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[M] Tropical Paradise

Forum Index > SC2 Maps & Custom Games
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McCheese
Profile Joined July 2010
208 Posts
Last Edited: 2010-08-16 19:28:30
August 07 2010 04:42 GMT
#1
This map is just starting in the beta stages of construction, but I would like to know if you like the design, and if you see something that you think should be changed, or any other kind of feedback.

Tropical Paradise

+ Show Spoiler +

[image loading]

Map Features & Explanation:
[image loading]

Dotted Yellow Line = Expansion Route
Black Line = Line of Sight Blocker
Red Circle = Watch Tower

Version: 0.1
Players: 2
Download: Here!

*In case you didn't know or were wondering, the blue line is the end of the map, and yellow is the camera.

In - Game Images
+ Show Spoiler +

Main
[image loading]

Nat.
[image loading]

Gold
[image loading]

Watch Tower
[image loading]



My Map Thread

Thank you.
Tarrusin
Profile Joined August 2010
United States26 Posts
August 07 2010 05:43 GMT
#2
First thing I saw, is the natural and 3rd expo aren't well placed as a whole, natural feels more like a generic expansion, and 3rd is more protected than natural. Games on the map will honestly just be expand to gold, because there is no destructible rock, and natural isn't very helpful.

Look to Blizzards maps or some of the maps on this board and learn about naturals some more, they are designed to be an easy expand and grow the base, yours is easy to get to, and easy to defend, but altitude advantage on the 3rd is more desired by most races, and the fact it isn't labeled natural makes it a little more safe from scouting.

Your design elements as whole are good for SC2 maps, large choke points, lot of room, but the main bases are a little to small, and the gold is a little too large. Clean it up a bit and it might be a solid 1v1 map, my biggest issue with it though is probably map size, its really really small from the looks of the screenshot. The way you have pathways and ramps in it currently makes rushing your only real option, macro game would be very difficult.

Most expansions also provides long term play, I would suggest trying to make a bit larger size map, some of my favorite 1v1 maps started are also 2v2s (random spawns in 1v1).
dj.ricecakes
Profile Joined July 2010
United States252 Posts
August 07 2010 05:53 GMT
#3
As a terran i smile when i see this map.
Using seige tanks i can have an easy expo and 3rd, while harrassing with drops or hellions or both.
A standard push would give me 3/4 map control and a gold expansion.
TECH MOTHER FUCKERS TECH!
Kishkumen
Profile Blog Joined July 2010
United States650 Posts
August 07 2010 07:13 GMT
#4
On August 07 2010 14:53 dj.ricecakes wrote:
As a terran i smile when i see this map.
Using seige tanks i can have an easy expo and 3rd, while harrassing with drops or hellions or both.
A standard push would give me 3/4 map control and a gold expansion.


Exactly what I was thinking when I saw this. Terrans + siege tanks would make this map impossible for any other race to win on. It's just way too small, making it too easy to turtle using tanks.
Weird, last time I checked the UN said you need to have at least 200 APM and be rainbow league to be called human. —Liquid`TLO
triumph
Profile Joined July 2007
United States100 Posts
August 07 2010 07:36 GMT
#5
give us numbers for the map bounds and playable area. It sounds like you may need to expand the map beyond the thirds and below the gold in order to have three angles of attack for an army (utilizing creep properly) to use. This, if not tooo big might allow you to add one or two more additional middle expos with their own qualities besides just distance.
SC2Phoenix
Profile Blog Joined June 2009
Canada2814 Posts
August 07 2010 12:39 GMT
#6
Siege tanks would make me sad on this map : (
Who the fuck has a family of fucking trees? This song is so god damn stupid. Fuck you song, fuck you and your stupid trees. -itmeJP
dj.ricecakes
Profile Joined July 2010
United States252 Posts
August 07 2010 14:42 GMT
#7
It would be like luna the final from SC BW. Turtle to 200/200 and push with your army.
TECH MOTHER FUCKERS TECH!
McCheese
Profile Joined July 2010
208 Posts
August 07 2010 15:23 GMT
#8
Thanks for all the Feedback guys! I knew siege tanks would be a problem, and I was worried about them. But what I'll do is make the map higher and push the thirds up more so tanks won't be as viable. Sounds like an easy fix. Also, I will shrink the gold in size, and make a path behind it, but have taller mountains so you can't shoot from every angle. =]
alphafuzard
Profile Blog Joined June 2007
United States1610 Posts
August 07 2010 18:04 GMT
#9
literally every map someone complains about terran mech being too strong
i don't know what to think
more weight
McCheese
Profile Joined July 2010
208 Posts
August 09 2010 03:10 GMT
#10
yeah, but it is true. Its very powerful at abusing the terrain.
FiWiFaKi
Profile Blog Joined February 2009
Canada9859 Posts
August 09 2010 04:42 GMT
#11
Fortefying that gold is pretty much auto win, especially for Terran. Since the map is small, getting tanks there will seriously not able you to be connected between your 3 bases. Next thing I see is the top path above gold is practically useless since units at gold will be able to attack the ones taking that path, making even a flank really hard to do.

My solution: Put the gold lower at about the height of the main bases, making it harder to attack, but prevent total map control by the one controlling it. I would like to see the thirds higher and abit more to the right. And adding a top middle base, just by making the map abit larger would help. Larger fighting area is needed so that's why making the map bigger would be good, also the top expansion on low low ground so you can't depend it as easily because you could use it as the base of operations to attack your opponents 3rd natural. And the reason for the new base is so you can compete with the player that took the gold, with about the same or little less map control.

Those would be some great adjustments. Also the nat could be abit lower to prevent seiging tanks at the 3rd. In mid game I already see so many uses for tanks by splitting your opponents bases. Sieging at 3rd would seperate the natural and main base, so in addition.to putting the nat abit lower, also make a backdoor enterance? Feels very hard to take another base. Either make that the only enterance to the base or add rocks to the front of the base. Similiar to Kulas Ravine but you don't have to break any rocks to get your expo for the sacrifice of getting a 3rd being harder.

I hope you take some of these points into consideration, and best of luck.
In life, the journey is more satisfying than the destination. || .::Entrepreneurship::. Living a few years of your life like most people won't, so that you can spend the rest of your life like most people can't || Mechanical Engineering & Economics Major
McCheese
Profile Joined July 2010
208 Posts
August 09 2010 12:57 GMT
#12
On August 09 2010 13:42 Skillz_Man wrote:
Fortefying that gold is pretty much auto win, especially for Terran. Since the map is small, getting tanks there will seriously not able you to be connected between your 3 bases. Next thing I see is the top path above gold is practically useless since units at gold will be able to attack the ones taking that path, making even a flank really hard to do.

My solution: Put the gold lower at about the height of the main bases, making it harder to attack, but prevent total map control by the one controlling it. I would like to see the thirds higher and abit more to the right. And adding a top middle base, just by making the map abit larger would help. Larger fighting area is needed so that's why making the map bigger would be good, also the top expansion on low low ground so you can't depend it as easily because you could use it as the base of operations to attack your opponents 3rd natural. And the reason for the new base is so you can compete with the player that took the gold, with about the same or little less map control.

Those would be some great adjustments. Also the nat could be abit lower to prevent seiging tanks at the 3rd. In mid game I already see so many uses for tanks by splitting your opponents bases. Sieging at 3rd would seperate the natural and main base, so in addition.to putting the nat abit lower, also make a backdoor enterance? Feels very hard to take another base. Either make that the only enterance to the base or add rocks to the front of the base. Similiar to Kulas Ravine but you don't have to break any rocks to get your expo for the sacrifice of getting a 3rd being harder.

I hope you take some of these points into consideration, and best of luck.


Yes definitely. Thank you for all the suggestions/comments. I know that this map definitely needs a few adjustments, and you pretty much nailed them on the head. I will be working on this and will upload a new version when I do. =]
Mios
Profile Joined April 2010
United States686 Posts
August 09 2010 15:02 GMT
#13
anyone else see a pig?

anyway I like the map for its simplicity.
no LAN and intercontinental bnet = T_T
McCheese
Profile Joined July 2010
208 Posts
August 09 2010 19:17 GMT
#14
On August 10 2010 00:02 Mios wrote:
anyone else see a pig?

anyway I like the map for its simplicity.



pig? lol no

and thanks. =]
McCheese
Profile Joined July 2010
208 Posts
August 10 2010 03:05 GMT
#15
Updated. =] More feedback would be nice.
Cow
Profile Joined May 2010
Canada1104 Posts
August 10 2010 03:20 GMT
#16
On August 10 2010 00:02 Mios wrote:
anyone else see a pig?

anyway I like the map for its simplicity.

Just saw it.
Can't unsee ;~;
R.I.P. Nujabes ♫
McCheese
Profile Joined July 2010
208 Posts
August 10 2010 03:22 GMT
#17
On August 10 2010 12:20 Cow wrote:
Show nested quote +
On August 10 2010 00:02 Mios wrote:
anyone else see a pig?

anyway I like the map for its simplicity.

Just saw it.
Can't unsee ;~;


Little bit. Looks more like a frog or turtle now tho.

haha
McCheese
Profile Joined July 2010
208 Posts
August 15 2010 02:07 GMT
#18
UPDATED!

How does it look? =]
McCheese
Profile Joined July 2010
208 Posts
August 16 2010 18:31 GMT
#19
UPDATED! I think I am finished. =]
alsowikk
Profile Joined July 2010
109 Posts
August 16 2010 18:39 GMT
#20
The natural is way to far out for a zerg to safely expand. Right now the 3rd is also way to easy for a terran to hold with tanks.
McCheese
Profile Joined July 2010
208 Posts
August 16 2010 19:30 GMT
#21
On August 17 2010 03:39 alsowikk wrote:
The natural is way to far out for a zerg to safely expand. Right now the 3rd is also way to easy for a terran to hold with tanks.



I disagree. I don't think the natural is so far that they could not expand there. Yes, fast expand would be a little more risky, but it'd be boring if all maps are the same. It comes down to who can play better and be more creative using the terrain of the map to their advantage. As for tanks holding down the 3rd easily, I'm not sure. It'd have to be played on.

Thanks for the feedback.

And do you wanna download and play? Now you can!
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