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[Map] City of Mengsk

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 3 4 Next All
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-08-02 15:19:54
June 26 2010 14:18 GMT
#1
Map preview: (512x512)
[image loading]
High quality image (1280x1280)

Inspired by Plasma from sc1
+ Show Spoiler +
[image blocked]


Players: 4 (designed for 1x1)
Size: 130x130

Money
Main: 8 mineral, 1 gas, 1 extractor (Preview)
Natural: 7 mineral, 2 gas
3rd: 7 mineral. 2 gas

Concept
+ Show Spoiler +
intense map with short distances to your opponent and alot of room for high harassment and pressure.

already there is a little twist in the main base. 1 of the geysers there is mannered by the neutral. extractor with 500 hp that u have to kill before you can take the geyser. this is here not to be annoying but it has a real purpose. zerg is usually the race that takes the second gas latest while terran takes his second gas first, so this whole thing is just a way to delay the meching terran but of course also add interesting dynamic to the other match ups.

main base has, 1 exit leads to an outside border highway that goes all around the map leading to the other main bases.
the backdoor exit is blocked by eggs (200hp 10armor) but has 2 rich mineral fields on each side (28 mins) that you can use to slide over workers with. after the rich minerals are mined out you can still slide over workers into the main base because of the main minerals but if u mine off the outside rich mineral it will impossible to exit the main with mineral slide.

the other exit is just straight forward sticking out to the map creating a quite short distance to your enemy. outside this ramp theres a way that leads to your natural base right next to it and another way to get to your 3rd base thats farther away.

the 3rd base is blocked by a destructible (2k hp, 2armor)

top right left and right got a highground that leads to the highway border. you can enter it from 2 sides by ramps

there are pipe blockers by the main, natural and 3rd base which prevents reapers from jumping up and down
Preview

outside the natural by the side of the natural ramp is a creep tumor that can only be destroyed once you gain detector or kill it by splash (hellion fire for example). the tumor is there to help zerg take his natural in the early game
Preview


Line of sight blocker (los): none
Watch Tower: 4 of them located at 12, 3, 6 and 9 o clock
Destructible debris/rocks: 1 at each 3rd base (2000 hp)

My personal notes:
+ Show Spoiler +
i didnt actually play the map with others yet (cause beta is down) but just as a terran player i would feel pretty happy against a zerg user on this map. against protoss i have no idea how these maps would turn out but i can imagine very interesting games

seeing how the map got quite normal amount of minerals and not too too hard to take expansions could be an issue later seeing how all roads are quite thin. im not sure about this tho but i wouldnt be shocked if i had to lower the money on the map just to create smaller armies

id love to hear your opinions about the map and possible balance issues. im just a terran user and it would be nice with some more perspective on this.

hopefully tight micro maps like this has potential in sc2 with balance on high level because in sc1 maps could not looks anything like this. its a new game and i think we should be more open-minded about new concepts and ideas, although as a macro guy i have nothing against standard of course ^^. simply felt like making something new because my past maps has been quite standard straight forward macro maps


Version 1.1
- Increased map size from 128x128 to 130x130
- Widened the border around the map
- Pushed in all the expansions from the borders a little to prevent reapers from attacking down from the cliff
- Made the double ramp chokepoint outside the natural ramp smaller and pushed it in a little from the middle
+ Show Spoiler +
[image loading]

- Exchanged a main geyser to a neutral extractor
+ Show Spoiler +
[image loading]

- Placed a neutral creep tumor outside every path to the natural base
- Pushed back the watch tower along with the cliff around it to widen up the pathways to the double ramp
+ Show Spoiler +
[image loading]

- Placed pipes at sides of main base, natural and 3rd base to give reapers less mobility but also so the natural geysers cant be sniped from the border

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

Old Version
+ Show Spoiler +
[image loading]


Other maps:
Argutaris
Othello
Byzantium
City of Mengsk
Torrasque
Landscape
Black Rainbow
Gaia
Medusa
Progamerpls no copy pasterino
dezi
Profile Blog Joined April 2010
Germany1536 Posts
June 26 2010 14:30 GMT
#2
Could be hard against Reapers with all those cliffs around the Nat ^^

I like the look. Very clean. Really looks like a city or a huge garden.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Duckvillelol
Profile Blog Joined July 2009
Australia1259 Posts
June 26 2010 14:30 GMT
#3
Wow that is a great looking map.

Interesting dynamic with the natural 'tucked away' in a sense. Can't wait to give it a try!
Former SC2 commentator. youtube.com/duckvillelol
Diamond
Profile Blog Joined May 2009
United States10796 Posts
June 26 2010 14:32 GMT
#4
Holy shit that map looks good! Gj Morrow I'll have to try it out! Very nice detail work on it!
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
0neder
Profile Joined July 2009
United States3733 Posts
June 26 2010 14:33 GMT
#5
I anticipate liking this SOOOO much more than Metalopolis. I hate that map aesthetically and as a spectator.
kajeus
Profile Joined May 2010
United States679 Posts
Last Edited: 2010-06-26 14:35:54
June 26 2010 14:35 GMT
#6
Awesome. Awesome awesome awesome.

I don't have any other criticisms right now, but I want to encourage this kind of creative map design. It's thematically and aesthetically interesting in addition to looking like a fun map to play on.
pro-MoMaN, pro-HuK, pro-Millenium
Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2010-06-26 14:42:01
June 26 2010 14:41 GMT
#7
The map looks great, BUT since Mengsk is a self centered megalomaniac there should be a palace or some HUGE oversized statues (not those small ones from Megalopolis which you already have), maybe something where you can pass between the legs of the insane emperor like the colossus from ancient times. Sadly I dont know what the editor can do, but maybe having a left and a right foot to suggest such awesome huge statue might be doable.

Another thing to please the ego of the emperor might be to spell his name with flowerbeds or whatever ...
If you cant say what you're meaning, you can never mean what you're saying.
alexpnd
Profile Blog Joined March 2009
Canada1857 Posts
June 26 2010 14:48 GMT
#8
This looks really nice.
www.brainyweb.ca //web stuff!
LuigiNMario
Profile Joined April 2010
United States456 Posts
June 26 2010 14:53 GMT
#9
I don't think battles will be as easy.
When there's Flash there's a way.
Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
Last Edited: 2010-06-26 15:09:04
June 26 2010 15:04 GMT
#10
It looks like you took a bunch of textures and sprayed them randomly on the map. Tip useing the Korhal setting does not mean you need to call it anything mensk related because mensk is power, hard lines and equals powerful texture design to properly display the might that is Emperor Mensk :/

other than that the design of the map when it comes to playing it looks impressive to say the least. Are you sure the worker slide works in sc2?
"Mudkip"
stroggos
Profile Joined February 2009
New Zealand1543 Posts
June 26 2010 15:08 GMT
#11
really like the map, especially the high ground areas overlooking FE defenses
hi
Roggay
Profile Joined April 2010
Switzerland6320 Posts
June 26 2010 15:09 GMT
#12
The concept is really interesting, I'm looking forward to test it online.
I think in TvZ terran will be happy to turtle on 3 bases (since one highground control the 3 bases if terran can secure the two entrances to the backdoor), but then have a lot of trouble taking another quarter of the map. But I don't really know how the distances feel like.
I don't know about protoss, but I can see that forcefield plays will be interesting with those small paths.
blahman3344
Profile Blog Joined March 2009
United States2015 Posts
Last Edited: 2010-06-26 15:14:40
June 26 2010 15:13 GMT
#13
Yeah, this map does tend to resemble plasma a lot, but the maneuverability of the outer rim kinda reminds me of bifrost III. I kinda feel that said outer rim will encourage a lot of harass on this map + drop-ship play.
As for scouting, I am guessing that the mineral jump will make an easy and efficient way of scouting your opponent, should he block his ramp.

edit: G'luck in TL Arena MorroW ^^
I like haikus and / I can not lie. You other / brothers can't deny
Pandain
Profile Blog Joined May 2010
United States12989 Posts
June 26 2010 15:18 GMT
#14
I LOVE this map, its really amazing looking with plenty of detail, but I do agree that Zerg will be hard pressed due to the fact there are just SO many places for high harrasment.
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
June 26 2010 15:41 GMT
#15
Morrow you are a beast. How are you able to make so many good looking maps so quickly!
CatfooD
Profile Joined April 2010
United States203 Posts
June 26 2010 21:55 GMT
#16
Morrow, this map looks like it has amazing potential! Honestly, this map tends to my style of Terran play practically 110%. I love the style: high harassment, short distances, open middle, tactical high ground, etc.

However, when I think about actually playing a game on the map, I can think of several things that may want a little attention:

All 4 of the towers don't seem to have a significant role in the map at all. Maybe that is what you are going for though, I don't know. From the picture, the towers seem to do just as good as simply having a few units up on the high ground since it is tucked away from the ledge.

That highway around the outside, every main, natural, and 3rd base all being 90% ledge seems dangerous!! Haha! As a Terran player, I can't foresee a single game on this map that I wouldn't have 6-8 reapers at any stage in the game just harassing and exploiting away at every base.

Also, unless you are cross-positioned, the 3, 6, 9, and 12 ledges with 2 ramps seem to be the maps sweet spot. There is SO much power at this position. You can completely restrict your opponent from taking his 3rd while simultaneously covering your main and nats entrance. Or, if you are the opponent, you can cover your 3rd, while containing your opponent at his main and natural, all with that small strategical ledge.

Even in a cross-position 1v1, you'd want to push out through the middle until you can secure the high ground in front of his main and natural entrance. Just being able to secure that portion of the map seems like the game ender right there.

I can see Protoss enjoying putting several pylons around the outside highway of the map too. Warp a couple of high temps to go on a field day storming mineral lines around the map, all covered by high ground. Or Terran dropping a couple of tanks to patrol the highway. Hell, hydras too, or whatever. That highway appears to be very difficult to control from mineral line devastation while also trying to hold your main and nats entrance, or the center.

Once warp gate is researched, a probe could make a pylon next to the opponents eggs and just warp directly into the main. Could do the same from the high ground to the natural and 3rd expansion mineral lines.

I hope none of these issues would prove to be a huge problem, because I love this map. It's totally my style. I love the layout, the design, the strategy and harassment styles, small size, and short distances. Makes you stay on your toes throughout the entire game.

Keep up the good work. Good job, and good luck.
Kokkan
Profile Joined June 2010
Sweden83 Posts
June 26 2010 23:22 GMT
#17
Some thoughts.

My first thought was; damn! this map is so Terran OP. Once you get 2-3 tanks out, you will dominate and can easily take 2 expansions. By placing tanks behind your mineral line you can defend your main choke and the choke to your expansion and be safe from drops.

Attacking any expansion in mid to late game is suicide, they are so deep and you will get boxed in.
For a map with alot of pressure you have made it very hard to attack, rush is more likely I think.

But as a Toss player I would probably do some real harm with Stalkers, Colossus, Sentrys and HT drops. Terran can't defend everywhere. Sentrys would be the obvious defenders for the back doors were FF would rule.

Except for the narrow choke points, I think Zerg will have a blast on this map. Creep tumors and Hydras would negate any advantage on the edges behind the base and exp. these is no way of a "surprise attack". And it's easy to expand and defend.

I would say Toss is at a big disadvantage at this map.


But I still like it, I looks allot of fun to play.
GReeNMaN
Profile Joined June 2010
United States21 Posts
Last Edited: 2010-06-26 23:35:08
June 26 2010 23:33 GMT
#18
Pretty nice looking map, very interesting layout. I can't wait to try it out! I'm no map master, in fact I just started using the galaxy editor myself, but I do think CatfooD and Kokkan made some very good points though, and I do think you you should look into those matters mentions.

Besides that, my biggest criticism would be that I'd like to see this map be made more symmetrical, both in terms of the texturing throughout the map as well as with the terrain in the middle of the map.

Good work though, keep it up.
A man without a plan, plans to fail.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-06-27 00:41:37
June 27 2010 00:38 GMT
#19
--- Nuked ---
NinjaDrone
Profile Joined June 2010
United States97 Posts
June 27 2010 00:59 GMT
#20
Great map. My initial thought was that the towers should be moved inward but I can see the strategy of having them so far out (enemies can potentially scout to see if you destroyed the rocks and you can scout to make sure enemies aren't coming to your back door.) This map does seem like it would heavily favor Terran since he could easily defend 3 bases with just a few strategically placed Siege Tanks. Tough to say for sure though without actually playing it.
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