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[map] Amnesia -madsquare

Forum Index > SC2 Maps & Custom Games
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Madsquare
Profile Joined April 2010
Germany157 Posts
Last Edited: 2011-03-10 09:40:07
September 09 2010 16:39 GMT
#1
You find yourself in the abandoned sand wastes of Mar Sara. You do not remember how or why, but one thing is certain: You are not alone.

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Specifications:

2 Spawnlocations (11o clock and 5o clock)

12 mineral bases
-main has 8 patches
-natural has 8 patches
-expansions have 8 patches

00 gold bases

02 Xel'naga Towers

Size: 128x128

Notes:

The Xel'Nagas provide vision over the three closest ramps to them, but not to the farther ones.

Takes 1 creep tumor to connect main to natural.


Feedback is always appreciated.

You can catch me on irc in #teamliquid @ quakenet.


cheers,
madsquare.


other maps

Exe9
BBQ
Ice Wastes
Beta Station
Sapphire
Emerald Plateau
Dreamscape
The Edge
I do not obey any norms. I redefine standard with every thought I make.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
Last Edited: 2010-09-09 17:50:04
September 09 2010 17:44 GMT
#2
I would say get rid of the stones at the 3rd. This expansions is already very risky (high ground behind it).

In which german boards you're active? I'm pretty sure i already have seen this one before.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
dimfish
Profile Blog Joined February 2010
United States663 Posts
September 09 2010 18:17 GMT
#3
madsquare, I think you are a good mapper and Amnesia is my favorite of your maps at the top of the forum right now. Also, what you did to get the look on Ice Wastes was clever, great work!

I think I understand your intention with the destructible rocks, they require a player to invest in some army before they could expand three times in very close proximity to the main. Still, would you consider removing the destructible rock on the base nestled up against the ridge, furthest away from the main of those close bases? I think this base is most easily harassed, right?, so the destructible rock might slow down an otherwise more exciting game. It is still hard for a Protoss or Terran to turtle up all of these close bases because of the high ground ridge and I'm all for removing d-rocks unless absolutely necessary.
Antares777
Profile Joined June 2010
United States1971 Posts
September 09 2010 21:44 GMT
#4
On September 10 2010 03:17 dimfish wrote:
madsquare, I think you are a good mapper and Amnesia is my favorite of your maps at the top of the forum right now. Also, what you did to get the look on Ice Wastes was clever, great work!

I think I understand your intention with the destructible rocks, they require a player to invest in some army before they could expand three times in very close proximity to the main. Still, would you consider removing the destructible rock on the base nestled up against the ridge, furthest away from the main of those close bases? I think this base is most easily harassed, right?, so the destructible rock might slow down an otherwise more exciting game. It is still hard for a Protoss or Terran to turtle up all of these close bases because of the high ground ridge and I'm all for removing d-rocks unless absolutely necessary.


^dito.

The DRs help to make sure no one expands too heavily because all of those bases are relatively nearby. Keep them where they are.
Madsquare
Profile Joined April 2010
Germany157 Posts
September 10 2010 00:11 GMT
#5
Im having a sharp eye on those rocks. There will be a bunch of replays incoming on Satursday; I will decide then.
I do not obey any norms. I redefine standard with every thought I make.
Madsquare
Profile Joined April 2010
Germany157 Posts
October 02 2010 15:27 GMT
#6
Updated.

Improved lightening.
Made main partially reaperproof.

Destructible rocks at third will stay.


Feel free to leave some feedback!

greetings, madsuqare.
I do not obey any norms. I redefine standard with every thought I make.
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
October 02 2010 15:42 GMT
#7
I don't like the 3rd in general, just seems to easily harassable. 6/1 o'clock can be sieged too and to get up there and kill tanks you gotta run arount that whole corner which takes quite some time. Natural is a bit too open for my taste but it's just very blizzardish.

All together the map looks really cool and fun to play, maybe a little too tight but not sure about that.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Amadi
Profile Joined September 2010
Finland139 Posts
October 02 2010 19:45 GMT
#8
This map could use some more eyecandy, but apart from that little factor, this looks awesome. I like the plethora of attack paths available to both players, and this seems open enough to actually flank something on.

Good job is all I have to say.
Madsquare
Profile Joined April 2010
Germany157 Posts
October 03 2010 09:17 GMT
#9
On October 03 2010 00:42 FlopTurnReaver wrote:
I don't like the 3rd in general, just seems to easily harassable. 6/1 o'clock can be sieged too and to get up there and kill tanks you gotta run arount that whole corner which takes quite some time. Natural is a bit too open for my taste but it's just very blizzardish.

All together the map looks really cool and fun to play, maybe a little too tight but not sure about that.


I definitly agree that the 3rd is easily harassable. thats how it was made after all. this is, because its basically a free base. on most maps the third is where on Amnesia the 4th is placed. Also from the 91 replays i have seen, most people like to take the '4th' base first when they play defensive and the 'third' when they move out or when they can set up at the ridge around it. i think its fine that way, giving one the choice. thanks for the feedback


On October 03 2010 04:45 Amadi wrote:
This map could use some more eyecandy, but apart from that little factor, this looks awesome. I like the plethora of attack paths available to both players, and this seems open enough to actually flank something on.

Good job is all I have to say.


Making a map that is basically completly open for army movements but offers many choices and a bunch of features was the idea behind this. And it turned out mostly like i wanted
I will check on the visuals again when i have time. i definitly think there should be some trees around. though i like to keep most of the area nice and clean, so we will have to see how far i can go.

cheers.
madsquare
I do not obey any norms. I redefine standard with every thought I make.
sob3k
Profile Blog Joined August 2009
United States7572 Posts
October 03 2010 11:33 GMT
#10
lol, its Spinal Valley from BW!

good map though, agree that rocks should be removed from at least one of those bases.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
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