(4) MAr Zera (Abandoned)
Posted: Fri 17. Jun 2011, 17:48
Overveiw Image

Introduction
I more or less moved on from this project to Core Delta, in my pursuit at good 4p rotational. The main features are equal possible thirds and a nat in the optimal position for balance between bases AND to get perfect nat-to-nat distances, regardless of spawns.
See WIP section further down for the latest suggestions.
Features
- 4 high ground areas with two wide ramps each clutter in the map middle. Each of these hold a High Yield vespene geyser.
- Xel Naga towers overlook the paths to thirds and the short main-to-main lane goes right by the tower. The tower does not spot the absolute centre, but most of the lane leading to your nat ramp. The vision ends right outside the chokes of the thirds.
- Short air- and cliff-walk-distance from nat to thirds.
- Both possible thirds have a pathable high ground drop-zone just next to the mineral line.
Facts
Players: 4
Map size: 158x158 (playable)
Resoruces: 16 regular bases, 4 HY vespene geysers around the centre
XelNaga Towers: 4 around the centre
Short main-to-main: ~140
Short nat-to-nat: ~100
Cross main-to-main: 163
Cross nat-to-nat: 121
Analyser
Summary
[spoiler]
Shortest Paths
The analyser ignores some doodad footprints by the towers, so the short rush distance is slightly longer. Units cant pass between the tower and the cliff behind it.
Main to main, short

Nat to nat, short

Main to main, across

Nat to nat, across
[/spoiler]
Detail Images
Mains, nat, thirds

Middle

Pathing Overview

Thirds and tower

Close-up on tower and middle high ground

Published on EU as Mar Zera
WIP
Nat idea
Creep tumors are put on the map to display nat-to-third distance clearly. Tank range are the white dotted lines. Too big nat? Too chokey for Z? Terran OP main ramp layout?

Middle idea
Does this looks balanced takign all races into consideration? Easier now to defend the geyser on your left side? Close position imbalance? Tank heaven?



Introduction
I more or less moved on from this project to Core Delta, in my pursuit at good 4p rotational. The main features are equal possible thirds and a nat in the optimal position for balance between bases AND to get perfect nat-to-nat distances, regardless of spawns.
See WIP section further down for the latest suggestions.
Features
- 4 high ground areas with two wide ramps each clutter in the map middle. Each of these hold a High Yield vespene geyser.
- Xel Naga towers overlook the paths to thirds and the short main-to-main lane goes right by the tower. The tower does not spot the absolute centre, but most of the lane leading to your nat ramp. The vision ends right outside the chokes of the thirds.
- Short air- and cliff-walk-distance from nat to thirds.
- Both possible thirds have a pathable high ground drop-zone just next to the mineral line.
Facts
Players: 4
Map size: 158x158 (playable)
Resoruces: 16 regular bases, 4 HY vespene geysers around the centre
XelNaga Towers: 4 around the centre
Short main-to-main: ~140
Short nat-to-nat: ~100
Cross main-to-main: 163
Cross nat-to-nat: 121
Analyser
Summary
[spoiler]

Shortest Paths
The analyser ignores some doodad footprints by the towers, so the short rush distance is slightly longer. Units cant pass between the tower and the cliff behind it.
Main to main, short

Nat to nat, short

Main to main, across

Nat to nat, across
[/spoiler]Detail Images
Mains, nat, thirds

Middle

Pathing Overview

Thirds and tower

Close-up on tower and middle high ground

Published on EU as Mar Zera
WIP
Nat idea
Creep tumors are put on the map to display nat-to-third distance clearly. Tank range are the white dotted lines. Too big nat? Too chokey for Z? Terran OP main ramp layout?

Middle idea
Does this looks balanced takign all races into consideration? Easier now to defend the geyser on your left side? Close position imbalance? Tank heaven?

