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Freakling | | | The mains look really small and awkward.
Why put in a middle expo to then make it unusable with a Khaydarin? | PhilipJayFry | | | Hello Freakling,
thanks for your feedback.
"The mains look really small [...]":
1) I've checked 8 and 11 o'clock by putting Terran buildings in it with a normal turret ring around it. I could fit in: 24 depots (with CC this is 202 supply), 3 facs with addon and 8 additional ones without addon, 6 turrets equally distributed around the water edges, 2 armories, 1 academy, 1 barracks, 1 engineering bay, 1 starport with addon, 1 science facility. You need a proper sim city, but it fits. this equals a late game terran base, which needs at least 3 gas mains to pay for all the stuff. On this map, if you have a 3rd gas, you also have a second main, which gives you additional space for all the stuff that I just mentioned.
2) making the main bigger would mean to move the naturals more to the center, which would put them too close to each other. you could then tank-shot from one nat to the other, which is an anti-feature in my eyes (and something that I hate about e.g. Hunters).
3) another option to give more space would be to make the water-lines on the edges thinner. but this would make it possible to shoot from one base to the other with siege-tanks. that's another anti-feature that I hate about e.g. Hunters, so I wanted to avoid that.
"[...] and awkward.":
can you explain that more? For me, it is perfectly fine. enough space around the main building and a "main area" where you can put most of the production facilities. Keep in mind that you have to squeeze 8 mains on 128x128. You don't have the luxury of a standard 4 player map where you can make round shaped mains.
"Why put in a middle expo to then make it unusable with a Khaydarin?":
yeah I fucked that one up. :D Didn't know it's indestructible when playing. I can exchange it for a Terran reactor or something. The main idea behind it was that you can't take this base in early game. But I guess this won't happen anyways, so I can remove any obstacle there and keep it empty. Will remove that part and update it.
As a last note: this map is of course considered for 3v3 and 4v4 games. Else, it makes no sense to make an 8 player map in the first place. :D | PhilipJayFry | | | After playtesting, I got some feedback concerning the playstyle.
Therefore I made few changes:
- Middle is now high-ground island expo with 4x Protoss Stasis Cells; This way, the expo can only be taken in mid-/late-game and terran cannot float e.g. a factory for tanks there.
- added highground walls in front of all natural chokes so paths get split.
- made the natural chokes unbuildable so nobody can fully block the entrences there
- moved the minerals of the naturals more to the center and moved the walls dividing natural and main ca. 2 tiles to the natural (increasing main size a bit)
- increased mineral count from 9 to 10 in the main, and from 8 to 9 in the natural
- increased resources count for minerals in mains and center from 1500 to 2500, and gas from 5000 to 8000; naturals are still 1500 minerals and 5000 gas.
Played few games today with these changes and it was much more fun! :) I'll upload the replays here.
Any constructive feedback is welcome! | JungleTerrain | | | Your name always makes me think of futurama | dabman | | | This is a great map. I would suggest making the expansion choke one tile wider and a little more buildable. As it is, I think terran have a big disadvantage, and for protoss its a breeze to close it off early as the main choke is just as open and cannons will be about as effective at either place. I think it would also be interesting to create a middle variation, having that space more variable in the middle could lead to some cool middle battles. See Antihunters for ideas, it's hard to beat how successful it is! |
| Replays
- - Fry; RedW4rri0r; 2Dex vs (other, 1.16) - - Fry; RedW4rri0r; 2Dex vs (other, 1.15) - - Fry; RedW4rri0r; 2Dex vs (other, 1.16) - - Fry; RedW4rri0r; 2Dex vs (other, 1.16)
Upload replay for this map |