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[M] (4) Farmer's Land

Forum Index > SC2 Maps & Custom Games
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FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
Last Edited: 2011-01-24 00:15:36
September 28 2010 22:00 GMT
#1
Update:
New version out now:

Neo Farmer's Land

[image loading]


Changes

- Completely new center including High Yield Expansion featuring 8 Rich Mineral Patches and 4 Rich Vespene Geysers
- Watch Towers on each top and bottom of the center platform
- Pastures on top and bottom of the center platform
- Contaminated Areas outside every Main for tightening
- Minimal detail changes

Pictures

+ Show Spoiler +
[image loading]

Overview

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6 o'clock Base with Natural

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9 o'clock Third Base

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Center HY Expansion

[image loading]

Tighter Area through Pasture and Contaminated Area


Analyzer

+ Show Spoiler +
[image loading]


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[image loading]


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[image loading]



Old Version:
+ Show Spoiler +
[image loading]

A peaceful world far apart from war and intergalactic conflicts, occupied by largely farmer's who live from their own harvest. So far uninteresting to the three batteling races, everything changes when the word is spread that minerals and vespine gas has been discovered on the planet. So now the fight for recources is also starting to overtake the area of the

(4) Farmer's Land

[image loading]

Features

Players: 4
Size: 150x150
Starting Positions: 1, 4, 7, 10 o'clock
Expansions: 8 Normal
Watchtowers: 1 with increased sightrange (27 instead of 22)

Pictures

+ Show Spoiler +

[image loading]

Overview

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7 o'clock Main Base & Natural

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8 o'clock 3rd Base

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Top left Main/Nat/3rd

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Center Pet-Zoo with Watchtower

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Watchtower Sight Range

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Tight Protoss Wall

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Tight Terran Wall

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Tank Range

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Well it's not that peaceful..

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1 of the 2 aggressive and tough critters

[image loading]

Not easy to take down

[image loading]

Took about 3min

[image loading]
Sketch beforehand


Map Analyzer

+ Show Spoiler +
[image loading]


[image loading]


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Note: The map is actually only playable 140x140, the additional 10x10 is only so air units can manouver more freely.
Also if the pictures aren't beeing fully displayed on your screen just simply right click them and choose "open in new tab".
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
BoomStevo
Profile Joined August 2010
United States332 Posts
September 28 2010 23:51 GMT
#2
I'm not feeling the positioning on the thirds. Looks to favor the player who spawns clockwise from their opponent.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
denzelz
Profile Blog Joined November 2009
United States604 Posts
September 29 2010 00:04 GMT
#3
Man this map looks awesome. It's hard to gauge balance until people actually play on it, but it looks great so far! I hope you keep working on this.
moopie
Profile Joined July 2009
12605 Posts
September 29 2010 00:09 GMT
#4
This map looks awesome, I really like the farm layout.
I'm going to sleep, let me get some of that carpet.
Antares777
Profile Joined June 2010
United States1971 Posts
September 29 2010 00:36 GMT
#5
This map looks like Fighting Spirit, which is a good thing. The only difference is that the thirds are more vulnerable, the middle is more open, and the base in the middle isn't a double high yield base. Anything that looks like Fighting Spirit must be at least a decent map.

Nice job, imho you should put some Overlord chill spots somewhere near the natural's choke, like in LT. Fighting Spirit's only flaw is that Overlord scouting is like a terrible idea :S.
Archas
Profile Blog Joined July 2010
United States6531 Posts
September 29 2010 01:40 GMT
#6
I agree with pretty much everything Antares said. Aesthetics are amazing, and Fighting (of the) Spirit rocks, so that's a definite plus. Would this happen to be on NA servers, though? I'd like to try it out, but I can't find it on the custom map list right now.
The room is ripe with the stench of bitches!
YoureFired
Profile Blog Joined October 2009
United States822 Posts
September 29 2010 03:11 GMT
#7
Great map idea, love how its heavy on the macro-style without having a gigantic map size. Also the farm feel (I especially love the cool little plowlines on the fourth base).

Maybe making the fourth bases high yield would possibly help balance vs turtling Terrans though, as it seems really really easy to simply make lots of tanks/marine/marauder and get three bases right off the bat. Giving more incentive to grab them rewards the person with map control a lot more.
ted cruz is the zodiac killer
Nub4ever
Profile Blog Joined October 2009
Canada1981 Posts
September 29 2010 03:41 GMT
#8
Love the map but I just gotta feel bad for them farmers
Dota 3hard5me
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-09-29 05:09:25
September 29 2010 05:08 GMT
#9
dude...


It's Fighting Spirit!

EDIT: Except rotated and with a different middle

awesome >: D
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Grebliv
Profile Joined May 2006
Iceland800 Posts
September 29 2010 06:01 GMT
#10
On September 29 2010 14:08 prodiG wrote:
dude...


It's Fighting Spirit!

EDIT: Except rotated and with a different middle

awesome >: D


Actually if you look at it it's a lot more like colosseum II with a switched main/nat (and different middle obviously). The third looks like the one on FS but the relation with nat/main is different.
ESV Mapmaking!
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
September 29 2010 16:00 GMT
#11
On September 29 2010 09:36 Antares777 wrote:
This map looks like Fighting Spirit, which is a good thing. The only difference is that the thirds are more vulnerable, the middle is more open, and the base in the middle isn't a double high yield base. Anything that looks like Fighting Spirit must be at least a decent map.

Nice job, imho you should put some Overlord chill spots somewhere near the natural's choke, like in LT. Fighting Spirit's only flaw is that Overlord scouting is like a terrible idea :S.

Tbh I don't really see how the map is like FS except for the fact that the 3rds are very similar and that it's a 4 player map with 13 bases. But well, I guess it's not a bad thing^^

There are overlord chill spots between main&3rd, in the corner of the nat and between nat&3rd. I think that should be enough for the beginning

On September 29 2010 10:40 Aeres wrote:
I agree with pretty much everything Antares said. Aesthetics are amazing, and Fighting (of the) Spirit rocks, so that's a definite plus. Would this happen to be on NA servers, though? I'd like to try it out, but I can't find it on the custom map list right now.

I haven't published it on any server yet. I wanted to wait for some productive critics first but I guess I'll upload it today.

On September 29 2010 12:11 YoureFired wrote:
Maybe making the fourth bases high yield [..]

Now that is just confusing :/


On September 29 2010 15:01 Grebliv wrote:
Show nested quote +
On September 29 2010 14:08 prodiG wrote:
dude...


It's Fighting Spirit!

EDIT: Except rotated and with a different middle

awesome >: D


Actually if you look at it it's a lot more like colosseum II with a switched main/nat (and different middle obviously). The third looks like the one on FS but the relation with nat/main is different.

Now I can see it too :o
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Amadi
Profile Joined September 2010
Finland139 Posts
September 29 2010 16:45 GMT
#12
I don't really think the middle gold expo requires the rocks. If anyone can get enough map control to secure that one, they probably shouldn't need to go through the rocks. Even without them it is probably disadvantageous to go for, because it is practically impossible to protect.

Seriously, it might be the riskiest high-yield I have ever seen. It is basically on open ground, with no cliffs or terrain to protect it, and surrounded by four watchtowers that make it sure your opponent will have vision up the cliff. And it's in the middle of the map.
LarJarsE
Profile Blog Joined August 2009
United States1378 Posts
September 29 2010 17:15 GMT
#13
I like the map! I really wish you would do something different with the middle though.. The whole map looks nice and natural, and all of a sudden there is a raised block of terrain in the middle with an expo on it.

I say make the middle normal elevation, add trees, dirt paths (like the cute ones in mains) and farm animals to make it feel like the middle stop between 4 farming towns. :D
since 98'
NukeTheBunnys
Profile Joined July 2010
United States1004 Posts
September 29 2010 17:23 GMT
#14
Can you pick up and drop units by the ledge where the cows are? I like the idea of having it unpathable, plus if tanks could get in then melee units couldn't get at them without dropships it would be pretty shitty
When you play the game of drones you win or you die.
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
Last Edited: 2010-10-01 00:43:27
October 01 2010 00:41 GMT
#15
On September 30 2010 02:15 larjarse wrote:
I like the map! I really wish you would do something different with the middle though.. The whole map looks nice and natural, and all of a sudden there is a raised block of terrain in the middle with an expo on it.

I say make the middle normal elevation, add trees, dirt paths (like the cute ones in mains) and farm animals to make it feel like the middle stop between 4 farming towns. :D

I took that in consideration and made a version with an alternative middle (I like the watchtower much better this way) that looks like this:
+ Show Spoiler +
[image loading]


Not decided yet what to use definitly yet though.


On September 30 2010 02:23 NukeTheBunnys wrote:
Can you pick up and drop units by the ledge where the cows are? I like the idea of having it unpathable, plus if tanks could get in then melee units couldn't get at them without dropships it would be pretty shitty

That would be pretty silly if it was possible now wouldn't it
Well, it is possible.
+ Show Spoiler +
No it's not
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
bjornkavist
Profile Blog Joined June 2009
Canada1235 Posts
October 01 2010 01:13 GMT
#16
I really like the way u spaced out the expos and that you were very aware of the mineral distances in the mains so Mutas cant easily go behind them, which is good to see in SC2 Maps. Id play it
https://soundcloud.com/bbols
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
January 17 2011 15:54 GMT
#17
New Version is out now: Neo Farmer's Land.

Edited into OP.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Antares777
Profile Joined June 2010
United States1971 Posts
January 17 2011 17:59 GMT
#18
The map looks large. What are the playable bounds?
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
January 18 2011 23:40 GMT
#19
Well yeah, it's a fairly large map. The bounds are 150x150, you can find most informations under "Old Version".
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
WniO
Profile Blog Joined April 2010
United States2706 Posts
January 18 2011 23:46 GMT
#20
that map tileset is very hard to work with, it looks like you got it down though. i also like what you did with those large open spaces where the fenced in areas are, they make good choke points.
risk.nuke
Profile Joined May 2010
Sweden2825 Posts
January 19 2011 00:09 GMT
#21
on a note. it looks very easy to protect your third if you somehoe narrow your choke and keep your army on the highground(third)
Neo.G Soulkey, Best, firebathero. // http://www.teamliquid.net/forum/index.php?show_part=31
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
January 19 2011 09:37 GMT
#22
If you put your units on high ground your opponent's gonna have an easy time marching into your natural.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
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