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[map] Aphareus (2) - Page 2

Forum Index > SC2 Maps & Custom Games
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3FFA
Profile Blog Joined February 2010
United States3931 Posts
April 25 2010 21:50 GMT
#21
I have looked at the mains more carefully after snausages' second post about it and realized he is right. Just make the mains a little bit bigger. Other than that great job!
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
Skee
Profile Joined March 2010
Canada702 Posts
Last Edited: 2010-04-25 22:52:11
April 25 2010 22:46 GMT
#22
On April 26 2010 06:50 3FFA wrote:
I have looked at the mains more carefully after snausages' second post about it and realized he is right. Just make the mains a little bit bigger. Other than that great job!


Well, here you go. I think its safe to assume I can label this Version 1.0.0. Yes?, No?

edit: the mains have been a little changed since Update 3, but are about the same size, if not bigger.

Update 3: Bigger Mains
+ Show Spoiler +
[image loading]
3FFA
Profile Blog Joined February 2010
United States3931 Posts
April 26 2010 00:56 GMT
#23
Yes you can. I can't see any obvious balance issues. This is a bump(went to page2 in just a few hours!) for the only reason to give feedback and keep this guy's work from being forgotten(clearly well done and a lot of effort put in).
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
mmp
Profile Blog Joined April 2009
United States2130 Posts
April 26 2010 01:03 GMT
#24
Looks cool. I especially like the abundance of water with those two large inlets north to south. That said, you have a lot of empty space on the edges that could be filled, and space with no purpose isn't such a great thing. Why not expand the middle for greater maneuverability?
I (λ (foo) (and (<3 foo) ( T_T foo) (RAGE foo) )) Starcraft
Skee
Profile Joined March 2010
Canada702 Posts
April 26 2010 03:53 GMT
#25
On April 26 2010 10:03 mmp wrote:
Looks cool. I especially like the abundance of water with those two large inlets north to south. That said, you have a lot of empty space on the edges that could be filled, and space with no purpose isn't such a great thing. Why not expand the middle for greater maneuverability?


Or I could just use a snake to fill the open space so no one notices it on an Aeriel photo.

=P
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
Last Edited: 2010-04-26 03:58:27
April 26 2010 03:58 GMT
#26
I like how you added that third base. It is a perfect spot for a base, and I think it improves the map a lot from the original version.
Skee
Profile Joined March 2010
Canada702 Posts
Last Edited: 2010-04-26 05:28:45
April 26 2010 05:19 GMT
#27
I added the first version, Aphareus 1.0.0 to the OP.

Any suggestions, and thanks for all the feedback, a special thanks to 3FFA who kept this thread alive. =P

The middle doodad got grayed out when I exported the image, so just ignore that for now.

Edit: The high yield expo has 1 rich geyser that gives off extra gas per trip instead of 2 regular geysers.
Ryuu314
Profile Joined October 2009
United States12679 Posts
April 26 2010 05:27 GMT
#28
too much water. enlarge the map. use more of the space! more stuff is (almost) always better.

only problem I have with this map is that the thirds are hard to get. If you take a expo at the 2 or 7 o'clock non-gold patches they are rather far from you main, while the ones at 3 and 9 are very hard to defend. The gold mineral patches are actually easier to defend! The makes the map more Zerg favored I think because they have the easiest time securing an expo. However, it's not a bad map and it seems pretty balanced.
Spenguin
Profile Blog Joined November 2007
Australia3316 Posts
April 26 2010 05:30 GMT
#29
This looks like an awesome macrofest map with huge clashes over the center control, really cool
< TeamLiquid CJ Entusman #46 > I came for the Brood War, I stayed for the people.
Skee
Profile Joined March 2010
Canada702 Posts
Last Edited: 2010-04-26 05:34:38
April 26 2010 05:30 GMT
#30
On April 26 2010 14:27 Ryuu314 wrote:
too much water. enlarge the map. use more of the space! more stuff is (almost) always better.

only problem I have with this map is that the thirds are hard to get. If you take a expo at the 2 or 7 o'clock non-gold patches they are rather far from you main, while the ones at 3 and 9 are very hard to defend. The gold mineral patches are actually easier to defend! The makes the map more Zerg favored I think because they have the easiest time securing an expo. However, it's not a bad map and it seems pretty balanced.


Please clarify, the gold minerals are actually the hardest to defend and in the most open area, they also have rocks protecting them which makes them harder to secure.

Edit: I'm going to bed because its 1:45am here in EST, I will check the thread tomorrow.
Medzo
Profile Blog Joined June 2009
United States627 Posts
April 26 2010 05:36 GMT
#31
Do the Xel'naga towers give vision of the entire ramp? I am not sure about their placement because it seems like you could just sneak around the side past them. Also the map looks extremely good for mutalisk harass. Its easy to cliff jump from main to natural, you have space behind the natural and main to run to. Its even easy getting from the natural 3rd base to main. Just some concerns I have with your map. Looks like a good template though and im sure you can make it a great map with some play testing.
c.Deadly
Profile Joined March 2010
United States545 Posts
April 26 2010 05:37 GMT
#32
This map looks great, another piece of work from the impressive TL mapmaking community. My only thought on this map is that there's hardly any cliffs to take advantage of the new cliff mechanics of SC2. Perhaps you could add some reaper-jumpable area between the natural and high-yields, and even make that ravine blink-able to encourage late-game harass.
QibingZero
Profile Blog Joined June 2007
2611 Posts
April 26 2010 06:09 GMT
#33
Might I say this already looks like a more solid map to play on than any in the current mappool? Great work, and hopefully we'll be playing on maps like this for ranking matches before long, heh.
Oh, my eSports
ChocolateZerg
Profile Blog Joined March 2010
United States47 Posts
April 26 2010 06:14 GMT
#34
I think it's a great map personally. Almost has a BW feel to it in the sense that the middle needs to be controlled. I personally like maps that require positional/locational dominance so I approve and I look forward to playing on it.
Plaguuuuuuuuue
metasonic
Profile Joined April 2010
United States115 Posts
April 26 2010 06:27 GMT
#35
I really like the look of this map. Simple but interesting. It's also easy on the eyes which is something that can't be said of some maps in the current map pool.

If you did want to make it a bit more interesting here are some thoughts:
1. Extend a sliver from the mains to behind the naturals. This could lead to defensive and offensive opportunities.
2. Use tall grass somewhere? I like the simplicity now so maybe this isn't need but it's an option.
3. Shouldn't there be two gasses in the gold minerals? Even if it's a rich gas that's less than 2 normal ones like on most maps.
DanceDance
Profile Joined November 2008
226 Posts
April 26 2010 06:37 GMT
#36
This map is ok but I don't like the high ground much in the middle.
Wi)nD
Profile Joined April 2010
Canada719 Posts
April 26 2010 06:41 GMT
#37
i like how everyone is making there own maps, really gonna help the sc2 community as a whole
Ryuu314
Profile Joined October 2009
United States12679 Posts
April 26 2010 06:47 GMT
#38
On April 26 2010 14:30 mity wrote:
Show nested quote +
On April 26 2010 14:27 Ryuu314 wrote:
too much water. enlarge the map. use more of the space! more stuff is (almost) always better.

only problem I have with this map is that the thirds are hard to get. If you take a expo at the 2 or 7 o'clock non-gold patches they are rather far from you main, while the ones at 3 and 9 are very hard to defend. The gold mineral patches are actually easier to defend! The makes the map more Zerg favored I think because they have the easiest time securing an expo. However, it's not a bad map and it seems pretty balanced.


Please clarify, the gold minerals are actually the hardest to defend and in the most open area, they also have rocks protecting them which makes them harder to secure.

Edit: I'm going to bed because its 1:45am here in EST, I will check the thread tomorrow.

The non-gold mineral patches at 3 and 9 at much more open than the gold mineral patches. That's what I mean by easier to defend.

Overall, I think it's a pretty solid map, however.
Kuzmorgo
Profile Joined May 2009
Hungary1058 Posts
Last Edited: 2010-04-26 07:06:17
April 26 2010 07:03 GMT
#39
Cool looking map, but i think controlling the middle would be an auto-win (although with no miss-chance on high-ground i may be wrong). I would say make middle a hole, instead of a cliff. That would be really fun, and make it harder to control. Or maybe make an alternate ground route on the sides. Other than that great map, and i would really like to try it out!!!

EDIT: I just realized the placement of the watch towers are such that they would give sight of the middle, but still i think the one who takes middle first, would be in a huge advantage.
"No, whine not! Play, or play not! There is no whine."
RAUS
Profile Blog Joined February 2010
210 Posts
April 26 2010 07:20 GMT
#40
make the ramps going from main to main a little smaller. this way it will be easier to defend, and it makes it less rush heavy. like match point, short rush, long push
recognize me?
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