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[Map] Rising Tides - Melee

Forum Index > SC2 Maps & Custom Games
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Gaius Baltar
Profile Blog Joined April 2010
United States449 Posts
Last Edited: 2010-09-21 01:00:13
June 14 2010 01:19 GMT
#1
Replays:

[image loading]prodiG vs [image loading]Gaius
[url blocked]
+ Show Spoiler +
Although I am only bronze/silver and prodiG is platinum/diamond, this was the first non bot match to last more than half an hour, spanning most of the map and all but one expansion.

[image loading]Rawr vs [image loading]Gaius
[url blocked]
+ Show Spoiler +
Nydus unloads versus warp prism play, and only one player smart enough to figure out what his opponent is doing. Find out who!

[image loading]buu vs [image loading]Pholon
[url blocked]
+ Show Spoiler +
buu opens with a zergling harass into mutas. Pholon responds with thors and missile turrets, but can he hero hold or will he fall to the swarm?

[image loading]

Name: Rising Tides
Gametype: 1v1
Tileset: Xil (Wasteland)
Map size: 208x184 (180x156 playable)

Layout:
+ Show Spoiler +
[image loading]


Main and natural:
+ Show Spoiler +
[image loading]


Island expansion and high yield:
+ Show Spoiler +
[image loading]


Middle:
+ Show Spoiler +
[image loading]


Overview:

My initial idea for this map was to create a lifelike island for 1v1s with the feeling that you and your enemy are stranded somewhere in the ocean and there is nobody coming to help you. You are forced to fight for dominance of the island or die.

I wanted to make many attack paths as well as lots of spread out, challenging to defend expansions to hopefully create a lot of diversity in the games you play on this map. For example, the high ground in the middle of the map has skinnier ramps than the ramps leading through the high yield beach expansions, so if a direct push were too difficult, you could take the long way around or attack the natural. There are two entrances to the natural, but there are also Xel'Naga towers useful for watching backdoor attacks.

I also tried to make the map reaper/colossus and proxy friendly, with the beach extending all the way around the map and some low cliff ledges at the back of the mains.

I'm really hoping for a lot of downloads and a lot of feedback. If you use the map editor to test it, you will spawn at either of the starting locations randomly as a random race against a random computer. Thanks!

Changelog: Edit 3
+ Show Spoiler +
v1.1 update

+ Reduced the water level on the north face of the map
+ Worked on making the symmetry imperfect
+ Connected the beaches all around the map
+ Moved the island expansions within blink range
+ Moved the Xel'Naga towers from the high ground to the middle ground and added middle ground ramps on either side of that blue expansion
+ Removed the high ground and tertiary ramp that extended around the edge of the naturals
+ The cliff extensions at the back of the mains felt too cheesy, so I made them more reasonable and functional
+ Heavy doodad and texture work

v1.2 update

+ Map size changed from 208x176 (196x164 playable) to 208x184 (180x156 playable) so air units can't go around the edges undetected
+ Fixed blocked mineral patches
+ All vespene geysers on the map were originally rich due to an oversight by me. All have been changed back to normal geysers with the exception of the geysers at the high yield expansions
+ Increased the width of the path between the gold expansions
+ Added and adjusted doodads to block siege tanks and thors from accessing the thin, tall cliff line behind the high yield expansions
+ Slightly increased the width of the short cuts between the cliffs at the top left and bottom right of the map to allow all units to walk through
+ Decreased the width and changed the angles of the main entrance ramps to the mains
+ Tripled the width of the outer ramps to the center high ground grassy areas
+ Doubled the width of the ramps leading to the blue mineral beach expansions
+ Increased the high ground area of the 12 o'clock and 6 o'clock blue mineral expansions
+ Increased the width of the beach areas leading to the natural expansions by about double
+ In tandem with the increased beach width, pushed the island expansions farther out while still within blink distance. This greatly reduced the amount of air territory around top right and bottom left corners of the map
+ Changed the beach edges from cliffs into sloping sand into the water like a real beach. Where cliffs remain, it's now more like an ocean trench
+ Added a layer of no pathing a few feet out past the waves all around the island
+ Added lots of doodads, especially to the beach areas

v1.3 update
+ Changed the entrances to the main and natural such that the second entrance to the main was removed, and the primary entrance to the main is now just beyond the new second entrance to the natural
+ Added a pool of water to the top left and bottom right of the map in order to reduce cliff walking into the mains and to remove excess beach behind the blue mineral beach expansions
+ Increased the width of the triple wide ramps to quadruple wide
+ Added rain across the entire map
+ Dimmed and greened the lighting to agree with the weather
Tiazi
Profile Joined February 2010
Netherlands761 Posts
June 14 2010 01:21 GMT
#2
makes me think of:

- far cry
- crysis
- warcraft 3
- the second level of Halo 1
"A brilliant yet deluded man once said, 'Introduce a little anarchy. Upset the established order, and everything becomes chaos.' Gumiho is that agent of chaos." -monk
yarkO
Profile Blog Joined September 2009
Canada810 Posts
June 14 2010 01:21 GMT
#3
It looks really cool, I like the beach/oasis feel it has for a remote island. Very nicely done.
When you are prepared, there's no such thing as pressure.
On_Slaught
Profile Joined August 2008
United States12190 Posts
June 14 2010 01:26 GMT
#4
Honestly I really like this map and all the different styles of gameplay it can open up.

I dunno how balanced it would be but I would for sure play it to find out.
sob3k
Profile Blog Joined August 2009
United States7572 Posts
June 14 2010 01:30 GMT
#5
Dear god colossi will rape on this map..
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
incnone
Profile Joined July 2009
17 Posts
June 14 2010 01:41 GMT
#6
Very pretty map; very impressive. Gameplay-wise, it doesn't remind me strongly of any map I've seen for SC2 (or really for SCBW for that matter) and that makes me pretty excited to see what games would be like on this map. I really appreciate that it's big and with all the narrow terrain and cliffs and such, I might think it could really make positional play that much more important. (Not that I have a very informed opinion; I'm terrible at SC in all its forms.) But I'm really excited to try playing it--thanks for posting!
Kpyolysis32
Profile Joined April 2010
553 Posts
June 14 2010 01:47 GMT
#7
I really like it. It's beautiful, and looks pretty fair. It seems like in terms of gameplay it would be a little similar to match point from SC:BW (certainly not a bad thing, Match Point was awesome), but aesthetically it's completely different. I think that sob3k may be right about coloxen here.
Man, do I not keep this up to date, or what?
palanq
Profile Blog Joined December 2004
United States761 Posts
June 14 2010 01:48 GMT
#8
ah, time to relax on the beach... nice map!
time flies like an arrow; fruit flies like a banana
canucks12
Profile Blog Joined June 2009
Canada812 Posts
June 14 2010 01:56 GMT
#9
This map looks awesome and I do like the use of multiple heights. I have a question though, how large is that little short cut that goes around to the back of the main? Is it too small for tanks to get through? If it isn't, then I think that it should be so that the tanks have to go all the way around the cape. Good work :D
Gaius Baltar
Profile Blog Joined April 2010
United States449 Posts
June 14 2010 03:41 GMT
#10
Thanks for the warm reception guys.

Canucks, the design I had in mind for that choke was that all units could fit through, but if ever there were a battle there it might be smart to take the long way to avoid those ever so narrow chokes. At the same time, if you always took the short cut you might miss a proxy barracks or pylon hidden on the longer path.

While I was making the map I made sure that Colossi and Ultralisks could fit through single file, but I just checked for siege tanks and thors and it turns out that on both sides of the map, they can only fit through from the expansion side and can't quite fit where the cliffs meet on the back side. Depending on feedback, I might change that or leave it as is.
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
June 14 2010 04:23 GMT
#11
Im a mapmaker 2 and I love ur map!!
Super good job
10%
Merikh
Profile Blog Joined June 2010
United States918 Posts
June 14 2010 04:24 GMT
#12
This looks amazing dude, keep them coming!
G4MR | I mod day9, djwheat and GLHF's stream
AioncannonzSC2
Profile Joined May 2010
United States92 Posts
June 14 2010 04:27 GMT
#13
Looks like desert oasis at first, but the rush distances are a lot shorter and this map has a lot of choke points. Taking and holding expos will be easy against ground, probably a map where air will dominate
XXXSmOke
Profile Blog Joined November 2004
United States1333 Posts
June 14 2010 04:29 GMT
#14
I really like the idea of this map. Beach fights ftw. This would be a very strategical map.
Emperor? Boxer disapproves. He's building bunkers at your mom's house even as you're reading this.
danl9rm
Profile Blog Joined July 2009
United States3111 Posts
June 14 2010 04:39 GMT
#15
it's very pretty, i just don't know what zerg would do on it.

you have to remember: toss always has t2 colossi and terran always has t2 tanks. zerg has units that get owned by cliffs

i'm not saying it's impossible to balance a cool map like this, but usually the more cliffs, the less fun zerg is going to have.
"Science has so well established that the preborn baby in the womb is a living human being that most pro-choice activists have conceded the point. ..since the abortion proponents have lost the science argument, they are now advocating an existential one."
Kenpachi
Profile Blog Joined August 2009
United States9908 Posts
June 14 2010 04:43 GMT
#16
beautiful map. i dont play SC2 but i think it would feel fresh to play on it.
Nada's body is South Korea's greatest weapon.
Kokkan
Profile Joined June 2010
Sweden83 Posts
June 14 2010 08:47 GMT
#17
Great map, can't wait to play it.

I think Zerg will have to use mobility on this map. Since there are allot of chokes and edges on this map. As a Protoss players I would take the high ground in the middle as soon as I could with Stalkers and Colossus. A Terran could probably turtle pretty hard and perhaps grab 1-2. Zerg has a really safe natrual and will proborly fast expand there.

Any imbalance will make itself clear when we can play it.

This is the only player made map that I actually would like to play. The best one I have seen so far.
Keep up the good work.
UmmTheHobo
Profile Blog Joined April 2008
United States650 Posts
Last Edited: 2010-06-14 09:03:01
June 14 2010 09:01 GMT
#18
Very awesome looking map!

One thing that immediately struck me as looking imbalanced was the small choke and huge cliffs in the middle by the middle I mean the two raised levels in between the two gold expos). Zerg would have a very very hard time breaking a tank heavy terran army or a collosus/sentry heavy protoss army.

My suggestion is making the choke in between the two ramps considerably bigger and reducing the amount of space atop the highest level. Keep the cliffs for sure, they are sexy and I could see lot's of cute tactics happening on them, just try to find a way so that area isn't zerg's worst nightmare :D

Again, I would like to say that this is my favorite community made map so far!

EDIT: I really think this map could become one of the most played maps of StarCraft 2. Just keep taking in community feedback and adjusting the map accordingly.
...
FarbrorAbavna
Profile Joined July 2009
Sweden4856 Posts
June 14 2010 11:23 GMT
#19
Looks like a real solid map with a few question marks(cliff walking units and the middle). I'm looking forward to trying this map out. Seems like drop and nydus will be very effective on this.

My suggestion is to place some doodads in either main, nothing excessive but perhaps some broken tech from either P or T. In the other main some broken protoss tech(if you went with T in the other main) or zerg carcass/skeleton, just to accentuate that feeling which OP described.

Great map, gw!
Do you really want chat rooms?
Tone_
Profile Joined May 2009
United Kingdom554 Posts
June 14 2010 11:42 GMT
#20
On June 14 2010 10:21 Tiazi wrote:
makes me think of:

- the second level of Halo 1


God damn I loved that level, best of any fps.

Really nice map, loving the look and feel and the possibilities of games. Colossus and mass stalker ftw on this map!
Hasta La Victoria Siempre | 톤
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