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Active: 1573 users

[M] (2) Highest Authority

Forum Index > SC2 Maps & Custom Games
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SuperbeastAU
Profile Joined September 2010
Australia12 Posts
Last Edited: 2010-09-08 05:11:56
September 05 2010 10:58 GMT
#1
[image loading]

Highest Authority v0.2
Players: 2
Category: Melee
Status: Beta, published to SEA/EU currently(if people really want to play on NA or others we could work something out)
EDIT: Now published on EU too thanks to Ongweldt!
Modes: 1v1 Melee, Custom
Size: 192x184 (Full), 168x158 (Playable)

Features:
  • U-Shaped layout, like scrap station
  • Easy-to-defend natural with backdoor rock
  • Two high yield expansions, fairly exposed
  • Two Xel'Naga towers
  • Shortcut path that can be opened via destructible rocks
  • Island expansion (visible from upper Xel'Naga tower)


Comments:
My first proper map. I wanted to make a balanced map that looked good. I always liked the interesting layout of Scrap Station, so this is based on a similar idea. I also always liked the visual style of Metalopolis, so that's the inspiration for the visual theme.

The close bases should encourage players to consider air, but hopefully not too much that all games end up like that. At the least, it should force players to be aware of the threat. The expansion direction is away from the natural path to the enemy base, so this makes the player consider their choices when they move their army to either capture/destroy an expansion, as you are potentially leaving your main exposed.

One potential concern with the design is the travel distance being slightly too close by ground. If this is the case I've already experimented with expanding the cliff area below the short cut into the central area to create a longer path, so that is a potential solution.

Other than that it should hopefully be a pretty fun map - the natural expansion allows for fast expanding, the lower expansions allow for early hidden expansions, as well as the island. These should allow for a variety of game-plans to be viable.

Images are below, click for high res versions.

SC2Mapster link: Highest Authority

Any comments/criticisms are welcome

Overview:
+ Show Spoiler +
[image loading]


Game view:
+ Show Spoiler +
[image loading]


Main/Natural:
+ Show Spoiler +
[image loading]


Center:
+ Show Spoiler +
[image loading]


High Yield:
+ Show Spoiler +
[image loading]


Lower area:
+ Show Spoiler +
[image loading]


Analysis: Openness:
+ Show Spoiler +
[image loading]


Analysis: Distances:
+ Show Spoiler +
[image loading]
dezi
Profile Blog Joined April 2010
Germany1536 Posts
September 05 2010 11:49 GMT
#2
This one does really look good. I envy mappers that are good at city/space texturing ^^
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Zaphid
Profile Blog Joined April 2010
Czech Republic1860 Posts
September 05 2010 12:22 GMT
#3
It looks pretty good, though I would switch the placement of gas/mineral line to make it harder to expand there for zerg or anyone without map control. I love the tower between the mains, makes you want to drop a unit there just in case
I will never ever play Mech against Protoss. - MVP
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50595 Posts
September 05 2010 12:35 GMT
#4
Excellent.I suggest a ramp at the high ground of the natural opposite to the main.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
hetpotatis
Profile Joined April 2010
Sweden24 Posts
September 05 2010 13:36 GMT
#5
Very interesting map, looking forward to see this in action.
Playing Zerg in 1v1 Diamond.
petelectro
Profile Joined August 2010
Germany69 Posts
September 05 2010 13:47 GMT
#6
On September 05 2010 20:49 dezi wrote:
This one does really look good. I envy mappers that are good at city/space texturing ^^


I feel exactly the same! Especially since the road tool is kinda messed up and I'm never able to make them look cool.

I have free map slots for EU btw. If you want to make it playable to us just message me (:
Ongweldt
Profile Joined August 2010
Sweden54 Posts
September 05 2010 15:03 GMT
#7
I like what I see! Very detailed, my kind of liking.
I aim to misbehave - www.dazonic.com
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 05 2010 15:40 GMT
#8
This map looks very fun in all stages of the game. I really like the visual appeal of the center X, which complements its function.

I would say the lower tower (in the vents) is not needed, as you can watch the center with a scout anyway. It really only lets you see the raised tower platform between the rocks, and I don't see why someone who wins that platform shouldn't take the advantage for doing so. (However, I like the LOS pocket.) Also, that way, the single tower watching the air route is a major prize, but only if air is being used. Either way I love that upper platform with tower.

Can we have this on the other servers asap??!
Comprehensive strategic intention: DNE
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
September 05 2010 16:45 GMT
#9
Considering this is your first map, this is amazing. Though it feels far too big for a 2 player map. Consider shrinking it a bit.
rbnhood
Profile Joined August 2010
United States25 Posts
Last Edited: 2010-09-05 17:02:08
September 05 2010 16:55 GMT
#10
I'm liking this! Looks strategically well balanced and just the right size for a 1v1.

I agree though the top watchtower seems a little superfluous, but not that bad in the end and can be useful to scout air attacks/island expansion.

Also the high yield seems a little too easy to defend as a 3rd. Massing your army at the road kink above it is a very strong position to cover all 3. I would consider removing the ramp to the HY that faces the player's base (or rotating the two ramps 90 degrees to face across from each other).
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
September 05 2010 17:03 GMT
#11
--- Nuked ---
dezi
Profile Blog Joined April 2010
Germany1536 Posts
September 05 2010 20:54 GMT
#12
Oh noes, it has a starting location. It's terran favored ... gosh.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Blisse
Profile Blog Joined July 2010
Canada3710 Posts
Last Edited: 2010-09-05 21:28:37
September 05 2010 21:26 GMT
#13
Why do people say make maps smaller. Small maps encourage one basing and all-in plays. Large maps encourage macro games where you can actually afford multiple fights. This map looks beautiful. It feels like, however, that Reapers would be a bit too imbalanced as well as tanks cliffing the natural. As for the gold, maybe pushing it farther from the main, and pulling your third expansion back a bit towards the player. It might be hard to do since it`s so beautiful and symmetrical already. Or maybe the gold can be the middle of the lower section. It feels very much like a third rather than being taken during an advantage.
There is no one like you in the universe.
Kaal
Profile Blog Joined May 2010
Djibouti2539 Posts
September 05 2010 22:25 GMT
#14
On September 06 2010 06:26 vica wrote:
Or maybe the gold can be the middle of the lower section. It feels very much like a third rather than being taken during an advantage.


I think the fact that it's on a low ground and has to be defended from two entrances is enough. It wouldn't be easy to hold, even for an entrenched terran.
lindn
Profile Joined July 2010
Sweden833 Posts
September 05 2010 22:41 GMT
#15
On September 06 2010 06:26 vica wrote:
Why do people say make maps smaller. Small maps encourage one basing and all-in plays. Large maps encourage macro games where you can actually afford multiple fights. This map looks beautiful. It feels like, however, that Reapers would be a bit too imbalanced as well as tanks cliffing the natural. As for the gold, maybe pushing it farther from the main, and pulling your third expansion back a bit towards the player. It might be hard to do since it`s so beautiful and symmetrical already. Or maybe the gold can be the middle of the lower section. It feels very much like a third rather than being taken during an advantage.

"168x158 (Playable)"

is that small? :S looks like a very good map to FE>mutaling on tbh
SuperbeastAU
Profile Joined September 2010
Australia12 Posts
September 06 2010 02:05 GMT
#16
Wow thanks for all the feedback guys I think most are pretty valid points


On September 05 2010 21:22 Zaphid wrote:
It looks pretty good, though I would switch the placement of gas/mineral line to make it harder to expand there for zerg or anyone without map control. I love the tower between the mains, makes you want to drop a unit there just in case


For the high yield? That might be a good way to make the high yield a bit less safe. Colossi/Tanks would be pretty powerful on the high ground above the mineral line.

On September 05 2010 21:35 BLinD-RawR wrote:
Excellent.I suggest a ramp at the high ground of the natural opposite to the main.


Not sure about that, seems like it would just be heaven for tanks :/ Although as it stands dropships could put things up there, but at least the cost is that the unit can't get down easily.

On September 06 2010 00:40 EatThePath wrote:
This map looks very fun in all stages of the game. I really like the visual appeal of the center X, which complements its function.

I would say the lower tower (in the vents) is not needed, as you can watch the center with a scout anyway. It really only lets you see the raised tower platform between the rocks, and I don't see why someone who wins that platform shouldn't take the advantage for doing so. (However, I like the LOS pocket.) Also, that way, the single tower watching the air route is a major prize, but only if air is being used. Either way I love that upper platform with tower.

Can we have this on the other servers asap??!


Yeah I'm not sure about the center watchtower. The vents might seem a bit odd without something in the middle of them. I agree that the middle tower removes some of the advantage for controlling the upper platform, that's a good point. Maybe a watchtower somewhere on the lower-middle high ground might be better.

As for getting this on the other server, I have just one or two questions - If someone offers to publish it for me, can I send them my map locked? or can they potentially change the name/info on it and then publish it themselves? Not really too concerned but just curious

On September 06 2010 01:45 neobowman wrote:
Considering this is your first map, this is amazing. Though it feels far too big for a 2 player map. Consider shrinking it a bit.


I think the size is ok, if anything it might need something to encourage players to use the bottom area a bit more though.

On September 06 2010 01:55 rbnhood wrote:
Also the high yield seems a little too easy to defend as a 3rd. Massing your army at the road kink above it is a very strong position to cover all 3. I would consider removing the ramp to the HY that faces the player's base (or rotating the two ramps 90 degrees to face across from each other).


Fair point, siege tanks in that choke would be pretty powerful. Adjusting the ramps could work, might have a look at how well that works, might start with the swapping of gas/mineral lines first if necessary though.

On September 06 2010 06:26 vica wrote:
Why do people say make maps smaller. Small maps encourage one basing and all-in plays. Large maps encourage macro games where you can actually afford multiple fights. This map looks beautiful. It feels like, however, that Reapers would be a bit too imbalanced as well as tanks cliffing the natural. As for the gold, maybe pushing it farther from the main, and pulling your third expansion back a bit towards the player. It might be hard to do since it`s so beautiful and symmetrical already. Or maybe the gold can be the middle of the lower section. It feels very much like a third rather than being taken during an advantage.


Yeah, I agree the third is possibly a bit too far away to be appealing over the high yield. I think it would be possible to shift that area slightly closer to the natural while keeping the symmetry .

Again thanks for all the comments! I will update the OP once I make any more changes to the map.










Ketara
Profile Blog Joined August 2010
United States15065 Posts
Last Edited: 2010-09-06 02:18:34
September 06 2010 02:16 GMT
#17
This map looks neat, it kind of reminds me of a slightly more open 2-player Metalopolis.

Is there a reason why you don't have any brush on the map? Or is there brush that I just don't see.

I agree with the post above that the third looks much less appealing than the high yield, as well.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
Badred
Profile Joined August 2009
Canada129 Posts
Last Edited: 2010-09-06 04:14:58
September 06 2010 04:07 GMT
#18
Beautiful map. The texturing and doodad work is impeccable.

Edit: I guess my only comment about flow is that there's only one real route through the center to your enemy. This generally means that the majority of the gameplay will be at the natural of one player or the other, with very little maneuvering about the middle. Of course, this is an issue with Scrap station as well until one player or the other takes their third, so I don't think it's a huge deal. In most of my experimentation with map design I've found that maps with multiple routes to the enemy (think Heartbreak Ridge in BW) can produce much more exciting army movement and give players more to worry about (and also give spectators more to watch, for a professional map), compared to maps with a single path through the middle.

Edit #2: Also, I'm not sure how often the shortcut path on this map will be used. Unlike Scrap Station, the shortcut doesn't seem to actually cut down on the ground distance very significantly.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2010-09-06 04:38:14
September 06 2010 04:35 GMT
#19
On September 06 2010 11:05 SuperbeastAU wrote:
Show nested quote +
On September 06 2010 06:26 vica wrote:
Why do people say make maps smaller. Small maps encourage one basing and all-in plays. Large maps encourage macro games where you can actually afford multiple fights. This map looks beautiful. It feels like, however, that Reapers would be a bit too imbalanced as well as tanks cliffing the natural. As for the gold, maybe pushing it farther from the main, and pulling your third expansion back a bit towards the player. It might be hard to do since it`s so beautiful and symmetrical already. Or maybe the gold can be the middle of the lower section. It feels very much like a third rather than being taken during an advantage.


Yeah, I agree the third is possibly a bit too far away to be appealing over the high yield. I think it would be possible to shift that area slightly closer to the natural while keeping the symmetry .


I am not convinced that the gold is too easy to take. And if its symmetrical, isn't that part of the map features? However, it'd be nice if there was tension between the gold and corner expos as a choice for 3rd. What if the center-facing ramp at the corner was narrower for easy walloff and forcefield? (I hesitate to say add rocks.)

Or perhaps something like this?

+ Show Spoiler +

[image loading]


Have a bottom walkway with a ramp coming up at either pink, or orange with a second narrow ramp. (Maybe an expo below center bottom grass platform, or two like you had is cool too.) This would get some action going on the far side of the map, and it would make the corner harder to surmount, and therefore more attractive to grab prior to gold.

Anyway just some ideas, don't take me too seriously. I really like the map so it was worth drawing up some examples in paint!
Comprehensive strategic intention: DNE
hetpotatis
Profile Joined April 2010
Sweden24 Posts
September 06 2010 10:24 GMT
#20
If you want it published, I got spots left. All I will do is add me to author as publisher, then lock it afterwards.
Playing Zerg in 1v1 Diamond.
Antares777
Profile Joined June 2010
United States1971 Posts
September 06 2010 19:41 GMT
#21
Maps where the expansions are placed further away from your enemy are not in the blizzard map pool (except DO but that map is shit) and they should be, so I automatically like this map. It allows zerg to expand without getting contained as easily.
Ohdamn
Profile Joined June 2010
Germany765 Posts
September 06 2010 20:14 GMT
#22
wow absolutely sweet map

played some matches today and really liked it
can't even think about any negative feedback ;D

thumbs up
"If you can chill....chill!"
SuperbeastAU
Profile Joined September 2010
Australia12 Posts
September 08 2010 05:10 GMT
#23
Thanks for all the feedback guys, glad some of you are enjoying it
Also, the map is now published on EU thanks to Ongweldt, so feel free to give it a go!


On September 06 2010 11:16 Ketara wrote:
This map looks neat, it kind of reminds me of a slightly more open 2-player Metalopolis.

Is there a reason why you don't have any brush on the map? Or is there brush that I just don't see.

I agree with the post above that the third looks much less appealing than the high yield, as well.


Hmm, not sure what you mean by no brush? :/ Like I said it's my first map so if I may well have missed something obvious :D

On September 06 2010 13:07 Badred wrote:
Beautiful map. The texturing and doodad work is impeccable.

Edit: I guess my only comment about flow is that there's only one real route through the center to your enemy. This generally means that the majority of the gameplay will be at the natural of one player or the other, with very little maneuvering about the middle. Of course, this is an issue with Scrap station as well until one player or the other takes their third, so I don't think it's a huge deal. In most of my experimentation with map design I've found that maps with multiple routes to the enemy (think Heartbreak Ridge in BW) can produce much more exciting army movement and give players more to worry about (and also give spectators more to watch, for a professional map), compared to maps with a single path through the middle.

Edit #2: Also, I'm not sure how often the shortcut path on this map will be used. Unlike Scrap Station, the shortcut doesn't seem to actually cut down on the ground distance very significantly.


Yeah, I think you are fairly right with both points. Maybe expanding the high ground shortcut a bit into an actual expansion of some sort might counter both those points a bit (although currently there isn't really enough space between bases)

On September 06 2010 13:35 EatThePath wrote:
I am not convinced that the gold is too easy to take. And if its symmetrical, isn't that part of the map features? However, it'd be nice if there was tension between the gold and corner expos as a choice for 3rd. What if the center-facing ramp at the corner was narrower for easy walloff and forcefield? (I hesitate to say add rocks.)

Or perhaps something like this?

+ Show Spoiler +

[image loading]


Have a bottom walkway with a ramp coming up at either pink, or orange with a second narrow ramp. (Maybe an expo below center bottom grass platform, or two like you had is cool too.) This would get some action going on the far side of the map, and it would make the corner harder to surmount, and therefore more attractive to grab prior to gold.

Anyway just some ideas, don't take me too seriously. I really like the map so it was worth drawing up some examples in paint!


Hmm, I like the idea of the rear platform but I think that is just getting a bit too far away from the bases, and currently I don't really have the room on the edge of the map for it! Appreciate the ideas though!



chuky500
Profile Blog Joined March 2010
France473 Posts
September 09 2010 21:41 GMT
#24
The map is very good but you should tweak the area around the middle xel naga tower. It doesn't give vision to anything useful as air units can go around it and it's not a shortcut compared to the lower tower or the shortcut on Scrap station.

A suggestion would be to just have 1 xel naga tower and move it up on the cliff, remove the 2 rocks and put one rock where the top xel naga is, and give access by the ground to the island. Because in lower leagues when terran starts lifting his buildings and turtles in the island it's really annoying especially when you have to build a lot of air just to finish him.
BoomStevo
Profile Joined August 2010
United States332 Posts
September 10 2010 23:23 GMT
#25
I like this map. It's well made, good texture and doodad work. Even though I'm getting sick of the Korhal texture set.

If it were me, and remember this is just me, I'd add destructible rocks to the gold expansions. They appear to be too easy to take as a third base right now, so I'd like it if the player had to invest time/army before taking it.

Also, I'd widen the ramps in the back path to make it a more viable attack route.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
Merikh
Profile Blog Joined June 2010
United States918 Posts
September 12 2010 10:57 GMT
#26
Gold should be facing towards the middle imo.

Gold should be: Risky to take, hard to defend imo.
G4MR | I mod day9, djwheat and GLHF's stream
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