Staredit Network

Staredit Network -> Melee Production & Showcase -> Ode to Legend
Report, edit, etc...Posted by Staredit.Net Essence on 2005-03-28 at 19:56:35
I realize that this looks like Neo Forbidden Zone, but it isn't really the same.

You may need to refresh the picture to see the new version, but I might have posted here after I had already changed it.

user posted image

Map: Ode to Legend

This is my second map. Please give comments after looking it over.

You can find this map and the updated Azure Glory if you click on
this link. Click on each picture to download each map.

I hope all of the links are right, if not I'll change them as soon as possible.
Report, edit, etc...Posted by Yenku on 2005-03-28 at 20:02:11
Hmmm, I have never seen Neo Forbidden Zone, but I'll take your word for it.

This map is good. It seems easy for zerg to take out workers really easily from the main early on. I like this map though. There are no real problems that i see.
I don't see any doodads, you may consider adding some.

BTW, you did a good job making a pretty map!
Report, edit, etc...Posted by Staredit.Net Essence on 2005-03-28 at 20:06:44
Thanks! smile.gif

You can view NFZ here.
Report, edit, etc...Posted by Yenku on 2005-03-28 at 20:09:48
No they are not alike at all. That makes me feel better that you didn't copy a map.
Again, good job, i forgot a grade, howabout... 8/10?
Report, edit, etc...Posted by Staredit.Net Essence on 2005-03-28 at 20:12:02
Thank you!

By the way, I didn't put doodads because I wanted a completely clear path. Where would I put them that wouldn't change up the map?
Report, edit, etc...Posted by Yenku on 2005-03-28 at 20:14:57
Without changing the map? Easy, on each patch of white or black panels that are in the U. But you dont have to, it was just a suggestion. Is this the first map you posted on Staredit?
Report, edit, etc...Posted by Staredit.Net Essence on 2005-03-28 at 20:20:49
That would make it slightly easier to push, though, which is not what I want. However, it is a very good suggestion. smile.gif



To answer your question: nope, I also posted Azure Glory, which as I said in the original post is updated (taking the imfamous Bill's advice!). Follow the link and you can see both pictures (scroll down).

ADDITION:
Azure Glory isn't done though, I still have to even some of the sizes out.
Report, edit, etc...Posted by Yenku on 2005-03-28 at 20:43:25
Oh, yea, now i remember the map did yousubmit it yet?
Report, edit, etc...Posted by Staredit.Net Essence on 2005-03-28 at 20:45:08
You mean to SE? Nope. I will when I finish it though, as with this map (if it is deemed good enough).
Report, edit, etc...Posted by bajadulce on 2005-03-29 at 01:49:04
NOTE: the following comments are in reference to Azure Glory the lower map... my mistake.

I like your map. Definitely a heated battle in the center! nice balance. just the right amount of mineral w/gas minerals only for a 2 player game.

Maybe the only thing I might suggest is moving the start locations a bit farther back towards corners?

This would allow buildings to be built mostly towards front. In your map looks like buildings will have to eventually go behind start location. Units trained back there will have to negotiate thru workers etc?
Report, edit, etc...Posted by bajadulce on 2005-03-29 at 13:20:32
I just read another topic of yours "Azure Glory" and realized "Ode" is actually the upper map. It looked so much like neo-forbidden that I figured the bottom map was Ode and that the top was simply a reference to "forbidden" map. So my comments about the start locations wouldn't make any sense as they are in reference to "Glory".
Report, edit, etc...Posted by Staredit.Net Essence on 2005-03-29 at 13:26:57
QUOTE(bajadulce @ Mar 29 2005, 01:49 AM)
I like your map.  Definitely a heated battle in the center! nice balance. just the right amount of mineral w/gas minerals only for a 2 player game.

Maybe the only thing I might suggest is moving the start locations a bit farther back towards corners?

This would allow buildings to be built mostly towards front.  In your map looks like buildings will have to eventually go behind start location.  Units trained back there will have to negotiate thru workers etc?
[right][snapback]175182[/snapback][/right]


EDIT: These comments were made thinking you were talking about Ode to Legend.

I have a spcae there for drops. I can't move the main next to the corner, because I want some open space away from the natural. Imagine if the base was next to the natural... things would be too crowded (and possible to easy to defend from air). The way it is now several units can be dropped behind main's minerals, and the mains aren't toooo close.
Report, edit, etc...Posted by Yenku on 2005-03-29 at 15:21:05
After thinking about it for a bit, i think that it would be better to keep the start locations there. I dont feel like explaining, but if you would like to hear just say so and i will respond in a later post. im tired and dont feel like typing now.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-03-29 at 19:17:48
lol don't do anything if you don't want to

ADDITION:
OHHHH, I thought baj was talking about Ode to Legend. Well, I have the start locations there so zerg can build a sunken wall that defends their main + nat.
Report, edit, etc...Posted by mobomojo on 2005-03-29 at 20:58:46
The hexagon and general placement of the minerals around the perimeter DOES bear a striking resembalance to NFZ.

And do I count THREE gas nodes down each side of the map? Thats an awful lot of gas for a map that appears to have a rather straightforward route. This means people can easily push and expand at the same time.

We'll see long games, or lots of air-to-air battles and drops.
Report, edit, etc...Posted by bajadulce on 2005-03-30 at 01:55:06
Ok I'm looking at the right map now. I like the long route curled between the two bases. This works better than say a long narrow map.
In this map "quick" air is a definite threat due to closeness and adds a lot of suspense. A curved route, as opposed to a linear one, prevents a complete ground and air block. Dropships/air units can penetrate from anywhere not just along the route.
While I like to see a lot of flanking w/ open maps, I myself have a hard time microing this simple techinique. To flank here is gonna require some extra good micro skillz w/ drops. I would enjoy seeing some good players pull this off! I guess tho if you managed to get an army to the backside of enemy's, why would you bother "flanking"? just head for the mains to do more damage?


Definitely a map I will play. I wish I had a decent internet connection tho:( . I really miss playing 1v1 games a lot. I'll try it out against an Ai, but it really can't compare to a "real" game.
Report, edit, etc...Posted by warhammer40000 on 2005-03-30 at 02:07:43
I didnt get to loook at this till now. But i like the layout and i dont see any uneveness... That looks like a fun map. Usually the Space terrain makes me wanna puke! GJ! happy.gif

I like it without doodads right now...
Report, edit, etc...Posted by Staredit.Net Essence on 2005-03-30 at 02:13:41
mob: I made the hexagon so that 10 turrets can fit on either side of it (after making an arbitrarily sized main). The expos are at the top and bottom of the hexagon, which unfortunately happens to line up with the full-blown expos on nfz. Also, if it creates a full hexagon than you should refresh your page, because I removed the decorative top part.

Tthe path to the other base is loooooooong, so if you push vs protoss they will take their expos and the island. That is enough gas to do anything they want, and the entire path is susceptible to air attacks coming fom the middle.
Report, edit, etc...Posted by warhammer40000 on 2005-03-30 at 11:11:13
You wont survive in this map if you have ground and the foe has air. Unless ur fighting a newb. happy.gif

But if your really good the map could be a VERY long battle and u could have a base tug of war. If you know what i mean.
Report, edit, etc...Posted by BeeR_KeG on 2005-03-30 at 11:31:39
I like the map. The middle expansion has plenty of minerals making it very important, but it's also very big and thus it's hard to defend and easy to attack.

Muta harassment would be a big advantage for zerg, given the proximity of both mains and minerals facing each other. But also a good player will know about this and place turrets/cannons in that direction.

If this were an average TvP game, it would take a very long time because of that U. Both players would start to take expansion after expansion until they get to the bottom middle area. Then they would keep going at it in that space, soncentrating untis there.

A good player will attempt to grab an expansion as close to the other player as possible and heavily defend that. After defending it, the player will start taking all expansions that are available. He/She will also take the middle expansion given that the other player is struggling to break through and you know you have more resources than him so if he attempts to get the middle you know that he won't be able to defend very much by land.

Good map.
Report, edit, etc...Posted by warhammer40000 on 2005-03-30 at 11:34:26
Thats what i ment. Mine was just 1 sentence long. mellow.gif happy.gif
Report, edit, etc...Posted by Staredit.Net Essence on 2005-03-30 at 18:59:58
Thanks for the compliments.

I think that the most exciting matchup on this map is pvt. But maybe that is becuase those are the two races that I play best. tongue.gif
Report, edit, etc...Posted by bajadulce on 2005-03-31 at 00:30:30
Ok I just played about 3 games on this map! here is replay http://www.staredit.net/index.php?showtopic=13208

I really like this map, but have a few mixed feelings. I like the idea of a long long way to enemy via the curved path (In essence the route is like 300+ pixels! 128 down, 100 or so across, and then 128 back up; ground travel) Definitely not a "rush" map! Maybe Terran could float a rax? but that would be "seen" anyways. In the game I played, my scout took forever to reach enemy camp. So the opening build orders are kinda a crap shoot as to what's going on w/ your enemy and a bit exciting wondering what's going on.

My only frustration was the inability to build in the corridor between the 2 expansions. If you watch replay you'll see me struggling to find places to put gates. Which maybe is a good thing? biggrin.gif I know you've said your idea was to limit Terran from pushing. When I played this map I decided I would concentrate on the "ground" force and see what happens. Surely I'm not supposed to only build in main? That's a long way to travel. I probably wouldn't even bother. Just go Air.

Maybe leave the unbuildable terrain at the corner at bottom of hex to stop a push, but give players ability to build in corridor between the 2 expos?

Very nice map tho.

The 1st replay shows how devestating an air attack can be and how hard it is to scout the "air attack" coming.
Report, edit, etc...Posted by BeeR_KeG on 2005-03-31 at 10:54:55
You can't really scout the air attack unless you have air yourself. Most of those units will be waiting in the space terrain.

Also this gives me a good strategy with Terran.

Instead of lifting your barracks right accros the middle of his base, fly it right below it and land in the very top right corner(or top left) and he won't be able to see it because he probably doesn't have any units there. If you can pull this off, keep building rines/bats/medics out of there and then make an attack with other untis through his main entrance. When he moves all his forces to attack you move those rins/bats/medics and kill as many structures/peons as you can.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-03-31 at 14:37:18
The only places you can really build are in each main, on the island, and at the bottom of the map. If you could build all along the path, terran would be able to push too easily.

It is hard to scout on this map, though not as hard as on an island map because you can use a scouting peon.
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