Core Zero
Concept
- One base in each corner of the map. Each 1/4 slice of the map is identical, why it suits for 4 FFA as well as 2vs2. In teamplay, it is left vs right (the only exception to the rule is the absolute centre of the map, where the chokes to the gold expo differs).
- Get the watch tower overlooking your base and surroundings before the enemy does. It spies the edges of your main base and your second natural expansion.
- The map centre is divided in two hotspots, each identical. In the centre of each is a curtain wall
- 1 natural expansion per player. A backdoor, easily defended.
- 1 second expansion per player, connected to your natural with destructible rocks in between. It's choke to the centre has a curtain.
- 2 high yield expos in the map centre.
- 2 extra expos to the middle left and right, easily defended but on low ground and huge ramp entrances.
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Current Issues:
I have recieved critism about how the natural is too easy to defend and good for turtling protoss/terran, which in turn is worse for zerg.
I also got the suggestion to add rocks to the choke between main and natural, to better defend tech buildings.
Are the main paths around the bases still too narrow? Remebmer it's a big map.
Do the size of the map force 2vs2 gameplay to combine defense to the left and right centre platforms, beacuse of the distance between allied bases? Compared to standard 2vs2 map, the distance makes it harder to aid your ally in defending the main ramp.
What do you think?
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Videos: (out of date)
Akidark: Thanks!
Anyone tried this map on EU yet? According to the popular list, I know some has played it except myself.
Detailed and good design. Well done.
Update: I removed the map file now. I need to close it and publish it, if EU bnet server will let me.
Map update: I've increased the width of the ramps and chokes by the map centre, to make the map more appealing for zerg.
How do I unflood a map and what does it do?
The red fog appears on the map for me, but in the editor it disappears when zooming out a lot. Also, I can't export map images with fog displayed, unless I use a 55 degree angle, full size (if I use game size, I can use a slooper curve, but the playable edges of the map are cropped if I do).
Tissu3: Thanks for testign and being awesome yourself :)
See recent changes notes above - siege tanks in main base vs tower platoform shoudl be less of a problem now.
The small destrc debris which only blocks bigger units was a bug but became a feature! Why don't you like them? nerfing zerg?
The black floor doesn't look that natural with smears of white and red on top of it, and I might replace it. I do like that it's black, though.
The main base shouldn't be too easy to turtle, since your natural is a backdoor. The natural is close to the enemy than the main base, as soon as the rock in the choke is destroyed.
I should do somethign about the main path chokes into the centre, to make it easier for zerg. I could make the chokes around the gold wider in the process, which woudl make them easier to attack/defend for zerg.
Wow this map looks awesome, love the placements on those vision blockers, and the wreckages really make the map visually appealing.
Some Notes: Did you un-flood the map? The picture shows the entire map surrounded by redness, but it's gone in the actual map file. Oh and the smaller destructible debris do allow small units (workers, zerglings, etc) to pass through it, is that intentional? The ground texture (the red smears and the white streaks on black floor) looks kinda unnaturally applied. Is that on purpose?
I agree with the map putting zerg at disadvantage (too many chokepoints = hard to surround; middle watch tower impossible for zerg, too many high-grounds). The two layers of destructible debris do make the expansions too easy to defend. The 4 Xel'Naga towers that peek into main bases isn't really too big of deal since players can anticipate it and place buildings carefully. But seige tanks would be a problem; not only can they can hit enemy main base, a terran can also put a tank at the edge of the main base to easily deny any watchtower captures. You can fix the problem by moving the towers slightly away from the main base, maybe 1-2 cells towards the center?
Oh and to be honest, if terran or protoss players really want to turtle, there's nothing you can do to stop them, EXCEPT giant ramps leading into their main base or multiple entrances. But then they'd just end whining about that.
Suggestions: -Widen some potentially high-traffic ramps so zerg can swarm more effectively -Remove the small destructible debris (the ones behind the vents)
Cheers.
Just passing by to tell you the maps looks amazing :) will try it with some friends when beta's up!
Uploaded the latest version of the map and added my current dilemma to the description.
Thanks! Fixed the bugs and updated the map visually. Havn't uploaded the new version yet, though.
I'm planning to make a version of the map with AI to play against, but I may skip it if beta starts soon, IF anyone would join if I create custom game with the map. I hope Blizzard have implemented some filter so you could check for newest melee custom maps in the custom map browser...
Beautiful Map, Well Designed.
MAJOR Bugs: The 3 o'clock and 9 o'clock Expansions need to be expanded by one vertical line, since you cannot build a mining structure (CC/Nexus/Hatch), Minor Bugs: At The High Yield Expansions, one of the Ves. Gas locations restrict closer access to the High Yield Resources, this could be intentional, but thought I'd bring it up just in case it was unintentional.
Cheers to The Amazing Work!
Loving the design of this map. Keep up the good work!