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Last update for (4)GOOD NIGHT 1 : 2022, 10, 10 06:45
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
5300 (4)GOOD NIGHT 1 128*128Hyojin0.4leagueground

The map has been rated 83 times and got a total of 30 points
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Comments:   GMCS (0 elements)


CrystalDrag
NOTE: THIS MAP VERSION IS NO LONGER THE SAME VERSION 1.31 USED IN ASL SEASON 12 AND LADDER SEASON 10.
▶ 1.31 → 1.32

-Terran Comsat induced mining bug has been fixed for 11 o'clock.

-Terrain outside of the natural now has space for a few missile turrets.

-Terrain error under mineral patch of 6 o'clock has been fixed.

---

▶ 1.3 → 1.31 변경 사항

- 지형 및 장식물 수정


▶ 1.29 → 1.3 변경 사항

- 모든 앞마당 미네랄 배치 변경

- 지형 및 장식물 수정


Name: GOOD NIGHT 1.29
Players: Four(4)1, 5, 7, 11
Size: 128x128
Tileset: Space
Creator: CrystalDrag(Hyojin)

:arrow_forward: Resources
Main Base: 9x1500 + 1x5000
Side Yard: 7x1500 + 1x5000
Mineral Front Yard: 6x1500
"3rd Gas" Multi: 7x1500 + 1x5000
Center: 6x1500 + 2x5000

:arrow_forward: Concept
This map is based around the dreamcatcher symbol in the middle of the map, with high ground platforms revolving around the center.
The shortest pathing between main bases follows the outer eight platform ring.
The terrain elevations get progressively higher towards the mains and the gas expansions, so there is great defender advantage.

:arrow_forward: Features
-Main and natural setup are standard; intuitive to wallin.
-Scouting units will follow the outer ring around center of map.
-Larger armies have multiple avenues of pathing towards the opponent.

:arrow_forward: Player Notes
-Unbuildable Area:
-- Outside of natural is completely unbuildable.
-- Mineral Only is completely buildable, up to the narrow choke leading to center.
-- Outside of natural ramp is buildable at decorated low platform sections, and inside the dreamcatcher's star.
-- Outside of gas expansion is semi-buildable for turret, but not for proxy barrack/gateway.

:arrow_forward: Rushing Distance
Ramp to ramp:
-- Horizontal: 31s
-- Vertical: 32s
-- Cross Spawn: 40s

modified by CrystalDrag
modified by CrystalDrag
JungleTerrain
I like it, simple concept and good execution.

Not a fan of the horizontal pipe decoration but maybe it doesn't look too bad ingame

modified by CrystalDrag
CrystalDrag
Im not a fan of it either
Freakling
Why did you use it then?
JungleTerrain
Maybe he thought it wouldn’t be that bad but then regrets it? I’ve done the same lol
Freakling
I like them *shrug*.
sTY_leZerG-eX
I like the star ⭐️
JungleTerrain
Change log?
JungleTerrain
Change log?
CrystalDrag
v 1.2
Decoration
ramp tile changes
slight adjustment of blue nat choke

v 1.24
Natural mineral lines have been moved towards the cliff for 1 tile.
5 and 11 high ground cliff (between the ramp and edge of the map) have been pushed inwards by 1 tile
Some mineral and gas debugging

v 1.25
Some mineral and gas debugging

v 1.25999
NW and NE Mains now have 2 tile gap between edge of map and geyser
Swapped tile for the northern edge of SE for better visuals

Adjusted natural mineral lines to have turrets behind mineral line
Adjusted natural geyser to be against the edge of the map.
Reduce natural mineral count 8 -> 7
Replaced doodads contributing to NW and SE natural choke to terrain to mitigate units getting stuck.

Added decoration to the mineral onlies.
2 Pylons will block vultures along the cliff at the mineral onlies.

Reduced the size of 3 and 9 thirds slightly.
Tile indications for two pylon wall added to the thirds.

Deleted ursadon.

v 1.261
Adjusted terrain so scouting goes through the third's platform

v 1.28
Added Ursadon back as a hallucination.
Corners of main bases have been trimmed.
Mineral lines for 2 and 8 adjusted to accommodate a zealot (same as 11 and 5)
As many Reaver debugging possible done.
modified by CrystalDrag
Ajt!
Your comment hmm pretty cool
JungleTerrain
You hijacked my comment!
jamssi
I like this a lot. Those little details bleding high ground and space looks so good. I like the effort.
CrystalDrag
v 1.32 Changes in OP.
Overall lookback on GOOD NIGHT, as the time of the ladder is at an end.

Time of Screenshot is 9th of October 2022.


TvZ overall pretty balanced.
There might be some issue for Terran pushing up a reinforced third by sunken colonies and lurkers. Thirds are left unchanged because 1.) a huge area is siege-able from the middle ground and 2.) being on the middle elevation is more protected from flanks with height advantage.

PvT overall pretty balanced.
Some additional buildable terrain for missile turrets outside the natural to help T, but not enough to create supply depot walls. Unbuildable area left unchanged, to prevent building supply depot walls along elevation changes.

ZvP D:
Most obvious issue in this matchup is Protoss securing a third geyser.

One solution to TvZ and PvZ could be adding a reduced geyser (2000?) to the mineral only. It may help TvZ to produce a few extra siege tanks to apply pressure and expand, and would give Protoss a temporary geyser to tech to high templar to be able to secure third expansions. Z would likely skip this reduced geyser still due to the lack of choke, but might be expanded to for hydra builds (May have to reduce a mineral field to 744?). TvP impact is average for both?

However, overall the statistics is decently balanced that reduced geysers will not be added (Yet?)

modified by CrystalDrag


  
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