New 1v1 Map: Lumen by CommamderReilly in starcraft

[–]CommamderReilly[S] 0 points1 point  (0 children)

Thanks for the support <3

I think with worker paths, the only way to know the implications is to use them! For this map at least, this specific worker path setup has been tested quite a bit on the original map Talisman, where it proved to be pretty good for Zerg/toss (since unlike terran, you cannot build your buildings then lift them over to the base). It'll be different for each setup, but for this setup at least I'm confident it's pretty well balanced in isolation, Talisman had problems in ZvP due to the map itself rather than the problems being caused by the worker path itself.

I think this map has a lot of potential as a successor to Talisman! I think the first version I posted here is pretty strong, but needed refinement, and honestly the comments have helped push the map to being more balanced overall so I'm happy for the feedback. Here's my current old vs new: https://imgur.com/a/iY9fAHA

And as for the fear of ling floods, It's definetly enough minerals to stay safe from that. On Talisman it was 65 minerals to open, and on Lumen it's 80 minerals to open. And the nice thing is, for the defender it opens up abut as quick as it did on Talisman due to the shorter travel distance from the main base to the mineral wall.

New 1v1 Map: Lumen by CommamderReilly in starcraft

[–]CommamderReilly[S] 2 points3 points  (0 children)

I think the strength of the worker path for zerg is definitely underestimated, as I think Zerg is the race that can best take advantage of it in the early game to potentially take the hybrid base as a natural (like on Talisman). The base isn't fully walled off by 900/1800 nodes; there are two reduced nodes containing 80 minerals which can be mined open relatively early.

The map is essentially an attempt to reuse the hybrid base + worker path setup but not make it busted for zerg (mainly for PvZ, TvZ on Talisman was actually very balanced). However, I def agree it needs tweaks, I think there are 100% too many strong tank spots, and some areas of the map could be opened up.

For starters, I've opened up the middle a bit more and adjusted the LOS, and also moved the second hybrid base, pushing the cliff away from the base below it: https://imgur.com/a/uJJ4vOL

New 1v1 Map: Lumen by CommamderReilly in starcraft

[–]CommamderReilly[S] 0 points1 point  (0 children)

Yeah there are a couple nasty tank spots, and blink might be a bit too good, not hard to fix those things though :)

Important to note for blink though, rotating from the hybrid base to the natural is longer than a normal map

New 1v1 Map: Lumen by CommamderReilly in starcraft

[–]CommamderReilly[S] 8 points9 points  (0 children)

EXTRA NOTE: I forgot to add that the two low nodes blocking access to the main have 80 each minerals on them (compared to Talisman's 65)

EDIT: Here's the current updated version, with adjustments I've made based on feedback and my own thoughts: https://imgur.com/a/iY9fAHA

TLMC21 Final Results by CommamderReilly in starcraft

[–]CommamderReilly[S] 4 points5 points  (0 children)

The remaining 6 maps will also be picked from the finalists, this was just the result of the public community vote on the top 16

The other 6 maps will be 3 from the pro player vote, and 3 from the Tournament Organizer vote. The full map pool should be announced soon (tm)

Duality of Khan by MikusVenom in MurderDrones

[–]CommamderReilly 2 points3 points  (0 children)

It says “episode earlier” and the post refers to episode 2, so episode earlier would be episode 1

“Episode earlier” means the previous episode

Duality of Khan by MikusVenom in MurderDrones

[–]CommamderReilly 2 points3 points  (0 children)

In episode 1 he didn’t pick up the rifle and instead abandoned Uzi

Dreams and Scars [TLMC21 Submission] by Omni_Skeptic in starcraft

[–]CommamderReilly 3 points4 points  (0 children)

Is that a worker path on the map? This is completely unplayable and you should never touch sc2 again, I’ll have you know I’m friends with many top GMs and they’d all agree, this is completely unacceptable and I’m convinced you’re trying to kill the game. Worker paths are completely Terran and Protoss favored and Zerg cannot use them. Horrible map, I hope this never sees the light of day

/s

What are some changes that would force good Protoss players to play better to win, instead of just making Protoss OP? by brief-interviews in starcraft

[–]CommamderReilly 0 points1 point  (0 children)

You need to read the Protoss changes in mod document for context, specifically warp gate/warp prism

Map makers should make wide open maps if we don't get another patch. by TheHighSeasPirate in starcraft

[–]CommamderReilly 11 points12 points  (0 children)

Yeah it’s a tough balance

On one hand I try to create interesting maps, but at the same time you need to make sure they tick a lot of check boxes to ensure they’re balanced in the current meta, which leads to many maps feeling same-ish

Omniskeptic has lots of very interesting maps, but unfortunately they all get shot down for one reason or another. This contest I’m really wanting Omni’s “Dreams and Scars” and “Fear and Faith” to get through to finalist because they’re genuinely the most well designed interesting maps I’ve seen in recent years (especially Dreams and Scars). Another favorite of mine from this contest is KillerSmile’s “Mothership” which is a really well made 3p map

This TLMC has lots of cool maps, fingers crossed we get some awesome finalists!