third to the nat Silence is golden, duct tape is silver

-HypeR- Profile Joined November 2010 United States 39 Posts #19 great map but i think it would be really hard for zerg cause of the small choke points and siege tanks and closi would wreck on this map If you give everything you got into something your going to be good at it.

FlopTurnReaver Profile Blog Joined January 2010 Switzerland 1971 Posts #20



Also if you want to submit it to the TL contest you should definitly think about good locations for XNT's Don't listen to anyone but Mairou!! Yes, there are a lot of chokes on the map but they have pretty reasonable proportions and also there are sooo many attack paths that Zerg will have plenty options for counter attacks. But yeah, middle expansions are kind of a BW thing and don't really work in SC2 very well.Also if you want to submit it to the TL contest you should definitly think about good locations for XNT's Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg

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