Nice work MisterAnderson, looks interesting and fair. I dont know much about map design, so take this suggestion with a grain of salt. I would add one more mineral vein in the starting expansion, that is if the 4 corners are all starting off locations.MisterAnderson said:I've been working on my 2v2/1v1 map "Lotus Prime" tirelessly. It's finally almost done. I've spent WAY too much time doing texture work. My anal self wanted to not make the textures symmetrical across the entire level, so I actually textured the whole thing by hand. Hopefully it will come through as a polished level as a result. At least I learned some neat texturing tricks in the process though so I'm glad that I did. I think the evolution of this map is kind of neat, so I'll post the links to the older versions so you can see the process it has went through.
Version 1:
http://i41.tinypic.com/2u8hx04.jpg
Version 2:
http://i40.tinypic.com/2v2jxtw.jpg
Version 3:
http://i41.tinypic.com/16icidz.jpg
Current:
Like I said, I've spent way too much time on this level :lol Hopefully it ends up being fun to play. Through my tests with the (shitty) AI it feels like it will be a good map, but won't know for sure until I test it out (COME ON BLIZZARD).
8v/2g is the norm.Zertez said:Nice work MisterAnderson, looks interesting and fair. I dont know much about map design, so take this suggestion with a grain of salt. I would add one more mineral vein in the starting expansion, that is if the 4 corners are all starting off locations.
rhfb said:8v/2g is the norm.
Only thing I don't see is an easy way for reapers to hop up into your mineral line.Not that I wouldn't mind if there was none :lol
Yeah it is the norm, but it is one way to help set this map apart a little. It seems most maps are fairly generic when it comes to resources and follow exactly the same pattern. I know it is what people are used to, but half the fun for me is trying maps that require me to adjust strategies used for old maps. Maybe Im in the minority, but I hope more maps try new things.rhfb said:8v/2g is the norm.
Only thing I don't see is an easy way for reapers to hop up into your mineral line.Not that I wouldn't mind if there was none :lol
I have to admit its pretty pitiful. THInking of joining the Penny arcade starcrafters :lolMr Cola said:Theres no way US gaf night can compare to EU gaf night
You guys dont even have hats :lol
valenti said:I have to admit its pretty pitiful. THInking of joining the Penny arcade starcrafters :lol
valenti said:Guys mention your char.id we gonna start a gaf night. Whisper valenti.valenti
I dunno what that is. Please enlighten me?snack said:Has anyone tried that Resident Evil UMS game yet?
Haha look at you, mr Allstar starcraft player all of a suddenMr Cola said:ffa with rainy, msv, and knives i came 2nd first
thats my story and im sticking with it
http://www.youtube.com/watch?v=n3dNQbYWZ80Str0ngStyle said:I dunno what that is. Please enlighten me?
Corran Horn said:
http://www.sc2mapster.com/maps/resident-overmind/Instro said:Wow, cool custom game already. Where can that be downloaded?
Mr Cola said:Theres no way US gaf night can compare to EU gaf night
You guys dont even have hats :lol
I'm a ladder addictfanboi said:Yeah, GAF nights are the best... haven't played a ladder game in... since the reset.
fanboi said:^ that was very very bad formating and very very very hard to read
1) Comparing to chess... no no no no NO.
2) T1 units is the backbone in your army, but the higher tier units is the one that shift the favors of winning the battle.
Example: You have hydra/lings/roaches... he comes with marauders and seige tanks... then in the back you have Brood Lords... they destroy everything.
in all games I have played its have been a must to move to T2-T3.
ahoyhoy said:In all the games I've played, massing Marauders or Stalker is really all you need. If you put adequate pressure on the opponent, you can either cripple their economy or force them to counter your Marauders with Tier 1. They will never have an opportunity to get to air, so you don't have to worry about that. Siege Tanks are a waste of time, and there is no way a Terran player will ever let you get Brood Lords.
Have you tried 5-6 gateways -> warpgates -> stalker spam (with zealots mixed in as well)? Eventually getting immortals/colossi? At least I've had some success with that method (only in silver though, probably wouldn't be too effective in gold/plat) Include a few phoenix units to pick up some marauders and/or deal with air units.LaneDS said:Looking for 1v1 PvT advice... I still lose the majority of my matches 1v1 against Terran to early pushes. I almost always build for an early stalker to prevent an early reaper (which just about always appears), and then I get raped by mass marauders before I can get colossi up.
Not having much of a problem against Zerg or Protoss players, but when I see Terran as my opponent, I sigh. Any advice?
LaneDS said:Looking for 1v1 PvT advice... I still lose the majority of my matches 1v1 against Terran to early pushes. I almost always build for an early stalker to prevent an early reaper (which just about always appears), and then I get raped by mass marauders before I can get colossi up.
Not having much of a problem against Zerg or Protoss players, but when I see Terran as my opponent, I sigh. Any advice?
fanboi said:I have a replay for you! me vs Won where I as a zerg player is having map control and keep a contain for him (he is terran), and shift the battle when I get broods.
And how would a terran stop you from not getting broods when it is end game?
EDIT: Seige tanks waste of time? I don't think so, but I don't play so much as terran... but they are great for keeping one contained etc
ahoyhoy said:That's exactly what I'm talking about. Protoss and Zerg players are never in a position to advance to Tier 2, especially against Terran, while Terran has no need to with Marines and Marauders at their side.
Marauders prevent you from ever reaching Tier 2. They put enough pressure on you so early that you can't spare any resources in order to tech up. You get stuck in Tier 1 massing Lings/Banelings while he keeps sending more Marauders at you. Even if you get a Mutalisk out, a few marines make short work of it.
Edit: Here's my rant on Marauders:
Marauders are an overall excellent unit that not only dominate Tier 1 ground-based forces, they control the fate of the game and ensure that even the best-laid defense is of no consequence. While they are indeed vulnerable to air, most games will come to an end at the hand of Marauders before that issue even comes into play. Thus, my proposed solution will limit the Marauder effectiveness in the short term while hopefully keeping them somewhat more relevant in the long-term.
First, if Marauder is indeed a "anti-armor" unit, then naturally they should do less damage against light units while doing a significantly greater amount of damage to armored units. While Marines should be dominating the ground range for Terran and be the best jack-of-all-trades in Tier 1, they are instantly usurped by their older brother, who does an almost equal amount of damage against light at the same mineral cost, yet has over double the amount of health. My solution calls for a reduction of the Marauder "normal" damage to 6, while increasing the bonus damage against armor units to 12. That way, the Marauder can still hold their own against other Tier 1 units (especially with their Concussive Shells), while still able to pose a threat to Tier 1 armored units or Tier 2 ground armor. Zerg and Protoss players will once again have an incentive to build Zerglings and Zealots that can potentially overwhelm a solely Marauder force of equal size, economics-wise.
Secondly, though Marauders are indeed slower than the other Tier 1 Terran units, they're relatively decent speed, with or without stim-packs, pose a significant threat to Tier 2 armored units that rely on range, specifically the Siege Tank, the Thor, the Roach, the Ultralisk, the Colossus and the Immortal. Against these units, a sizable group of Marauders can move into their range limit (or out of their opponents in the case of the Siege Tank) without much issue. For Tier 2 to be remotely effective against mass Marauders, their speed should be slightly reduced to give these Tier 2 units a chance to dwindle their armor. While Marauders will still prove effective in their role as anti-armor when part of a group complimented by other units, their sheer numbers alone wouldn't stand a chance against Siege-mode Siege Tanks or Immortals with increased shields.
Third, make Marauders a light unit. It is almost laughable that a unit would naturally be adapt at countering itself. Terran players often find themselves massing Marauders to counter the Marauders of their opponent, as they are the only armored unit that happens to be adept against armored units. Making Marauders light, but maintaining their high level of health would not only provide Marines, Zerglings, and Zealots a fighting chance against them, it will also motivate Terran to build something aside from Marauders, such as Reapers, creating a more naturally diverse force.
rhfb said:Have you tried 5-6 gateways -> warpgates -> stalker spam (with zealots mixed in as well)? Eventually getting immortals/colossi? At least I've had some success with that method (only in silver though, probably wouldn't be too effective in gold/plat) Include a few phoenix units to pick up some marauders and/or deal with air units.
ahoyhoy said:Edit: Here's my rant on Marauders:
I'm hearing July 27th retail release from giantbomb news feed
fanboi said:Some of your points I agree, but not that they set the fate of the game... As a zerg player I have much much harder times against prot timing push.
You will be able to reach T2 units quite easily, if you keep the rule (as zerg) one more exp then the opponent.
Also, lets count: Maruder 100/25 cost, so on one maruder you can have 4 lings (with no gas cost) or 1.3 roaches (also remember as a zerg you should have more income per min so you should be able to mass more units).
ahoyhoy said:I was a heavy Zerg player in SC1, and I've been thinking about switching to Terran only because they do macro much better than Zerg in SC2 for some reason, but that's not the point.
Marauders have an ultimate advantage over Lings and Lots thanks to Concussive shells and the natural supply depot wall. You can't put pressure on them, but they can put pressure on you (and your expansion) if you don't keep up with their output. If you try and fight them in the open, they will kite you into oblivion then eventually march on your base.
Surreal said:http://www.youtube.com/watch?v=N5a8QVuYTpU
I was watching this cast by Husky and I just lost it when he said, "and this guy is doing some kind of slow motion Queen rush." :lol
Also, love the base in the base. It's funny stuff like this that keeps me coming back to casts.
ahoyhoy said:I was a heavy Zerg player in SC1, and I've been thinking about switching to Terran only because they do macro much better than Zerg in SC2 for some reason, but that's not the point.
Marauders have an ultimate advantage over Lings and Lots thanks to Concussive shells and the natural supply depot wall. You can't put pressure on them, but they can put pressure on you (and your expansion) if you don't keep up with their output. If you try and fight them in the open, they will kite you into oblivion then eventually march on your base.
ChronicleX said:If anyone as Protoss is having problems vs Terrans try rushing Dark Templars and warping them in the back. Most of the time you can take out their entire eco in 1 blow with 2-4 of them.