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[Map] Landscape

Forum Index > SC2 Maps & Custom Games
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MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-07-24 23:30:44
June 30 2010 22:10 GMT
#1
Map preview: (640x640)
[image loading]
High quality image (1280x1280)

Players: 4
Size: 128x128

Money
Main: 8 mineral, 2 gas
Natural: 7 mineral, 2gas
3rd: 7 mineral, 2 gas

Concept
standard macro-oriented map without any destructible rocks or neutral units. i simply felt like creating a normal map here without too much funky stuff going on, after all maps can have interesting gameplay without all that fancy shamcy stuff as day9 would say

main bases in the corners on low ground. a ramp not so far away from the start location up to the high ground and a path to the natural.
on the way there is line of sight blockers.

the natural base is quite close to the middle and pretty vulnerable to harass such as colossus, air units and siege tanks, hell even fungual growth :D. a wide ramp next to the natural which leads down to the low ground again. quite open space. to 1 way u see a bridge which leads to the other base. the bridges are thin and unbuildable. straight forward is a xel watch tower. to the opposide side of the bridge is a ramp which leads up to the 3rd base.

Personal notes
this is the very first version but im confident to say balance should be pretty fine. it might lean in favor towards terran right now and if thats the case i will try to work on that. i doubt that ill need to make many updates at this map but as always if u find something that must be changed then plz let me know ^.^

those bridges are custom made btw, and no i cant remove the cliffs under the bridges i fooled around with that for about an halfhour trying to find ways to make it look more like a bridge but this was the best i could get out of sc2 ^^

in plans for future version i will probably widen up the 3rd base ramp but all add more unbuildable terrain outside the natural so you cant turtle take the 3rd base so easily

also map name is maybe not so brilliant but i think its nice xd

Image Links
Expansion layout
Main ramp layout
Third base and xel tower
Awesome bridge with cliff under it
Middle overview

Line of sight blocker (los): between the main ramp and the natural base
Watch Tower: between the bridges
Destructible debris/rocks: none

Poll: Overall opinion?

Solid map (21)
 
68%

Uncreative, need more funk (7)
 
23%

Too little money on the map (2)
 
6%

Imbalance issues (1)
 
3%

Too tight (too narrow, small ramps) (0)
 
0%

31 total votes

Your vote: Overall opinion?

(Vote): Solid map
(Vote): Uncreative, need more funk
(Vote): Imbalance issues
(Vote): Too tight (too narrow, small ramps)
(Vote): Too little money on the map



Download Map: no download available

Other maps:
Argutaris
Othello
Byzantium
City of Mengsk
Torrasque
Landscape
Black Rainbow
Gaia
Medusa
Progamerpls no copy pasterino
Channel56k
Profile Joined June 2010
United States413 Posts
June 30 2010 22:19 GMT
#2
I like the mains at a lower ground, havent seen that yet. Also good texture work.

It seems the image may be cutting it off, but i think the ramps moving into the mains might want to be moved in slightly to give more room at the top of the ramp.

Lastly the whole being op for terran is so overused its ridiculous. Any small choke will benifit terran, but all maps SHOULD have at least one small choke. There is nothing wrong or unbalanced about giving terran a small choke, and no imbalance that I can see from the image.

We dont call matropolis unbalanced for zerg due to the positioning of its nat, 3rd, and 4th bases. Does it give zerg the advantage of being able to expand away from their opponent, yes... is that imbalance? No.

I know its a side-point, but the races are all specifically different and a good map will provide a specific advantage to all three, or at least 2.
"Do yourself a favor, and don't listen to me."
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-06-30 22:24:25
June 30 2010 22:23 GMT
#3
On July 01 2010 07:19 konicki wrote:
It seems the image may be cutting it off, but i think the ramps moving into the mains might want to be moved in slightly to give more room at the top of the ramp.

yes the image is cutting of
the playable map are probably reaches out 2-4 tiles outside these images but in the editor i choose the option "playable map area", its just the editor thats poorly designed on cutting edges :d my other maps r the same

ill update the images later tonight
Progamerpls no copy pasterino
KillerPlague
Profile Joined June 2010
United States1386 Posts
June 30 2010 22:26 GMT
#4
this map is amazing! not so sure about the watch tower placement, but i would love to play on this map!
Side 1: Why no dominant players with 90% win ratio Side 2: Nerf Side 1
funcmode
Profile Joined June 2010
Australia720 Posts
June 30 2010 22:26 GMT
#5
Looks very solid. I love the improvised bridges like in your other map.

The only issue I see is that terran might have an advantage considering both the natural and 3rd are on high ground and quite close together, despite the large ramps. But it seems you've probably already considered this.

Adore the simplicity though, intend on doing something similar for my next map. I'm frankly amazed at how fast you crank out these things ;D
@funcmode - TPW Mapmaking Team - theplanetaryworkshop.com
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
June 30 2010 22:35 GMT
#6
An awesome map once again Morrow. I was wondering do you think it's possible to creep from main to outside nat ramp using an ovie for vision?
Superouman
Profile Blog Joined August 2007
France2195 Posts
June 30 2010 22:36 GMT
#7
does your bridges work? i can't manage them to be walkable, they are like sprites in sc1
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
funcmode
Profile Joined June 2010
Australia720 Posts
June 30 2010 22:37 GMT
#8
On July 01 2010 07:36 ProTosS4EveR wrote:
does your bridges work? i can't manage them to be walkable, they are like sprites in sc1


You have to have pathable cliffs under the bridges for them to work. So they just look like bridges when in fact they're not.
@funcmode - TPW Mapmaking Team - theplanetaryworkshop.com
Superouman
Profile Blog Joined August 2007
France2195 Posts
June 30 2010 22:39 GMT
#9
so they walk on the bridge, they dont climb off the cliff?
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-06-30 22:42:41
June 30 2010 22:42 GMT
#10
On July 01 2010 07:39 ProTosS4EveR wrote:
so they walk on the bridge, they dont climb off the cliff?

its just simply rocks terrain with some doodads on them, but... shhhhh xD

On July 01 2010 07:35 Numy wrote:
An awesome map once again Morrow. I was wondering do you think it's possible to creep from main to outside nat ramp using an ovie for vision?

creep can only spread if it has vision of the area
Progamerpls no copy pasterino
Channel56k
Profile Joined June 2010
United States413 Posts
June 30 2010 23:20 GMT
#11
The real annoying thing about diagnol bridges on natural cliffs is you need to add 1*1 pathing blockers to keep units from cutting into the sides of the bridges.

Your prolly on top of this, but test it out and try runnin a probe into all the possible nooks in the bridges... this is possibly the thing i dislike most about including bridges in maps.
"Do yourself a favor, and don't listen to me."
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-06-30 23:46:04
June 30 2010 23:44 GMT
#12
--- Nuked ---
Antares777
Profile Joined June 2010
United States1971 Posts
July 01 2010 00:14 GMT
#13
How would you wall off as a Terran player on a map that has a higher natural than main?
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2010-07-01 00:32:18
July 01 2010 00:15 GMT
#14
Also this seems to be more of a BW map in design - I think we (the SCII community) need more original maps.

EDIT: Hmm... my first post made me sound like a downer... Not that I don't like this map - I think that you are a very skilled editor and your maps are all amazing - it's just I was hoping for something new. These kinds of designs do work, they are just so similar to most BW maps. I've seen so many maps like it (maybe not that much in SCII) and of those maps, the gamplay is generally similar.
arnold(soTa)
Profile Joined March 2010
Sweden352 Posts
July 01 2010 00:20 GMT
#15
another awsome map morrow, you are good at making maps.
Indeed much better than blizzard seems to be :-) they havent really created a single 'great' map since lost temple and even that was/is horribly imbalanced and needs fixing...

Im guessing this didnt take that long to create and could prob. be inserted directly into the ladderpool without problem or imbalances I wanna play it !
"I like turtles"
dimfish
Profile Blog Joined February 2010
United States663 Posts
July 01 2010 01:04 GMT
#16
The map is solid for sure, but I'm tempted to say lose the towers. I like how they sort of give you a staging area, like where players group up on Lost Temple before moving out, but imagine what a player with contain will have sight of. Let's say I spawn in upper left and you set up a contain at my upper-left watch tower. For three more workers sitting at the other three towers (or better yet, zerglings) I can't even sneak a drop out to get the pressure off. Maybe? Maybe the name of the game on this map is "try-for-a-contain" and "be-sure-as-hell-not-to-get-contained."

It's just that the percentage of total map area covered by the towers is quite large. OOH! Gonna add that to the map analyzer...
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-07-01 01:27:46
July 01 2010 01:22 GMT
#17
On July 01 2010 09:14 Antares777 wrote:
How would you wall off as a Terran player on a map that has a higher natural than main?

because of the long distances i bet you wouldnt need to wall off against a protoss
against a zerg u can just wall on the inside, all that u wall against is zerglings and banelings anyway
trust me i know this wont be an issue at all!

On July 01 2010 09:15 Antares777 wrote:
Also this seems to be more of a BW map in design - I think we (the SCII community) need more original maps.

EDIT: Hmm... my first post made me sound like a downer... Not that I don't like this map - I think that you are a very skilled editor and your maps are all amazing - it's just I was hoping for something new. These kinds of designs do work, they are just so similar to most BW maps. I've seen so many maps like it (maybe not that much in SCII) and of those maps, the gamplay is generally similar.

well my goal was to create a straight up solid map without any special stuff. if ur into that i suggest u check out my other map city of mengsk

if blizzard makes the game well mapmakers shouldnt have to need to work their ass off for decent gameplay. take a good look at blizzard maps, are they any more interesting than this?


On July 01 2010 08:20 konicki wrote:
The real annoying thing about diagnol bridges on natural cliffs is you need to add 1*1 pathing blockers to keep units from cutting into the sides of the bridges.

Your prolly on top of this, but test it out and try runnin a probe into all the possible nooks in the bridges... this is possibly the thing i dislike most about including bridges in maps.

yes thats all taken care of. all pathing is fixed in this map
Progamerpls no copy pasterino
Antares777
Profile Joined June 2010
United States1971 Posts
July 01 2010 01:28 GMT
#18
You are right about the wall in thing. Thanks.

And I wasn't trying to be negative towards your map it just seems so much like a lot of BW maps like maybe Roadrunner or Luna.

PS: did you remake Roadrunner on that other thread? Or was that some1 else?
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2010-07-01 01:31:09
July 01 2010 01:30 GMT
#19
I see that your natural and third only have 7 minerals. Is that standard for maps? I thought it was eight for expansions, seven for islands, and six for high yield.

EDIT: Please correct me if I am wrong - I'm not sure and was thinking about making my own map at one point in time.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
July 01 2010 01:35 GMT
#20
--- Nuked ---
KinosJourney2
Profile Blog Joined July 2009
Sweden1811 Posts
July 01 2010 01:35 GMT
#21
Really good map, great job
ocho wrote: EDIT: NEVERMIND, THIS THING HAS APM TECHNOLOGY OMG
Antares777
Profile Joined June 2010
United States1971 Posts
July 01 2010 01:43 GMT
#22
Even though this map is four spawn - what do you think it is best suited for?
1v1?
or
2v2?

IMO 1v1.
MorroW
Profile Joined August 2008
Sweden3522 Posts
July 01 2010 01:45 GMT
#23
On July 01 2010 10:43 Antares777 wrote:
Even though this map is four spawn - what do you think it is best suited for?
1v1?
or
2v2?

IMO 1v1.

i design all my maps for 1x1, who cares about 2x2 it will never be balanced or very interesting just like in sc1
Progamerpls no copy pasterino
Antares777
Profile Joined June 2010
United States1971 Posts
July 01 2010 02:16 GMT
#24
Yeah you're right.
I'm always wrong
R0YAL
Profile Blog Joined September 2009
United States1768 Posts
July 04 2010 08:05 GMT
#25
Controlling the Xel Naga towers on this map will be crucial! Siege tanks would be pretty powerful on this map, especially on the high ground outside the main and parked near the Xel Naga tower to harass the natural mineral line... wheww those 2 scenarios would cause some carnage! n_n
Also like the longer travel distances between mains
Absence of evidence is not evidence of absence.
TymerA
Profile Joined July 2010
Netherlands759 Posts
Last Edited: 2010-08-02 16:38:38
August 02 2010 16:16 GMT
#26
Wow, this is one of your best maps so far imho MorroW! great sc1 feeling to it. Also i really like the name, very easy to remember and just fits the map. Although i must say the high ground outside the Main bases might be a too great advantage for Siege tank containments imho.

Edit: perhaps a small ramp at natural?
nice.
koOma
Profile Joined March 2010
Norway462 Posts
August 02 2010 17:36 GMT
#27
'need more funk' but definitely looks to have potential
He wears a mask so when he dogs his face / Each and every race could absorb the bass /// ST_Life
Whiplash
Profile Blog Joined October 2008
United States2929 Posts
August 02 2010 18:44 GMT
#28
I really like it, looks like a great standard map to me.
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
imamwhat
Profile Joined April 2010
56 Posts
August 04 2010 13:25 GMT
#29
tanks will reak havic on the opponents base from the opponents natural
Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
August 04 2010 13:35 GMT
#30
The watchtowers make it faar to easy for terran to just position siegetanks and protect 3 bases at once from any sort of ground push. If you can walk on the bridges why not just put one watchtower in the middle rather than 1 for each base.

im probably arguing over the top though. Because terran first has to GET tanks there, and the map is designed against terran going fe. It will have to be tested.
"Mudkip"
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-08-04 14:14:15
August 04 2010 14:12 GMT
#31
well the xel tower is here more open are and flankable than the towers on lost temple, and lost temple gives u 6 bases instead of 3, i dont see what u guys r thinking atm ^^


On August 04 2010 22:25 imamwhat wrote:
tanks will reak havic on the opponents base from the opponents natural


just like stepps of war, but distance much farther .... its basically out in the open middle map to get in that pos so other races shouldnt allow that in the first place lol
Progamerpls no copy pasterino
Inkarnate
Profile Blog Joined April 2010
Canada840 Posts
August 04 2010 14:35 GMT
#32
I like it, only thing that sticks out is the amount/positioning of the watch towers. In my opinion they see too much. Not sure how to counter-act that, maybe just one in the middle with LOS blockers? Hard to say how much of an effect that would have, maybe you could just increase the scale of the map a bit more.

Just my thoughts!
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