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SC2 Beta Map--(2)Twilight Star

Blogs > Rut
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Rut
Profile Blog Joined January 2010
United States70 Posts
Last Edited: 2010-05-05 05:06:19
May 04 2010 18:04 GMT
#1
This is my first SC2 map, and of course it's named and slightly themed after the generous donor of my Beta key, Twilight Star. I posted it in the Map Design Thread earlier, but I wanted to make a little blog post so people could discuss not just the map, but some of the concepts involved.

(2)TwilightStar
[image loading]

edit: The boundaries have been updated and do not extend as far as the picture suggests--they barely reach past the edges of the terrain.

edit: a tileset easier to view
+ Show Spoiler +
[image loading]


Download


The main is pretty much invulnerable to surprise reaper/collossus attacks. However, the small bit of high ground between the main and natural creates a small path reapers could take advantage of when the natural is taken and defenses are set up there. I wanted to make this map reaper-friendly through more than just the first few minutes, so there are many important areas (some with Xel Naga Watchtowers) that can be reached/taken advantage of by them.

The natural is surrounded by double high ground. This ground is reachable by ground units if they go around and destroy the rocks blocking it off. The same goes with the high yield third. (Since there are two sets of destructible rocks leading to the natural, I edited them to have only 1,000 health each as opposed to 2,000. Of course this would definitely be subject to change.)

I wanted to create a choice for the player regarding where to go for the third base. Players can choose between the normal third, which is protected by a line of destructible rocks, and a high-yield third (6 high yield mineral patches and 1 high yield geyser), which is vulnerable by the high ground. Hopefully this could allow players of different risk aversions to develop different strategies suited to their playstyle.

Weeds that obstruct the player's view are located just outside the natural at the beginning of the path leading to the normal third. Hopefully this would allow opportunities for cheese, as well as defensive capabilities regarding flanking and surprise attacks.

There are five Xel Naga watch towers: one above the high ground of each natural, one on the high ground in between the third and the double high ground, and one in the middle of the map (which is two tiers high so units have to be dropped there to reach it). All of these except the center one can be reached quickly by reapers.

So what do you guys think? Any comments or concerns would be greatly appreciated.


*****
zealing
Profile Blog Joined January 2009
Canada806 Posts
May 04 2010 18:31 GMT
#2
tbh im having difficulty looking at the map cause of the colors O_o
Think you got lag? It took Jesus 3 days to respawn.
Kralic
Profile Blog Joined March 2010
Canada2628 Posts
May 04 2010 18:41 GMT
#3
The main is pretty much invulnerable to surprise reaper/collossus attacks.
I hope this isn't a trend for future maps.

Looks interesting though.
Brood War forever!
Rut
Profile Blog Joined January 2010
United States70 Posts
May 04 2010 19:00 GMT
#4
zealing Canada. May 05 2010 03:31.
tbh im having difficulty looking at the map cause of the colors O_o


I ran it through that nifty little "map texture" feature to convert it into a tileset more easy on the eyes.

+ Show Spoiler +
[image loading]


Problem solved! (Man that editor can do anything!)
TwilightStar
Profile Blog Joined August 2009
United States649 Posts
May 04 2010 19:00 GMT
#5
Nice work, can't wait to play it
(5)Twilight Star.scx --------- AdmiralHoth: There was one week when I didn't shave for a month.
Tadzio
Profile Blog Joined October 2006
3340 Posts
Last Edited: 2010-05-04 19:14:09
May 04 2010 19:11 GMT
#6
On May 05 2010 03:04 Rut wrote:

The natural is surrounded by double high ground. This ground is reachable by ground units if they go around and destroy the rocks blocking it off. The same goes with the high yield third.


IMO, the high yield is the natural. It certainly looks easier to defend.. and to get to, tbh. There also looks to be tons of room behind every base for air units to harass relentlessly, everybase seems to have this weakness, which suggests static defense will be very important.

It's an attractive map. Thanks for uploading it.
zealing
Profile Blog Joined January 2009
Canada806 Posts
May 04 2010 20:57 GMT
#7
ahh tyvm much better

the main's space seams bland and boring try to spice it up a bit

your bottom island has more space then the top one

destructible rocks are in a interesting position, not sure if i like it or not

make the map bigger? there is too much open water and air units could just fly without you ever possibly knowing + too many blizz maps are small, we need more macro maps.

but its a nice map, keep at it.
Think you got lag? It took Jesus 3 days to respawn.
Spartan
Profile Blog Joined July 2005
United States2030 Posts
May 04 2010 20:59 GMT
#8
I like it overall, but that middle "star" does seem kind of out of place.
# http://nkspartan.com (web engineer)
# TL member since July 2005; CEO of Vile Gaming; President of Team Vile
Rut
Profile Blog Joined January 2010
United States70 Posts
May 05 2010 04:58 GMT
#9
Thanks for the feedback, everyone--it's greatly appreciated. Luckily the editor makes it easy to modify the size of the map overall, so the map is now somewhat restrictive about allowing air units to move freely behind the mains. I also agree some of the deco is out of place, but of course that will improve over time as I, and other map guys, get better with the editor.
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