StarCraft® II

DF Fortune Plango

Posts: 204
DF Fortune Plango
Author: SigmaFiE
Dream Forge Mapmaking

Just thought I would share my most recent work that is currently on the HotS server. Version 1.0.
TL Thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=385655

Special Features:
- Harassable naturals with spellcaster dropzone, and a small backdoor
- Harassable thirds from the low ground with siege weapons -- also harass-able from the air
- Xel'Naga Heal pad units (Heals damaged units at 10 HP per second over duration of unit position on pad)

Overview
http://i.imgur.com/QCtN1.jpg

Spelldrop
http://i.imgur.com/MHrnI.jpg
http://i.imgur.com/kQb2n.jpg

Xel'Naga Heal Pads
http://i.imgur.com/dm3MJ.jpg

Third
http://i.imgur.com/NXaKk.jpg
http://i.imgur.com/tfPSS.jpg

Other Third
http://i.imgur.com/zjhzt.jpg
http://i.imgur.com/m4wwW.jpg

Center
http://i.imgur.com/sVA2u.jpg

Bounds: 148 x 120
Textures: Daelaam Ark Plates
Kaldir Ice Cracked
Kaldir Snow Icy
Kaldir Rock
Kaldir Ice Crumbled
Korhal Platform Panels Medium
Kaldir Ice Light
Korhal Platform Small Detail
Korhal Platform Manmade Cliffs
Kaldir Organic Cliffs
Edited by Odysseus on 2/12/2013 6:57 AM PST
Reply Quote
Posts: 82
Really strange 3rd, wonder how it will turn out in HoTS.
Reply Quote
Posts: 204
12/20/2012 07:30 PMPosted by Velo
Really strange 3rd, wonder how it will turn out in HoTS.


It is a lot less strange than you initially think. But it's a lot of fun too!
Reply Quote
Posts: 246
12 bases is too many for 1v1. Really wish people would make maps 10 or even 8.
Reply Quote
Posts: 204
01/24/2013 09:31 PMPosted by SgtSlick
12 bases is too many for 1v1. Really wish people would make maps 10 or even 8.


It is not 12 bases. It is 10 bases and 2 half bases (for a grand total of 11 bases). Additionally, the 2 half bases are highly susceptible to harassment and the initial 3 bases that you would normally get have certain pieces that gives a high mobility attacker increased opportunity.
Reply Quote
Posts: 101
While the "spell drop" zone is interesting, I don't feel like they are especially useful. There is a platform behind LoS blockers just next to them. I don't see how they aid the spell caster in a useful way, any ranged unit could still see the "spell caster," so the LoS blocker backdoor might actually be a better point of access because it provides a better retreat path.

Also, the heal pads are just too... weird. I could see it if they quadrupled the regen for Zerg, and added non-combat flags to the reaper and Protos units, doubling regen. I really think being able to heal that fast in that area is just a hard to balance dynamic. It encourages aggressive play style (something that offsets the ability to go full-on greed mode on this many-based map) and provides positional strength that seems imba. Also, Thors aren't supposed to heal for free.

I like the backdoor concept that you employ, making it hard to really wall off. A Zel'Naga watch tower in the center might scratch that itch for the turtley player, without giving them omniscience. It provides a way to siege up the center ramp (not necessarily good in Tank Wars, but it would be interesting) and probably provides vision of the half bases, but there are still 2 and 2 halves attach paths that need guarding, plus backdoors. The "Blitz" path should be the hardest to take by surprise, if the defender planned. You can still keep the wall in the center too, that would be "better" than a LoS ring.

Blink-Stalker would be interesting with the 3rd's cuddle ring that only lets 2 or 3 stalkers wide run away. There are some cute tank positions, and 3 main paths. If 2 Zerglings fight in the 'Naga pads, does either ever die? Do tanks on the forward ridge of the 3rd hit the gas/minerals of the 4th and 5th of the other guy? could reapers/colossi move onto the highest-ground back wall of the 3rd without using the ramp or being in the LoS of the 3rd? That could force a spotter to lie at the end of that wall in TvT.

Nice map, I'm just very squeamish about the innovations of the storm/fungal/tank drop pads and the heal pads.
Reply Quote
Posts: 204
While the "spell drop" zone is interesting, I don't feel like they are especially useful. There is a platform behind LoS blockers just next to them. I don't see how they aid the spell caster in a useful way, any ranged unit could still see the "spell caster," so the LoS blocker backdoor might actually be a better point of access because it provides a better retreat path.

Also, the heal pads are just too... weird. I could see it if they quadrupled the regen for Zerg, and added non-combat flags to the reaper and Protos units, doubling regen. I really think being able to heal that fast in that area is just a hard to balance dynamic. It encourages aggressive play style (something that offsets the ability to go full-on greed mode on this many-based map) and provides positional strength that seems imba. Also, Thors aren't supposed to heal for free.

There are some cute tank positions, and 3 main paths. If 2 Zerglings fight in the 'Naga pads, does either ever die? Do tanks on the forward ridge of the 3rd hit the gas/minerals of the 4th and 5th of the other guy? could reapers/colossi move onto the highest-ground back wall of the 3rd without using the ramp or being in the LoS of the 3rd? That could force a spotter to lie at the end of that wall in TvT.

Nice map, I'm just very squeamish about the innovations of the storm/fungal/tank drop pads and the heal pads.


Spell Caster Drop Zone
There is a reason it is there as opposed to just letting a person use the backdoor, and that is you can hide small spellcasters there (such as a ghost) and in order to attack w/ them they must be DIRECTLY in front of the terrain "crack" and become visible/attackable. Secondly, the range from that position is limited to only the resource line and the nexus/hatch/cc. Now, the backdoor presents a secondary option, but again it is limited in its range and vision while behind the LOS blockers to the northern/southern halves of the naturals, and to get the full attack you have to come out of hiding with that unit. By having both, players have a choice of how they wish to attack. For instance, a smart player might do 1/2/3 attack wherein they drop spellcaster behind LOS blocks and move in to drop a second spellcaster in the drop pod. 1 attacks and/or gets denied (waste of scan/dettection), second attacks natural and simultaneously an attack into the main w/ remainder of drop can occurr from the same side and also from the other side flying over the third. Complex movement? Yes, awesome result possible? Absolutely. Great defender's possibility too.

Heal Shrine
These are weird, I agree. But I wanted to try them out. This map is definitely an aggressive one purposefully and I think the heal pads will make for some interesting micro opportunities.

Terrain (tanks, reapers, etc. . .)
The back wall of the third is NOT pathable. No reaper access there, no collosi access. The pod just in front of the third IS pathable though. Tanks can sit JUST below the ramp to the third and hit the nearest geyser (1, maybe 2 at max). Tanks on the highground of that same area CANNOT hit the other player's bases. General rule of thumb -- if it has doodads (stuff) on it, it is not pathable.
Reply Quote
Posts: 540
wow perfect map blizzard please add this
Reply Quote
Posts: 17
Awesome map... But maybe trash the heal pads
Edited by neurotoxin on 3/9/2013 7:39 PM PST
Reply Quote
Posts: 204
Just letting people know that this and other DF maps are being uploaded to the live HotS client this week. We are actively working to get all of our previously released works published to all servers.
Reply Quote
Posts: 204
This map now available on ALL servers. :D Cheers!
Reply Quote

Please report any Code of Conduct violations, including:

Threats of violence. We take these seriously and will alert the proper authorities.

Posts containing personal information about other players. This includes physical addresses, e-mail addresses, phone numbers, and inappropriate photos and/or videos.

Harassing or discriminatory language. This will not be tolerated.

Forums Code of Conduct

Report Post # written by

Reason
Explain (256 characters max)

Reported!

[Close]