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[M] (2) The Dark moon

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1 2 3 Next All
GeneralSezme
Profile Joined July 2014
United States58 Posts
Last Edited: 2014-08-30 00:51:06
August 20 2014 17:04 GMT
#1
The Dark moon
Now Posted on all servers as final variant
1.12 overview [image loading]
Long Rush distance, destroy both rocks to shorten attack distance
Mini-map + Show Spoiler +
[image loading]

side view + Show Spoiler +
[image loading]

Main to natural view+ Show Spoiler +
[image loading]

side overview+ Show Spoiler +
[image loading]

I am submitting this into a contest soon and need more player feedback, this map is on NA custom games
Rush distance
Main to Main 1:30
Nat to Nat 1:10
Main to Nat :09
All map features are subject to change
Map link: starcraft://map/1/240597
____________Previous version______________
Old preview + Show Spoiler +
[image loading]

Mini-map view + Show Spoiler +
[image loading]

side overview+ Show Spoiler +
[image loading]

Melee map maker
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
August 20 2014 17:37 GMT
#2
super split map, basically this map's best feature is that the natural is super vulnerable later in the game making it necessary to position defenses there.
ModeratorI am still alive, somehow
TL+ Member
GeneralSezme
Profile Joined July 2014
United States58 Posts
August 20 2014 17:40 GMT
#3
On August 21 2014 02:37 The_Templar wrote:
super split map, basically this map's best feature is that the natural is super vulnerable later in the game making it necessary to position defenses there.

Not neccesarily, I've spectated and played a lot of games on this map the natural isn't that hard to defend.
Melee map maker
zergJared
Profile Joined October 2010
United States56 Posts
August 20 2014 18:11 GMT
#4
Pretty solid map. Can you drop units on those raised cliffs by the natural and third?
Genome852
Profile Blog Joined August 2010
United States979 Posts
Last Edited: 2014-08-20 18:23:01
August 20 2014 18:18 GMT
#5
Though it's probably intended, the 3rd and 4th seem veeery easy to defend, which could be interesting. The land behind the mineral lines in the naturals can be really exploited in tvz, with tanks across the gap and medivac drop into the natural. Lings would have to run across the map to deal with the tanks which protect the dropped units.
GeneralSezme
Profile Joined July 2014
United States58 Posts
August 20 2014 18:25 GMT
#6
On August 21 2014 03:11 zergJared wrote:
Pretty solid map. Can you drop units on those raised cliffs by the natural and third?

Nope
Melee map maker
GeneralSezme
Profile Joined July 2014
United States58 Posts
August 20 2014 18:27 GMT
#7
On August 21 2014 03:18 Genome852 wrote:
Though it's probably intended, the 3rd and 4th seem veeery easy to defend, which could be interesting. The land behind the mineral lines in the naturals can be really exploited in tvz, with tanks across the gap and medivac drop into the natural. Lings would have to run across the map to deal with the tanks which protect the dropped units.

after the Destructible rocks are destroyed the expansions are considerabaly harder to defend
Melee map maker
vult
Profile Blog Joined February 2012
United States9400 Posts
August 20 2014 19:42 GMT
#8
On August 21 2014 03:25 GeneralSezme wrote:
Show nested quote +
On August 21 2014 03:11 zergJared wrote:
Pretty solid map. Can you drop units on those raised cliffs by the natural and third?

Nope


You should make that possible. Would be cool to see some tanks there.
I used to play random, but for you I play very specifically.
[PkF] Wire
Profile Joined March 2013
France24239 Posts
August 20 2014 19:49 GMT
#9
Quite an interesting map, though it could suffer from a fortress syndrome (ridiculously easy 3rd-4th). The dynamical idea behind the big destructible rocks is nice though. Deserves to get some games played on.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
August 20 2014 20:06 GMT
#10
Very turtly and very splitty. There is exactly 1 path to the enemy base, you can effortlessly FFE at the third, and even when the rocks go down, there is barely any army movement required to defend 4 bases by ground. The lack of open space in that 4-base area could hurt zerg too, especially the long corridor leading to the nat.

Try moving the rocked ramps a lot closer to the nats so when the rocks go down, it opens up another path to the opposite side of the map - this will also increase the difficulty of taking 3 bases.
vibeo gane,
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
August 20 2014 20:14 GMT
#11
On August 21 2014 02:40 GeneralSezme wrote:
Show nested quote +
On August 21 2014 02:37 The_Templar wrote:
super split map, basically this map's best feature is that the natural is super vulnerable later in the game making it necessary to position defenses there.

Not neccesarily, I've spectated and played a lot of games on this map the natural isn't that hard to defend.

It's only difficult in the late game. Have many of the games you spectators gone on longer than 15-20 minutes (when the issues I mentioned start coming up)?
ModeratorI am still alive, somehow
TL+ Member
GeneralSezme
Profile Joined July 2014
United States58 Posts
August 20 2014 21:09 GMT
#12
On August 21 2014 05:14 The_Templar wrote:
Show nested quote +
On August 21 2014 02:40 GeneralSezme wrote:
On August 21 2014 02:37 The_Templar wrote:
super split map, basically this map's best feature is that the natural is super vulnerable later in the game making it necessary to position defenses there.

Not neccesarily, I've spectated and played a lot of games on this map the natural isn't that hard to defend.

It's only difficult in the late game. Have many of the games you spectators gone on longer than 15-20 minutes (when the issues I mentioned start coming up)?

Do you doubt me? The mapmaker? I have dozens of spectated games and play quite a few myself, there has been no problem with defending the natural. Also, lot's of players like to break the rock in the mid game for a mid game timing attack and to also open up attack paths
Melee map maker
GeneralSezme
Profile Joined July 2014
United States58 Posts
August 20 2014 21:10 GMT
#13
On August 21 2014 04:42 vult wrote:
Show nested quote +
On August 21 2014 03:25 GeneralSezme wrote:
On August 21 2014 03:11 zergJared wrote:
Pretty solid map. Can you drop units on those raised cliffs by the natural and third?

Nope


You should make that possible. Would be cool to see some tanks there.

Haha I don't think Zergs want to see that
Melee map maker
GeneralSezme
Profile Joined July 2014
United States58 Posts
August 20 2014 21:12 GMT
#14
On August 21 2014 05:06 -NegativeZero- wrote:
Very turtly and very splitty. There is exactly 1 path to the enemy base, you can effortlessly FFE at the third, and even when the rocks go down, there is barely any army movement required to defend 4 bases by ground. The lack of open space in that 4-base area could hurt zerg too, especially the long corridor leading to the nat.

Try moving the rocked ramps a lot closer to the nats so when the rocks go down, it opens up another path to the opposite side of the map - this will also increase the difficulty of taking 3 bases.

Thanks i really appreciate your feedback, will consider this. I do think it is a bit to turlty and will work against it.
Melee map maker
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
Last Edited: 2014-08-21 01:59:48
August 21 2014 01:58 GMT
#15
On August 21 2014 06:09 GeneralSezme wrote:
Show nested quote +
On August 21 2014 05:14 The_Templar wrote:
On August 21 2014 02:40 GeneralSezme wrote:
On August 21 2014 02:37 The_Templar wrote:
super split map, basically this map's best feature is that the natural is super vulnerable later in the game making it necessary to position defenses there.

Not neccesarily, I've spectated and played a lot of games on this map the natural isn't that hard to defend.

It's only difficult in the late game. Have many of the games you spectators gone on longer than 15-20 minutes (when the issues I mentioned start coming up)?

Do you doubt me? The mapmaker? I have dozens of spectated games and play quite a few myself, there has been no problem with defending the natural. Also, lot's of players like to break the rock in the mid game for a mid game timing attack and to also open up attack paths

Everyone doubts me. The mapmaker of quite a few maps. (Ask any good mapmaker) I asked a question and I haven't gotten an answer, you don't need to be rude.

Have many of the games you spectators gone on longer than 15-20 minutes?


Anyway, I was merely mentioning a positive aspect of your map, which was that since the map was so split in the late game, at least the natural would be a very vulnerable location for you.
ModeratorI am still alive, somehow
TL+ Member
GeneralSezme
Profile Joined July 2014
United States58 Posts
Last Edited: 2014-08-21 02:47:13
August 21 2014 02:46 GMT
#16
On August 21 2014 10:58 The_Templar wrote:
Show nested quote +
On August 21 2014 06:09 GeneralSezme wrote:
On August 21 2014 05:14 The_Templar wrote:
On August 21 2014 02:40 GeneralSezme wrote:
On August 21 2014 02:37 The_Templar wrote:
super split map, basically this map's best feature is that the natural is super vulnerable later in the game making it necessary to position defenses there.

Not neccesarily, I've spectated and played a lot of games on this map the natural isn't that hard to defend.

It's only difficult in the late game. Have many of the games you spectators gone on longer than 15-20 minutes (when the issues I mentioned start coming up)?

Do you doubt me? The mapmaker? I have dozens of spectated games and play quite a few myself, there has been no problem with defending the natural. Also, lot's of players like to break the rock in the mid game for a mid game timing attack and to also open up attack paths

Everyone doubts me. The mapmaker of quite a few maps. (Ask any good mapmaker) I asked a question and I haven't gotten an answer, you don't need to be rude.

Show nested quote +
Have many of the games you spectators gone on longer than 15-20 minutes?


Anyway, I was merely mentioning a positive aspect of your map, which was that since the map was so split in the late game, at least the natural would be a very vulnerable location for you.

Oh I'm sorry you picked it up as rude, I was being a bit sarcastic. But yes i have seen a lot of games played on here, I have a clan of highly skilled players who like playing on my map.
Melee map maker
FlaShFTW
Profile Blog Joined February 2010
United States10505 Posts
August 21 2014 04:11 GMT
#17
On August 21 2014 03:27 GeneralSezme wrote:
Show nested quote +
On August 21 2014 03:18 Genome852 wrote:
Though it's probably intended, the 3rd and 4th seem veeery easy to defend, which could be interesting. The land behind the mineral lines in the naturals can be really exploited in tvz, with tanks across the gap and medivac drop into the natural. Lings would have to run across the map to deal with the tanks which protect the dropped units.

after the Destructible rocks are destroyed the expansions are considerabaly harder to defend

i dont see how they would get that much harder to defend. you just park your army on the high ground between the 2 chokes and you have secured 4 bases super easily. this goes against the rule where defending 4 bases should be at least 3-4 chokes to defend.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
GeneralSezme
Profile Joined July 2014
United States58 Posts
August 21 2014 14:24 GMT
#18
On August 21 2014 13:11 FlaShFTW wrote:
Show nested quote +
On August 21 2014 03:27 GeneralSezme wrote:
On August 21 2014 03:18 Genome852 wrote:
Though it's probably intended, the 3rd and 4th seem veeery easy to defend, which could be interesting. The land behind the mineral lines in the naturals can be really exploited in tvz, with tanks across the gap and medivac drop into the natural. Lings would have to run across the map to deal with the tanks which protect the dropped units.

after the Destructible rocks are destroyed the expansions are considerabaly harder to defend

i dont see how they would get that much harder to defend. you just park your army on the high ground between the 2 chokes and you have secured 4 bases super easily. this goes against the rule where defending 4 bases should be at least 3-4 chokes to defend.

It's not like it's hard for the other person to defend them either, I make sure to use the symmetry tool when I make a map.
Melee map maker
FlaShFTW
Profile Blog Joined February 2010
United States10505 Posts
August 22 2014 09:01 GMT
#19
On August 21 2014 23:24 GeneralSezme wrote:
Show nested quote +
On August 21 2014 13:11 FlaShFTW wrote:
On August 21 2014 03:27 GeneralSezme wrote:
On August 21 2014 03:18 Genome852 wrote:
Though it's probably intended, the 3rd and 4th seem veeery easy to defend, which could be interesting. The land behind the mineral lines in the naturals can be really exploited in tvz, with tanks across the gap and medivac drop into the natural. Lings would have to run across the map to deal with the tanks which protect the dropped units.

after the Destructible rocks are destroyed the expansions are considerabaly harder to defend

i dont see how they would get that much harder to defend. you just park your army on the high ground between the 2 chokes and you have secured 4 bases super easily. this goes against the rule where defending 4 bases should be at least 3-4 chokes to defend.

It's not like it's hard for the other person to defend them either, I make sure to use the symmetry tool when I make a map.

thats not the point. you're going to make for games to be just stall out macro boring games. a map, generally, should force players to make decisions on how to take their bases outside their natural. here, your map is just like, herp derp im just gonna throw down 4 base and defend from one point ezpz.

also no need to be passive aggressive with your comments. we're here to help you. if you want to argue with us so much and not take criticism then dont post your maps here.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
GeneralSezme
Profile Joined July 2014
United States58 Posts
Last Edited: 2014-08-23 19:11:52
August 23 2014 19:11 GMT
#20
On August 22 2014 18:01 FlaShFTW wrote:
Show nested quote +
On August 21 2014 23:24 GeneralSezme wrote:
On August 21 2014 13:11 FlaShFTW wrote:
On August 21 2014 03:27 GeneralSezme wrote:
On August 21 2014 03:18 Genome852 wrote:
Though it's probably intended, the 3rd and 4th seem veeery easy to defend, which could be interesting. The land behind the mineral lines in the naturals can be really exploited in tvz, with tanks across the gap and medivac drop into the natural. Lings would have to run across the map to deal with the tanks which protect the dropped units.

after the Destructible rocks are destroyed the expansions are considerabaly harder to defend

i dont see how they would get that much harder to defend. you just park your army on the high ground between the 2 chokes and you have secured 4 bases super easily. this goes against the rule where defending 4 bases should be at least 3-4 chokes to defend.

It's not like it's hard for the other person to defend them either, I make sure to use the symmetry tool when I make a map.

thats not the point. you're going to make for games to be just stall out macro boring games. a map, generally, should force players to make decisions on how to take their bases outside their natural. here, your map is just like, herp derp im just gonna throw down 4 base and defend from one point ezpz.

also no need to be passive aggressive with your comments. we're here to help you. if you want to argue with us so much and not take criticism then dont post your maps here.

I don't think I'm being aggressive, I'm telling people that what they think is wrong. As opposed to what I have seen in games many many times, it's not like this map has never been play tested, I have observed uncountable amount of games with a wide range of players and play styles.

I do take a lot of the feedback i have gotten here seriously and here is the result of it
New map image+ Show Spoiler +
[image loading]

3rd is a little bit harder to take because of the destructible rocks behind your natural, Idea taken from polar night. 4th considerably harder to take due to the multiple attack routes. The new attack paths make you have to spread your turtling mech thin if you want to play greedy and it is quite expensive to line your "fortress" with missile turrets.
Same with Protoss, there is a lot of ways to split the attention of the Protoss. Drops, runbys at the natural third drops in the main and third and the main army poking the nat or 3rd. This update was inspired by the feedback here
Melee map maker
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