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[Map] Rising Tides - Melee - Page 4

Forum Index > SC2 Maps & Custom Games
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On_Slaught
Profile Joined August 2008
United States12190 Posts
Last Edited: 2010-06-15 05:52:10
June 15 2010 05:51 GMT
#61
Looking at it a second time I really really think you should either get rid of one of the main's ramps or put some rocks at it.

Having 2 ways into a main is basically a death sentence for Protoss players. They need to be able to block off their ent if that's their build. As it stands the protoss player will get hurt pretty hardcore by any sort of ling pressure since they can't possibly wall fast enough 2 ent.
Gaius Baltar
Profile Blog Joined April 2010
United States449 Posts
Last Edited: 2010-06-15 14:22:20
June 15 2010 14:05 GMT
#62
Whole, noted. I think that's an issue that won't become clear until a decent amount of testing after beta is back up.

Xylon, the name is more of a metaphor for impending combat represented by the island and the actual tides. I would argue that the ground in Blistering Sands doesn't hurt your troops, so even if my water levels are static I think I'll keep my map name too.

Cyo, FarbrorAbavna pointed out that mineral patch mistake as soon as he played as well. It's on the changelog to be fixed in the next version. The ledge behind the main was more intended for reapers. A tank can only get there if dropped, and I think a team of hydras, marines, or stalkers could deal with that pretty quickly, so I'm ok with it. What I'm more worried about is colossi, since they could retreat all the way down to the beach, be almost completely safe most of the time, and then come back up to attack whenever they like. We'll see if that's an issue too. I didn't have enough creativity initially to make the beaches a bit more interesting to look at, I'll try to think of some ideas. One thing about putting doodads underwater is the water appears very foggy on high and ultra graphics settings and you can't see to the bottom. Maybe it's just the type of water I used and that can be changed too. I'll see about blurring some textures on that patch of ground for the next version.

A big thanks to you Cyoadventure for all that feedback and to anybody else who is testing the map with the editor, and thanks to everyone posting such encouraging comments. At this rate I should be able to iron out a lot of kinks before beta returns and publish a really strong version of the map.

Edit:
On_Slaught, I guess I was taking a fairly large risk when I decided to split the entrances to the main and natural, but I was willing to because I think the long rush distance should give enough time to set up defenses. I'm thinking a protoss could wall at the main ramp and have some zealots ready to defend the natural ramp by the time he stationed a probe at the Xel'Naga tower to watch for backdoors. We'll see what happens after more testing.

Madkipz, thanks for the tip. I'm driving my little sister to the beach today so I'll get on that when I get back.
Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
Last Edited: 2010-06-15 14:58:08
June 15 2010 14:10 GMT
#63
You might want to publish it more officially than just here. http://www.sc2mapster.com/ is perfect both for uploading and for updating.

map looks great, except that the backdoor ramps feel VERY big I had to use two supply depoes and two raxxes to wall it off entirely, same with the other ramp. not that i dont like it, because it adds incentive to not wall off at all. It just dosnt work outside of protoss warping in 4 pylons and a gateway just for ONE entrace xD.

oh yea and that mineral bug probably exists somewhere within the other expansions as well, i will be checking for it next game.

Also, the geysers are high yield yet there are pairs of vespene for every expansion. What do you wish to accomplish with this and why did you make them high yield?
"Mudkip"
zedrOne
Profile Joined May 2010
France471 Posts
June 15 2010 21:01 GMT
#64
it feel so empty, so often map are surcharged, here it's the opposite !
you need more texture work. far to empty, you see tiling at every level.

i like the layout, maybe add more doodoads like some trees, LOS blocker and of course, some fish !

LockeTazeline October 31 2012 06:02. Posts 166 : A Bo9 is really just a Bo1 played 9 times.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
June 15 2010 21:03 GMT
#65
Asthetically pleasing, but like every other map people seem to make it's filled with unnecessary chokes and too much unused space at the edges.
Logo
Profile Blog Joined April 2010
United States7542 Posts
June 15 2010 21:18 GMT
#66
On June 16 2010 06:03 FabledIntegral wrote:
Asthetically pleasing, but like every other map people seem to make it's filled with unnecessary chokes and too much unused space at the edges.


There really isn't that much unused space... When you account for the map boundaries (vs the edge of what is shown in the screenshot) there's not much space. The most unused air space is around the island expos, but you want that.
Logo
Gaius Baltar
Profile Blog Joined April 2010
United States449 Posts
June 17 2010 04:17 GMT
#67
I went ahead and uploaded the map at sc2mapster.com like you suggested. And Madkipz, I didn't actually notice I put down rich vespene instead of normal, that was a complete mistake. :noo: I fixed that for the next version, but I kept rich vespene geysers at the gold mineral expansions since I expect those bases will be damn hard to hold and deserve the reward. That and the width of the backdoor ramps are subject to change. I guess there won't be significant enough testing until beta returns for me to make well informed decisions on making changes.

ZedrOne, if you look quite carefully there are fish swimming around the sunken command center and a shark off the northeast beach. I'll add more fish in the next version and I have some ideas for beach doodads that won't have footprints.
Gaius Baltar
Profile Blog Joined April 2010
United States449 Posts
June 21 2010 16:30 GMT
#68
I had all my wisdom teeth taken out three hours ago, so I should have a lot of downtime this week to work on the map.

If anybody has more tweaks to suggest, that would really help me kill some time and try to forget about my awesome new headset. Thanks!
+ Show Spoiler +
[image loading]
Gaius Baltar
Profile Blog Joined April 2010
United States449 Posts
June 30 2010 16:32 GMT
#69
In hopeful anticipation that beta will return soon, I've update the OP with a new download, new screenshots, and a changelog for v1.2.

Here I'll illustrate and explain the major changes.

Center map:+ Show Spoiler +
v1.0+ Show Spoiler +
[image loading]
v1.1[image loading]v1.2[image loading]

The path was widened and I reduced the high ground area to curtail the power of terran turtling and make it easier for zerg armies to move through.

Main entrances:+ Show Spoiler +
v1.1[image loading]v1.2[image loading]

It didn't seem very sensible to have two chokes leading to each grassy high ground area in the middle of the map, so I increased the width of the outer ramps to facilitate troop movement. The new angle and smaller width of the main ramp should make it easier to defend. It can be walled off by a single barracks with an addon and one supply depot as well as with a gateway, a pylon, and a zealot.

12 o'clock and 6 o'clock expansions:+ Show Spoiler +
v1.1[image loading]v1.2[image loading]

I widened the ramps to the blue mineral beach expansions because there was no need for them to be so skinny, and I increased the high ground area at the expansions to allow a more reasonable amount of space to build on.

Island expansions:+ Show Spoiler +
v1.1[image loading]v1.2[image loading]

If zerg is still having trouble with the middle of the map, the newly wide paths to the naturals should play to their strengths. And by expanding the beach there, the island expansions needed to be pushed back, which greatly decreased the huge uncontested airspace at those two corners of the map.

Beach edges:+ Show Spoiler +
v1.1[image loading]v1.2[image loading]

This change is purely cosmetic, but I felt like it was pretty necessary since I've never been to a beach that immediately dropped off nine feet. There is a layer of no pathing a few feet beyond the water edge, so the playable area hasn't changed. My hope is that since now the beaches extend regularly, the places on the beach that end in cliffs will look like ocean trenches.


I'd be really happy to read any feedback on the new version. Hopefully if there are any glaring flaws I can fix them quickly before beta returns so I can publish a competent version right away. My main concern is whether or not it is possible to build defenses at the two entrances to the main quickly enough to be able to confidently defend rushes. The rush distance is long, but I'm still antsy about that, so any feedback about that issue would be especially appreciated.

Thanks again!
Pandonetho
Profile Joined October 2009
Canada321 Posts
June 30 2010 17:06 GMT
#70
You know what would really make this map awesome? To make the water rise (that's initially what I thought you did with the map).
Roggay
Profile Joined April 2010
Switzerland6320 Posts
June 30 2010 17:26 GMT
#71
On July 01 2010 02:06 Pandonetho wrote:
You know what would really make this map awesome? To make the water rise (that's initially what I thought you did with the map).


I don't think you can add trigger in a melee map (without making it custom).

The map looks awesome, and the changes look good but it still needs to be tested online.
Pholon
Profile Blog Joined March 2008
Netherlands6142 Posts
June 30 2010 17:41 GMT
#72
Looks good
Moderator@TLPholon // "I need a third hand to facepalm right now"
Antares777
Profile Joined June 2010
United States1971 Posts
June 30 2010 17:57 GMT
#73
IMO if your goal was to make your third and fourth expansions harder to control you could have done a lot better. The fourth base has a relatively small choke. The third had a lot of wasted space behind its mineral line and also appears easy to defend.

The naturals have no nearby cliffs for harassment options
You might to consider adding those.
Gaius Baltar
Profile Blog Joined April 2010
United States449 Posts
June 30 2010 20:08 GMT
#74
I would say that the 3rd and 4th were already difficult to control before I made changes because of the layout of the map. Given how spread out they are from your main and natural, and considering that you'll be even more spread out when it comes to offense, my goal was not to make them harder to defend.

Actually my goal was to make a handful of slight adjustments to make them about the same difficulty to control, relative to each other, so that you'd have to decide which would be your third and which would be your fourth. The high ground expansion has the obvious advantage of the high ground, and now it has a little more room to build defenses. The low ground expansion already has tons of space to build defenses and is closer to your main if you're making air units to defend, so I feel like they're probably on pretty even footing now. You may even decide to completely wall off your main entrance and expand to your opponent's high ground expansion from your natural for your third. You may be feeling a little ballsy and note that the high yield expansion is a little closer to your main than the hill and blue mineral beach expansions, and take that as your third instead.

If you can get into the main, you have a long cliff line from which to harass the natural. I think reapers could go pretty nuts there, actually. Another thing to consider would be using the area behind the los blockers as a staging ground for drops on the natural. And I would say that even if the naturals do prove hard to harass, they should still be easier to attack than the average natural since they don't share an entrance with the mains.
Antares777
Profile Joined June 2010
United States1971 Posts
June 30 2010 20:14 GMT
#75
I see your point.
Gaius Baltar
Profile Blog Joined April 2010
United States449 Posts
July 02 2010 18:28 GMT
#76
I've been toying around with an alternate version of the natural, for which there are now two entrances, but the second entrance to the main is removed.

+ Show Spoiler +
[image loading]

I think it might play a little like the Desert Oasis natural, except the second entrance to the natural is a small ramp instead of a very wide choke. What do you guys think?
Andavari
Profile Joined July 2010
Egypt18 Posts
July 02 2010 19:47 GMT
#77
LOL This reminds me of Koopa Troopa Beach from Mario Cart lol. Looks likes a good map, I would like to try a few rounds on it to see how it feels. Not sure this is really important or not but the terrain used below the Main bases, "the Middle Level Teir" the greyish terrain kinda throws me off. Maybe show some different terrain or something to make the main "All green" seem a little more lively. A transition or maybe throw some beach sand on the main area or something to make the terrain less of a odd transition. It just needs something else to make it seem complete.
Thats my input gl with your map

“True wisdom is less presuming than folly. The wise man doubteth often, and changeth his mind; the fool is obstinate, and doubteth not; he knoweth all things but his own ignorance.” - Akhenaton (King of Egypt, 14th century BC)
ionlyplayPROtoss
Profile Joined March 2010
Canada573 Posts
Last Edited: 2010-07-02 20:15:36
July 02 2010 20:15 GMT
#78
I think with the new macro mechanics any island map will he heavily toss favoured.
RisingTide
Profile Joined December 2008
Australia769 Posts
July 02 2010 20:51 GMT
#79
On June 15 2010 00:48 FrozenArbiter wrote:
Please tell me the water will actually rise and it will be an island map half the time :D!?!?

I like this idea. Unfortunately units can move around underwater if there is land for them to move on, so some other trigger that destroys units or something would be necessary.
I had on early on in the beta about making a map where you destroy a destructible rock that acts as a damn and floods a portion of the map, narrowing a choke or something. This would work sort of similarly.

Also, dunno why, but I really like the name of this map....
Tazza
Profile Blog Joined May 2009
Korea (South)1678 Posts
July 04 2010 02:24 GMT
#80
I want to try this map out so bad because I want to see what happens when a unit goes into the water
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