trooper
Apr 28 2009, 03:49 AM
Hey everyone this is trooper bringing you my latest map the young and the old, this map i wanted to do something along the lines of nastymarines Ridge2Ridge, and sin chupung ryung sorta any ways. Here is main break down. Ok right off bat solve some Questions, The squares of jungle i just used to help place start locations and its way far from being done. I just made it playable so i dont get messages saying thats its not playable. I'm just wondering if you like the concept or not? imalanced? Improvments? Help on Natural and Min Only Expo?
virLudens
Apr 28 2009, 01:10 PM
the middle expos look tankable. I'm not sure if that's good or bad though.
While I like the cliffs, the S design looks a bit artificial. Maybe change the colour of that?
4ristotle
Apr 28 2009, 08:47 PM
Nice, elegant design. A few issues, though:
the mineral layouts for the expansions in the middle are significantly different. Why?
The naturals look tankable, if you have sight. Are they? Is it only a few patches? is it supposed to be that way?
The natural on the left looks a little more easily defensible against muta harass than the one on the right.
The minonly on the right side is a lot farther from the cliff. I'm pretty sure that makes it easier to avoid HT drops (at least at a higher level of play, but harder to fend off mutas (though I understand the mutas won't be a large concern). Why isn't it moved back a tile or two?
It looks like turtling would be a decent strategy on this map... A terran spawning at 7 could easily hold the ridge at the top of the map and the choke leading to the middle, holding all the expansions on the left side of the map. The choke is also buildable. I think this would be the big balance issue on the map. Maybe open up the choke a little bit, and add a bit of rocky ground or something there to make defending it a little harder. With this in mind and also the tank issue, I would say T>P and T>Z, but I'm not sure about P<>Z balance. It's probably still P>Z because of the tight chokes.
funnybananaman
Apr 29 2009, 01:07 AM
i like this map a lot, and the abrupt up/down ramps like in heartbreak ridge are a nice touch. one thing, might be a bit imba for T against P cause it seems like you could get and hold 3 bases and the min only fairly easily. but no map is perfectly balanced, so i wouldn't say thats really a problem, just something i noticed.
ACE_LiGhT
Apr 30 2009, 11:10 PM
nice job. it looks like a simplified heartbreak ridge. looks a little imba for terran though; they can turtle 3 base and when they push out, they can tank the natural of the protoss.
Mystlord
May 1 2009, 01:46 AM
First of all, I would advise you to ignore the advice of these people that the natural looks tankable. If the game actually does get to the point where the Terran is parked right outside the natural in that location against any race, the game is most likely over or it will be over very quickly.
However, the mutalisk harass thing is very valid. There isn't enough space behind the minerals in the natural to set up turrets.
Normally, the mineral only isn't a problem (for example, Andromeda and Medusa), but in this case, it is because the Terran can get a fourth base and third gas very easily. To counter, Protoss has no real options for another protected expansion. That's the main problem with your map design. You can try to remove the mineral only and rework the terrain in the area, or you can try to work around the protected fourth problem another way.
neobowman
May 1 2009, 12:43 PM
Might I add, the map is very linear. In pvt, the Terran can just put spider mines on both side paths when they're pushing and know that a flank is coming and prepare accordingly. Also, because your mains are so big, you don't have to include the unbuildable cliffs on their sides. The map is rather standard and boring. How bout not putting the unbuildable cliffs behind every expansion so that you can have some good harassment opportunities. Interesting concept nonetheless.
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