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[P] monitor's Map Thread

Forum Index > SC2 Maps & Custom Games
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monitor
Profile Blog Joined June 2010
United States2404 Posts
Last Edited: 2012-05-05 18:20:08
July 20 2010 04:02 GMT
#1
[image loading]
[image loading]

Monitor's Map Thread




Tournament Maps

(2) - ESV Afterglow
Size: 144x116
Base count: 12
Status: NA, EU, KR, SEA
+ Show Spoiler [Overview] +
[image loading]

Map Thread

(2) - ESV Korhal Compound TE
Size: 132x136
Base Count: 10
Status: NA, EU, KR
+ Show Spoiler [Overview] +
[image loading]

Map Thread



Non-rotation Maps

(4) - WIP Greenery
Size: 144x144
Base count: 16
Status: N/A
+ Show Spoiler [Overview] +
[image loading]

No Map Thread

(2) - ESV Equinox
Size: 112x136
Base Count: 10
Status: NA
+ Show Spoiler +
[image loading]

Map Thread

[image loading]
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
monitor
Profile Blog Joined June 2010
United States2404 Posts
Last Edited: 2010-07-20 05:34:59
July 20 2010 04:33 GMT
#2
[removed by poster]
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
July 20 2010 05:53 GMT
#3
I think you need to add more textures and more decoration to the map in general. Otherwise, it looks really, really bland.

Looks decent. You might want to reduce the 100 mineral blocks to something like 40 or 30, just so you can mine them out faster. Xel naga watch towers seem a little poorly placed. Maybe put them behind the line of sight blockers.

Not bad map.
omgCRAZY
Profile Blog Joined January 2010
Canada551 Posts
July 20 2010 06:02 GMT
#4
Looks interesting, I have no idea if it is balanced enough for tournament play or not. I agree with the above poster that the map needs more textures and things to make it look nicer and the xel'naga towers seem somewhat useless in their current positions.

I do like the setup of the Main and natural.Good work.
THIS NEEDS FACE!
monitor
Profile Blog Joined June 2010
United States2404 Posts
Last Edited: 2010-07-27 14:54:25
July 20 2010 06:13 GMT
#5
^^ I agree that it needs more doo-dads/textures- will work on this

...but the Xel' Nagas prove to be very useful in game. When someone has positioned their army on the high ground, it helps a lot to control the Xel'Naga to avoid being flanked or surrounded.

Ex 1: I played against a Protoss who had his army gaurding the ramp (sentry/zealot/stalk), and because he controlled the Xel'Naga, he saw my speedlings try to run into his army and surround him. If he hadn't controlled the tower, my roaches would have attacked from lower and lings would have surrounded his army.

Ex 2: I also played a late game vs. Terran, and because he didn't control the Xel' Naga, I was able to do a quick roach harass on his 3rd.

About the minerals/choke-

It was less per patch, but when that path becomes easier to unblock it makes an imbalance. The attacker can waltz in with his army (siege tanks in particular), easily destroy his natural, and be in a good position to destroy the main.

Thanks for feedback!! I will be adding more textures and consider moving the Xel' Nagas.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-07-20 06:17:20
July 20 2010 06:16 GMT
#6
nm, yea looks ok base layout seems kinda plain to me, but that might be mostly because no deco yet.
..and then I would, ya know, check em'. (Aka SpoR)
monitor
Profile Blog Joined June 2010
United States2404 Posts
Last Edited: 2010-07-26 01:33:34
July 20 2010 06:19 GMT
#7
Would you guys be willing to download it and see it in game?

Might give you a better perspective if you play against the AI

EDIT: Uploading version with AI opponent soon
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
ComradeDeux
Profile Joined June 2010
United States7 Posts
Last Edited: 2010-07-20 08:29:24
July 20 2010 08:25 GMT
#8
It would take 20 trips of 1 worker to mine out one of those mineral patches. That is a lot of mining and scouting not being done, and takes a long time. Why not replace the mineral patches with destructible rocks, eh? Mineable patches are meant to tempt the player who's base they are next to, for instance on Destination they gave access to the easiest third option (albeit mineral only) and control over the backing of your natural, making it safer. And that was just stacked 0 minerals, so you didn't need to do all the actual REAL mining to do. And in it's curret state, who would want to ruin a perfectly safe natural by wasting valuable mining time? If you replace it with destructible rocks it offers more paths of attack and makes defense harder which rewards aggressive play, a good foil to an easy to take natural. Also, destructible rocks, besides being obnoxious, can change how the map works in interesting ways. For instance, take Blistering Sands, the destructible rocks are the bane of expanders at first, because attackers can bounce from one entrance to another, but if a protoss player for instance 2 gates and walls off the choke to the natural, he can expand and knock down the rocks and use them as his main entrance/exit. A similar option could be presented here offering an alternate expansion pattern, perhaps taking the natural early, knocking down the rocks that (IMO) should replace those impotent mineral chunks, and then take the opponent's fourth as a third. This seems especially suited for terran mech because terran mech's immobility means they generally want to nab expansions as they slowly encroach towards their opponent (Think Kantrina).

[TL/DR]: No person in their right mind would mine out those mineral patches and the easy nat combined with that would, in my view of it (I could be wrong), promote passivity over aggression. It would be folly to try an agressive strategy that sacrifices an economy on a map where the defender holds all the cards. Switch the minerals with destructible rocks, it adds an addendum to the easy natural that adds strategic depth.

[TLDRWTL] (Too Long Didn't Read Was Too Long) Then you too lazy

-Cheers

Also, first post! I have apparently stopped lurking for this. Hurray?

Edit: I just wanted to say that I actually like the map from a design perspective, but it does need to be made more pretty. I remember seeing a recreation of Chupung-Ryeong that was simply gorgeous. I would look for that for insperation. Keep up the good work!
Give a man a fire, he is warm for the night. Set a man on fire, he is warm the rest of his life.
monitor
Profile Blog Joined June 2010
United States2404 Posts
Last Edited: 2010-07-26 17:12:04
July 20 2010 15:38 GMT
#9
I think it would make more sense to lower the mineral count, because if I added destructible rocks, then nobody would use the main entrance. In the first edition, that pathway was not even there. If I made the minerals have 20, would that be decent?

With 25 minerals, it would take 5-10 harvesters to mine that out (possibly w/out a CC near it).

With 100 minerals, it was only really possible to get out if you had taken the natural expansion.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
UniQ.eu
Profile Joined July 2010
Sweden82 Posts
July 26 2010 21:39 GMT
#10
The map looks cool, I would consider making the mains high(+2) ground although, to reduce the risk of beeing walled in for zerg players.
The map also needs work on it's textures and doodads.
I would consider adding destructable rocks instead of low mineral patches, although that's mainly because I'm more faimliar with that.
monitor
Profile Blog Joined June 2010
United States2404 Posts
Last Edited: 2010-07-28 16:44:25
July 27 2010 00:16 GMT
#11
Version 1.1 is here! Changes include:

-main on high ground
-3rd's ramp widened
-destructible rocks replacing minerals

DL link updated, check it out!
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
monitor
Profile Blog Joined June 2010
United States2404 Posts
Last Edited: 2010-10-05 23:29:53
July 28 2010 16:42 GMT
#12
Check out iCCup Neo Avalanche in-game!
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
G_Wen
Profile Joined September 2009
Canada525 Posts
October 19 2010 23:16 GMT
#13
Neo Avalanche looks great though I do prefer the older icy blue terrain. I also really want to see a competitive version of Cobra.
ESV Mapmaking Team
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
October 19 2010 23:16 GMT
#14
I played the TSI version of Avalanche in a tourney, and it felt mostly comfortable, from what I was able to play of it. The mains might have been a little tight though, maybe you could expand them towards the map edge a bit?
aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
monitor
Profile Blog Joined June 2010
United States2404 Posts
January 30 2011 01:58 GMT
#15
Map Thread Reformated. New maps added and information added. Let me know what you think!
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Johanaz
Profile Joined September 2010
Denmark363 Posts
Last Edited: 2011-01-31 13:49:06
January 31 2011 02:40 GMT
#16

[image loading]
pwn



I really like the layout of Metascape. What are your thoughts regarding the two ramps leading from 3rd to gold?

edit: sorry! missed your new banner by a few minutes.
TPW Map Maker - theplanetaryworkshop.com
Reptilia
Profile Joined June 2010
Chile913 Posts
Last Edited: 2011-01-31 03:06:29
January 31 2011 02:59 GMT
#17
nevermind im retarded
The secret to creativity is knowing how to hide your sources
monitor
Profile Blog Joined June 2010
United States2404 Posts
Last Edited: 2011-02-11 04:12:13
February 11 2011 04:11 GMT
#18
Added link to my Proportions Guide in the OP.
OP also updated with (4)Adagio Beta:

[image loading]
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
monitor
Profile Blog Joined June 2010
United States2404 Posts
March 26 2011 18:56 GMT
#19
Added to the OP.

(4)iCCup Amazon
Size: 136x136
Base Count: 16 total
Status: NA, EU
+ Show Spoiler [Overview] +
[image loading]

Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
monitor
Profile Blog Joined June 2010
United States2404 Posts
June 23 2011 15:19 GMT
#20
Added (2)iCCup Deity and put descriptions for some maps beneath the overview picture.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
monitor
Profile Blog Joined June 2010
United States2404 Posts
August 10 2011 20:41 GMT
#21
Updated OP with:

(2) Mango [non-competition]
(2) Legend [map concept]
(4) Corruption [competition]

Let me know what you think of them, particularly Legend.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
dezi
Profile Blog Joined April 2010
Germany1536 Posts
August 10 2011 21:27 GMT
#22
You're working outside of your map proportions :p
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Phried
Profile Joined June 2011
Canada147 Posts
Last Edited: 2011-08-10 22:00:10
August 10 2011 21:56 GMT
#23
I like Legend. I think it's a cool concept and reminds me of Brood War maps (can't put my finger on why).

Off-topic:

I'm a little curious, what separates competition maps from non competition maps? Are competition maps intended for competitive, submitted to map making competitions, currently played in competitions or something else?
dezi
Profile Blog Joined April 2010
Germany1536 Posts
August 10 2011 22:30 GMT
#24
Non-competition often lack in terms of layout (expo) or paths which lead to a dull gameplay or they are experimental maps (style/layout/...).
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2011-08-10 22:44:28
August 10 2011 22:41 GMT
#25
I think this would be cool for Legend. Put the gold on the low ground closer to your main so if you want to be more aggressive you could take that but it would also open you up a lot more. Make the higher ground where the gold is smaller...not sure if you'd want to add anything up on it though?

Also, if you keep it your way make sure you can't get vision into the main from sitting up on that gold high ground.

[image loading]
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
monitor
Profile Blog Joined June 2010
United States2404 Posts
August 10 2011 23:03 GMT
#26
You're working outside of your map proportions


Heh... I'm actually working on that thread now, going to rewrite some stuff.

I like Legend. I think it's a cool concept and reminds me of Brood War maps (can't put my finger on why).

Off-topic:

I'm a little curious, what separates competition maps from non competition maps? Are competition maps intended for competitive, submitted to map making competitions, currently played in competitions or something else?


Thanks! Non-competition maps are maps that aren't good enough to be played in competitive games- the competition maps are either currently being used, or are intended to be used.

Non-competition often lack in terms of layout (expo) or paths which lead to a dull gameplay or they are experimental maps (style/layout/...).


Yeah, but they are really good for learning and trying out ideas.

On August 11 2011 07:41 SidianTheBard wrote:
I think this would be cool for Legend. Put the gold on the low ground closer to your main so if you want to be more aggressive you could take that but it would also open you up a lot more. Make the higher ground where the gold is smaller...not sure if you'd want to add anything up on it though?

Also, if you keep it your way make sure you can't get vision into the main from sitting up on that gold high ground.

[image loading]


That would be cool... my reason I don't want it against the main is because it wouldn't be used as a 5th base leading off of the 4th in the corner. I will move the gold closer to the main so you can take it as an aggressive base, but it can't be quite that close.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
monitor
Profile Blog Joined June 2010
United States2404 Posts
February 22 2012 03:38 GMT
#27
Sheeessshh, the OP needed an update. Check out some of my new stuff. And by the way, I'm doing an aesthetic overhaul of Equinox- soon to come!
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
NewSunshine
Profile Joined July 2011
United States5938 Posts
February 22 2012 03:48 GMT
#28
Woah, cool thread.
Oh and, uh, Legend. How prophetic. :p
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
monitor
Profile Blog Joined June 2010
United States2404 Posts
May 05 2012 18:21 GMT
#29
OP Updated with a new work in progress:

(4) - Greenery [placeholder name]
[image loading]
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Aunvilgod
Profile Joined December 2011
2653 Posts
May 05 2012 18:44 GMT
#30
On May 06 2012 03:21 monitor wrote:
OP Updated with a new work in progress:

(4) - Greenery [placeholder name]
+ Show Spoiler +
[image loading]


Don´t you think this would lead to too many turtle-games? If for example terrans have a few tanks and marines on that highground there is pretty much nothing your opponent can do to do damage. What would you think about making the center a highground to make the defenders advantage smaller?
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
monitor
Profile Blog Joined June 2010
United States2404 Posts
May 05 2012 19:15 GMT
#31
On May 06 2012 03:44 Aunvilgod wrote:
Show nested quote +
On May 06 2012 03:21 monitor wrote:
OP Updated with a new work in progress:

(4) - Greenery [placeholder name]
+ Show Spoiler +
[image loading]


Don´t you think this would lead to too many turtle-games? If for example terrans have a few tanks and marines on that highground there is pretty much nothing your opponent can do to do damage. What would you think about making the center a highground to make the defenders advantage smaller?


Possibly. I played some test games and they wen't alright, but the cliff above the nat was really annoying and the third is pretty turtley. Right now I'm just going to keep testing and refine it. I'm not happy with the gameplay as it is.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Normal
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