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[Map] Argutaris

Forum Index > SC2 Maps & Custom Games
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1 2 3 Next All
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-08-02 15:19:55
June 24 2010 11:43 GMT
#1
Map preview: (670x670)
[image loading]
High quality image (1340x1340)

Players: 4 (designed for 1x1)
Size: 134x134

Money
Main: 8 mineral, 2 gas
Natural: 5 mineral, 3 rich mineral, 2 gas
3rd: 8 mineral, 2 gas

Concept
Basic macro map. Main bases in the corners, ramp which leads down to the natural.
Natural has 3 rich minerals which can only be mined from after destroying the destructible rocks. Outside the natural is a ramp that leads up to the 3rd base, where you also have to destroy rocks. The third base has a wide ramp out leading to another base.
There are 8 ramps into the middle.

Line of sight blocker (los):
los blockers on side of the cliff on 3rd base
los blockers on the side of the main ramp cliffs
Watch Tower: none
Destructible debris/rocks:
destructible rocks (2k hp) locking in the rich mineral fields on the natural (you must destroy them to get access to the rich minerals)

Corner into the map picture:
+ Show Spoiler +
[image loading]

Middle:
+ Show Spoiler +
[image loading]

Closer look at natural area-to 3rd area
+ Show Spoiler +
[image loading]


version 1.2
- pushed out the 3rd base wide ramp a little
- pushed the small ramp and the way which leads to 3rd base away from the natural
- added alot of forest between the natural and the 3rd base unallowing siege tanks to shoot down the natural (they still range the golden minerals)
version 1.1
- widened the 3rd base large ramp
- moved out the 3rd base a little giving it more space behind the minerals and also moved it closer to the ramp
- added 2 mineral patches to 3rd base
- removed watch towers in middle
- added line of sight blockers at the side of cliff on 3rd bases
- more decoration
- removed some doodads from the middle for extra space

Download Map: Published to Europe server.
Read more about how to download the map.

Other maps:
Argutaris
Othello
Byzantium
City of Mengsk
Torrasque
Landscape
Black Rainbow
Gaia
Medusa
Progamerpls no copy pasterino
Glioburd
Profile Joined April 2008
France1911 Posts
Last Edited: 2010-06-24 11:51:15
June 24 2010 11:49 GMT
#2
Look very nice !
gratz !
Interesting system for "b3" at b2.
"You should hate loosing, but you should never fear defeat." NaDa.
Zavior
Profile Joined August 2009
Finland753 Posts
June 24 2010 12:25 GMT
#3
Interesting idea with the blocked rich minerals there! The map looks nice as well.
Ethic
Profile Blog Joined November 2009
Canada439 Posts
June 24 2010 13:08 GMT
#4
This looks like a map with a lot of potential, it'll obviously need balancing tweaks when people start playing with it against other people online, but it looks great so far.
SC2 ID: Ethic.791 - 1v1 DIAMOND - SHILOH UPSILON
Soreas
Profile Joined June 2010
France17 Posts
Last Edited: 2010-06-24 13:14:06
June 24 2010 13:13 GMT
#5
Hi very good and beautiful!!!
can you upload it please?
FarbrorAbavna
Profile Joined July 2009
Sweden4856 Posts
June 24 2010 13:14 GMT
#6
Like the look of the map especially the doodads. Will be interesting to see how games turn out on this one with the decrease in mineral patches at some bases.
Do you really want chat rooms?
SeR3NiTy
Profile Joined March 2009
France206 Posts
June 24 2010 13:28 GMT
#7
The idea for B2 and the minerals is very nice IMO. First time i see it, maybe a new trend ^^

The whole maps looks good.
Whiplash
Profile Blog Joined October 2008
United States2928 Posts
June 24 2010 13:29 GMT
#8
Genius idea with the rich minerals, I wouldn't be surprised if this became a trend at some point in the future. Overall the map design looks pretty balanced and fun, I would love to try this map out.
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
Katkishka
Profile Blog Joined December 2009
United States649 Posts
June 24 2010 13:31 GMT
#9
The map is very visually appealing and I like what you did with the gold minerals, but the 3rd seems just a little too easy to defend. Other than that though, I have no complaints. Great job
MorroW
Profile Joined August 2008
Sweden3522 Posts
June 24 2010 14:14 GMT
#10
On June 24 2010 22:31 Sunny Afternoon wrote:
The map is very visually appealing and I like what you did with the gold minerals, but the 3rd seems just a little too easy to defend. Other than that though, I have no complaints. Great job

thanks alot and yes im also afraid the 3rd is little too easy to defend, i will look into it in the next version
Progamerpls no copy pasterino
Cotonou
Profile Joined June 2010
42 Posts
June 24 2010 14:37 GMT
#11
I'm not sure about the natural being a mineral+gold expansion. It seems to me that it will just encourage 2-base turtling, as it will allow for essentially free turrets and cannons. Since offensive units typically require gas it has no offensive analogue. I'd have substantially less of a problem with this if the gold add-on was located at the 3rd.

Great overall design, though. Far better than most we see here.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
June 24 2010 14:51 GMT
#12
This one is pretty nice. Good Natural and nearly perfect placed 3rd.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
MorroW
Profile Joined August 2008
Sweden3522 Posts
June 24 2010 18:17 GMT
#13
On June 24 2010 23:51 dezi wrote:
This one is pretty nice. Good Natural and nearly perfect placed 3rd.

tnx for that pm

update 1.1
- widened the 3rd base large ramp
- moved out the 3rd base a little giving it more space behind the minerals and also moved it closer to the ramp
- added 2 mineral patches to 3rd base
- removed watch towers in middle
- added line of sight blockers at the side of cliff on 3rd bases
- more decoration
- removed some doodads from the middle for extra space
Progamerpls no copy pasterino
RAUS
Profile Blog Joined February 2010
210 Posts
Last Edited: 2010-06-24 21:33:50
June 24 2010 21:32 GMT
#14
the 3 bases are pretty easy to defend, which seems to favor terran pretty hard. i would make another ramp to the third base, or perhaps just widen the entrances to each quartile of the map.

also theres some strong positional imbalance; because a terran whos clockwise from his opponent can shell the natural expansion
recognize me?
Tiazi
Profile Joined February 2010
Netherlands761 Posts
June 24 2010 22:50 GMT
#15
gorgeous map morrow! Will try this one and your other ones out vs the AI tomorrow. Will report here with my feedbackz
"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
ItsTheFark
Profile Joined June 2010
United States158 Posts
June 24 2010 22:59 GMT
#16
I really love this map, the blocked minerals are intriguing, as well as it has some narrow areas and some wide areas, overall seems very balanced, we will just have to wait until game play occurs.

Kudos!
ffz
Profile Blog Joined April 2010
United States490 Posts
June 24 2010 23:09 GMT
#17
anyone else see a swastika in mid?. Nice map though. Great idea with the 2nd. Can terran seige the gold from 12 3 6 and 9? Also no towers?
Meow.
Deleted User 48059
Profile Blog Joined May 2009
86 Posts
Last Edited: 2010-06-24 23:11:25
June 24 2010 23:10 GMT
#18
I like this, you've at least tried some interesting stuff, particularly the blocked gold minerals. It'd be intriguing to see those in other exp. positions, eg. the third.

What I would particularly like to see is the addition of minerals/gas being blocked by 0-value mins (Hell, I'd just like to see 0-value mins in general, though I understand that this is not currently possible in the editor?)
That way, the decision would have to be made whether to use early probes for mining 0-value mins for earlier access to high-yield patches, or whether to wait until later when the loss of short-term mining time is less consequential.

Oh, also I misread the name as Airguitaris, which I liked

Kev

edit:
On June 25 2010 08:09 ffz wrote:
anyone else see a swastika in mid?


No, because I know what a swastika looks like. Are we going to have this every time someone posts a map with a decal pattern in the middle?
ryanAnger
Profile Blog Joined April 2008
United States838 Posts
June 24 2010 23:12 GMT
#19
For the record, the swastika itself doesn't actually mean anything negative, in fact, it once had a positive connotation, but the Nazi's perverted it.

It's nothing to be offended about in the slightest imo.
On my way...
Deleted User 50491
Profile Blog Joined July 2009
721 Posts
June 24 2010 23:53 GMT
#20
I like this map a lot. Great idea with the High yield mineral.
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