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Active: 1218 users

[map] Beta Station -madsquare

Forum Index > SC2 Maps & Custom Games
Post a Reply
Madsquare
Profile Joined April 2010
Germany157 Posts
Last Edited: 2011-03-10 09:47:08
October 02 2010 14:52 GMT
#1
Updated 7. Mar 2011

LQ overview
[image loading]

+ Show Spoiler [Analyzer] +

Its getting some things wrong, unfortunately

+ Show Spoiler [Summary] +
[image loading]



Specifications:

2 Spawnlocations

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

00 gold bases

00 Xel'naga Towers

Size: 128x128 playable


Notes:

The backdoor now consists of one destructible rocks.

The things in the center are destructible debris.
These have each 2000 health, 3 armor.

The little islands with doodads on them are unpathable.


Feedback is always highly appreciated.

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

greetings, madsquare.

other maps:
Exe9
BBQ
Amnesia
Ice Wastes
Sapphire
Emerald Plateau
Dreamscape
The Edge
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 15:48 GMT
#2
Looks really cool! I like the concept of it. Not much to say actually, only thing I would change about it is to make that high ground next to the main (between natural and 3rd) a bit wider and do something with the middle. And well, backdoor..
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
McCheese
Profile Joined July 2010
208 Posts
October 02 2010 16:02 GMT
#3
I think the middle is a little to wide open and maybe add a tower in the middle. But I think this backdoor is fine because unlike on blistering sands, the distance for the defender is shorter than the attacker, so its not as hard to defend, but it's still a threat.
Thoreezhea1
Profile Blog Joined July 2010
United States532 Posts
October 02 2010 16:04 GMT
#4
Please Do NOT post in spoilers. I think a simple edit can fix this.

Many of us would like different angled or more detailed pics w/ map analyzer, otherwise, it looks good!
What the Fu- REAPERS?!
Of The Room
Profile Joined September 2010
11 Posts
October 02 2010 17:02 GMT
#5
This is probably one of the best maps I've seen from the community. I would add in a few things to make the middle more unique while at the same time keeping it pretty wide open. Also the backdoor is perfect since it will allow for a good transition once you take the third or 4th. nice!
Neivler
Profile Blog Joined November 2008
Norway911 Posts
October 02 2010 17:18 GMT
#6
To small and terran favoured. Terran can ezz camp on 3 and then 4 bases and there is nothing a zerg can do.

The map needs to be bigger.
I pwn noobs
Madsquare
Profile Joined April 2010
Germany157 Posts
October 03 2010 09:38 GMT
#7
Added a game angle screenshot (planned to add originally, but forgot, heh).

About the middle. I wanted to try a new feature wich i havent seen in Stacraft2 in this style.
Depending on where you choose to expand and where to attack/defend your position within or around the center is determined. But there is no easy way of avoiding the center.
This makes mapcontrol and intel so much more important. That is why i dont want to add watchtower here (dont like them anyways, free map control sucks unless they really fit in the concept, imo).
Also i wanted players for once to completly make the terrain themselves, meaning its up to the players to manipulate the terrain to their advantages. i think we havent seen this enough in Starcraft2. Thats the reason why i cant add any cliffs or LoS blockers.

I really would like to see some replays, late game specifically, but the map is a bit too uncommon to just throw it into a public cup :/

cheers.
madsquare
I do not obey any norms. I redefine standard with every thought I make.
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2010-10-03 10:46:08
October 03 2010 10:31 GMT
#8
like the map for its openness and the idea to make player create terrain by heir decisions.

overall layout of main and first two expansions remains me of an earlier version of Guardian's Grove:
- connection between third at Nat on cliff in front of base
- a backdoor between third and main (i erased it because people were not too fond of it)
- third to fourth via ramp (in Guardian's Grove fourth is a gold)
although the rest of the map seems to be more open.

and I see the same problems here regarding coverage with siegtanks. i put up lots of trees to forbid heavy sieging but your map's layout really favours terran who can siege with three bases and then push out, also because everything is rather narrow. could you post a picture showing how far a sieged tank can reach?
probably you want to make the centre more attractice and switch minearls (fourth) to gold, too?
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
October 03 2010 16:34 GMT
#9
On October 03 2010 18:38 Madsquare wrote:.
Also i wanted players for once to completly make the terrain themselves, meaning its up to the players to manipulate the terrain to their advantages. i think we havent seen this enough in Starcraft2.

Sounds good. An other way to do that would be to place some destructible buildings around the middle like on Roadrunner so that players can choose whether to make the middle open or not.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Antares777
Profile Joined June 2010
United States1971 Posts
October 03 2010 18:43 GMT
#10
On October 03 2010 02:18 Neivler wrote:
To small and terran favoured. Terran can ezz camp on 3 and then 4 bases and there is nothing a zerg can do.

The map needs to be bigger.


This map is really open. Get glasses.

I like it! It reminds me of TSI Cobra (I think) with the backdoor and all. I do however think that five stacked rocks for a backdoor is a lot. Test it, and see whether or not it is that important. I am not sure.

But that is all of the feedback I have.
Madsquare
Profile Joined April 2010
Germany157 Posts
November 26 2010 14:57 GMT
#11
Updated.

- Reduced rocks at backdoor from 5 to 1
- Added destructible debris to the center

The debris in the center brings some interesting feature into this. The center is basically still open. However the rocks create a variety of small chokes. The Area is wide in front and behind of the chokes.
It is left to the player whether they want to abuse the choke, avoid it, or destroy it.

Feel free to leave some Feedback!

-madsquare
I do not obey any norms. I redefine standard with every thought I make.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
November 26 2010 15:18 GMT
#12
The mid sadly still seem so uninspired. Come on, i'm pretty sure you can come up with a better idea. Your texture work is good but layoutwise there are small lacks
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
November 26 2010 16:59 GMT
#13
--- Nuked ---
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 27 2010 07:58 GMT
#14
The map succeeds in everything it's trying to do with the exception of the middle, which is vaguely dissatisfying. The existence of the all the rocks indicates there's something at stake, but I can't really figure out how to use them. This means they have an overall effect of "who cares?" which conflicts with the fact they exist at all.

Of course I can see possible uses and they would have an effect on fighting and positioning, but instead of feeling open-ended, it feels completely aimless. I would create some funneling shapes or some dividing lines. They don't have to be air tight, it's just to give the impression of shape. The players are still free to react and reshape as they choose. The wide circle in the center right now is cool. Either keep that and highlight it more or focus on an obstruction there.
Comprehensive strategic intention: DNE
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