TMA - Team Micro Arena

TMA map for SC2 - Discussion & Feedback
  • OverSkyOverSky April 2010

    Hey everyone, a few of you might know I've been talking to venom a lot and I'm going to be remaking TMA for SC2 as my first map.

    I spent most of yesterday on the terrain because the trigger editor is very incomplete.
    You can view it here: http://img707.imageshack.us/i/tmav10.jpg/

    There's a lot of explanation at the bottom right of this preview pic, if you guys have ANY feedback it would help me a lot.

    I'm fairly happy with it but I'm sure it can be improved, if not right away then it can be tweaked after I'm able to get the rest of the map finished and we can start playtesting.

    Again, any suggestions, comments or criticisms are welcome.
    I'm sure I'll get to know some of you when we're able to playtest, if you want to discuss the map design, terrain or otherwise in detail feel free to pm me your msn(preferable) or aim and I'll add you as soon as I get it.

    I have some new ideas for the unit tiers, it's not that different but a little, I'll probably make a new thread when the time comes.

    Annnyways looking forward to meeting guys, that's all for now.

  • I like it!!!!!!!

  • Good job oversky but 1 question tho: how did u do it, i thought the map editor isnt out yet?

  • OverSkyOverSky April 2010

    Just came out with patch 9

  • Looks pretty sweet man! The terrain is very appealing to the eye. Colossi would dominate that map though cuz they don't care about terrain type. ;)

    Also, can the Colossus walk through water?

  • Machine + water ???? = dd imo

  • OverSkyOverSky April 2010

    The water is essentially just a doodad placed over really deep terrain.
    Colossi won't be able to path through any of the water spots.

    They also definitely won't be available on tier 1 otherwise yes they would be really broken.
    Either tier 2 or tier 3.

  • oversky is spin

  • TMA-VeNoM%5B5TMA-VeNoM[5 April 2010

    Wow, amazing job. I have to say it looks absolutely awesome. Surrounded by all that water...just had to look at those pics for like 10 minutes and I still wanna have a look at them again and again.

    I have to admit, I didn't talk to anyone about you creating new TMA maps for SC2. But anyways, guess the way you introduced yourself here is best to get familiar with anyone from our community.

    For all the others who are interested in that:
    We talked about quite some stuff and right now, Oversky is going to create some new features and also new gameplay mechanics which might make the map quite more user friendly, faster and just more accessible in general.
    I hope that he finds the time to also clone our good old version TMA Legends to just see if this still works at SC2. I tested the editor a bit today, but asides the fact that you kinda cannot play those maps online yet (I think Blizzard has to add that function yet) I also didn't see a single unit from Brood War. Either I just didn't find those, or Blizzard is going to add a lot more with the future patches.

    Once again - nice job OverSky, you really have some talent for that and looks like you indeed did go for your hardcore mapper session. I am sure you will get quite some feedback from our community, especially since we just got some more members owning a beta key.

    Let's bring TMA to the next level - good luck & have fun!

  • i think we should keep current format like portal on sides instead of behind nexus thts wierd

  • OverSkyOverSky April 2010

    Can you provide any reasoning?
    If it's just because that's what your used to I'm going to leave it for playtesting.

    I'll just add I'm willing to change anything at any time from now until years in the future.
    Let's try some new things and try to make the gameplay as dynamic as possible though.

    This will probably sound like a brag but just to set myself apart from other mapmakers that have no competitive gameplay sense I should mention that I was the #1 Zerg in North America during the first 6 weeks of beta. At which point I realized I didn't like the game enough to play it professionally and chose to go into map making. I'm dumping all of the time I would have played professionally into this, at my current rate, which I don't expect to change, I'll be hitting over 100 hours/week.

    Thanks for all the compliments so far guys.
    I promise this map will live up to the last one no matter how much work it takes.

  • That's the kind of attitude we need! So far, its looking great. I can't wait to see the unit and hero selections!!

  • not only because its wht were used to, them being on the side provides much more strategic play

    by being behind nex it will be much easier to hide heroes and make camping so much easier too

    side means they r still in middle of play and a lot of battles are fought there so it naturally makes sense putting the portals there.

    again if u r camping or laming u can just move ranged units behind nex for massive advantage defending nex because opponents cannot use your portal

    i like how you wanna try new things but some things, especially the fundamentals that we are in fact used to, are in place for a very good reason


    gd effort keep workin hard!

  • OverSkyOverSky April 2010

    Any ranged unit will be able to shoot the nexus without being shot by non-siege tank units on the cliff.
    And even if they do have siege tanks, many ranged units will be able to hit without getting hit(stalkers etc, I have tested this)

    Also, since I just established the only real power of the back cliff is when you have siege tanks, I'll remind you that in SC1 TMA you could get 5 tanks/3 dropships and you could easily just drop them behind your nexus in that game too.

    If you look at my map again, you will see when you spawn you have SIX different options.
    1. Go around to the teleporter on your cliff.
    2. Go up to the double sided ramp(to defend them going to your cliff or to attack that way)
    3. Go the path in between the double sided ramp and the water, if you have ranged units you can get free shots on melee units at the xel naga watchtower
    4. Use the ramp to nowhere to scout the xelnaga watchtower
    5. Go to the Xel naga watchtower
    6. Go towards the back of their base - (doing this provides 3 different ways to change your mind and just hit their nexus via ground)
    (Not including air/drops)

    In the last map, I think it's being generous to say there are 3-4 different options.
    1 Go to your left teleporter
    1.5 Go to your right teleporter
    2 Go towards their base left
    2.5 Go towards their base right
    3 Go towards their base left WIDE
    3.5 Go towards their base right WIDE

  • TMA-PacK%5B42TMA-PacK[42 April 2010

    Wait a second, so you can teleport straight from your nexus to a ridge above your opponent's nexus? That seems imbalanced... too good of a spot for tanking.

    Also this map seems like its going to be a lot more based on micro and positioning than Legends 5.5

  • TMA-PacK%5B42TMA-PacK[42 April 2010

    "Also, since I just established the only real power of the back cliff is when you have siege tanks, I'll remind you that in SC1 TMA you could get 5 tanks/3 dropships and you could easily just drop them behind your nexus in that game too."

    No, this isn't true. In SC1 TMA your dropships have to cross the entire map to get a drop off. Here it's just spawn and move a little to the side.

    It seems way too volatile and abusable to me.

  • TMA-RoXTMA-RoX April 2010

    The terrain looks awesome, of course there are unlimited options of a terrain, but this looks nice :)
    Not sure about that teleport- we'll see! Oh hey, SC2 isn't out yet for us, we can still test it!

  • TMA-VeNoM%5B5TMA-VeNoM[5 April 2010

    Ye...there is a lot to test and just try, since we definitly have like no idea how the basic TMA gameplay will look/feel like with the new SC2 units and possibilities. For exmaple Stalkers can blink, Colossi and Reapers can just pass cliffs without any problems. Also i read a lot of people think that the melee forces are kinda underpowered since they get owned by the powerful ranged units before they even hit their targets.

    When I saw that terrain that definitly kinda blew my mind in the first place. Of course there are a lot of things where we will just have to see how it works out. For example the middle is not that wide at all...a lot of bridges, rivers and stuff. When you play there with mass units in alte game...well totally cannot say if that will work out or if they will just block each other and get pwnd by tanks or whatever.

    About the teleporters again - so this single one behind 'your' Nexus can be used by your team only? And when you use it, where will you get teleported?
    This again might be an interesting new option, but ye...can also be abused a lot. Although well...again, with units which can just avoid cliffs - might be not that hard to get rid of drops and stuff. Needs testing - alot of it.

  • OverSkyOverSky April 2010

    The teleporter behind your nexus will go to the one on the ground level near their nexus.

    There is no way to teleport to behind their nexus, that teleporter is for their use only.

    There aren't too many melee units in SC2, and the ones that are their are pretty quick, hopefully enough to keep up with the ranged units on a terrain like this but time will tell.

    Zerglings(will have speed - I also think I'm going to give them the additional 30% movespeed they get when they are on creep.)
    Banelings(Same thing)
    Zealots(Have charge)
    Helions(Pretty fast and semi-ranged)

    Then there's archon DT and ultra and I think that's it.

    The terrain may very well be abusable and if it is I'll definitely change it.

  • TMA-PacK%5B42TMA-PacK[42 April 2010

    "The teleporter behind your nexus will go to the one on the ground level near their nexus."

    Ohhhh that makes a lot more sense.

    Damn that's gonna make for some epic DA action if you choose to put it in... sit by your teleporter, wait with observer for their hero spawn, teleport and mind control!

  • TMA-VeNoM%5B5TMA-VeNoM[5 April 2010

    ^^

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