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Samro225am's Map Thread

Forum Index > SC2 Maps & Custom Games
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1 2 3 Next All
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2011-02-27 17:45:32
November 08 2010 12:43 GMT
#1
Here you can find all finished and work in progress maps by Samro225am.
To play these maps search for the maps title on battlenetEU.

Maps order by update (top). Work in progress at end of post.



Released

(2) Shrike 1.0 online on NA + EU

[image loading]

+ Show Spoiler +
Features:
12expansions (4 regular, 1 high yhield, 1 triple vespene per player)
2 watchtowers
rushdistance: 156.2 (137.3nat)
size: 128 x 112

Special features:
Brake DRs to gain access to third geyser
DRs blocked back door beetween Fourth and Triple Vespene
LoSBs between fourth and DRs

Overview:

[image loading]


Screenshots:

+ Show Spoiler +
Mains:

+ Show Spoiler +
[image loading]

[image loading]



Nats:
+ Show Spoiler +

[image loading]

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Thirds:
+ Show Spoiler +

[image loading]

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Fourths:

+ Show Spoiler +
[image loading]

[image loading]



Triple Vespene:
+ Show Spoiler +

[image loading]

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Golds:

+ Show Spoiler +
[image loading]

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map corners:
+ Show Spoiler +
[image loading]

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Analyzer:

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(4 )Decline *** Top 5 of the MotM #1 *** 1.0 online on NA + EU

[image loading]




+ Show Spoiler +

Concept

+ Show Spoiler +
Idea:

A 4-spawn melee map with a general layout similar to LT on 144x144 without islands based on my map (4)Fate. I reworked my basic concept from scratch to make the map more compact. Expansion setup is Main+Nat at each four spawnpoints and two High Yield and Triple Vespene as alternative thirds. The High Yield should be central when expanding towards the map's centre. One more 1-gas expansion is in rather far walking distance, but save in between mid distance mains (at 1 and 7).

Note:

I wanted to make a map that had solid and balanced gameplay with some small things that produce interesting situations like the HY area, the centre, the drop-cliffs with ramps and so on, so I based it on an old layout idea already used in (4)Fate and refine it. Also I wanted to make something more colorfull than I did in my last maps.
Main problem was that I had so little time and I basically made this map in four evenings that tended to develop into nights the last two days before the end of the MotM competition.

Rush distances:

Close rush distances are longer than Metalopolis, while far rush distances are closer. This helps to create a well balanced setup that still has some differences between the three setups. Rush distances are rather evenly distributed with 117/137/155 (Main to Main) and 93/120/137 (Nat to Nat)

Features:

Wide open ramps can be found at both central HY areas and towards Nat-choke and triple vespene. Besides the more compact design, this is the main change or new feature considering (4)Fate as its prequel.

The position of the High Yield is interesting, because it is quite central situated like in Xel'Naga Caverns and has two open ramps and a deep back with a 1-gas expansion that could be used for drops. The cliffs at High Yield can be used devensivly against XN-watchtower or for drops. Also the Main can be cliff-walk attacked from High Yield area, so these two areas are together with the centre really important.

A word on the central path between the two XN: while the area is open, there are two holes separating the field into smaller areas: I think this rather hurts Terran than Zerg who can still come up with surrounds, while Terrans will be less powerfull controlling the open field with big clusters of slow tanks.

LoSB at entrances into triple-vespene expansions and at SE and NW end of the central area produce interesting options for movement.

DRs on third vespene at also blocks ramps that help counter drops. In general there are different drop-options at all shared expansions with no-fly zones around towers in map's corners at both triple vespene and 1-gas expansions.

Visual Design:

Since a had really little time for the visuals they may look a bit rushed in a few spaces, but still I think it looks rather well. Everywehere you can find something, alien flowers, fresh plants and so on. While I wanted to keep it basic and use really few different doodads, I wanted to create a look that is different at each main, so certain textures (two stone tiles) alternate between two mains, their nats and the High Yield area while the 1-gas and the triple vespene exoansions have a more netaural grassy look. There also is a gradient from top to bottom starting with green, fresh and helthy tress and changing to brown and red and finally some shakuras plants at bottom. This is where the maps title originates: forest decline. This is interesting and something that I would like to do again with some more time.

The textureset is a mixture of Aiur, Agria and Haven and Agria lighting setup.


Overview
+ Show Spoiler +

90-degree
+ Show Spoiler +
[image loading]


65-degree
+ Show Spoiler +
[image loading]





Screenshots

+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

(Screenshots missing fog)


Mapthread (4)Decline

-------------------------------------------------------------------------------------------------------------------------------------

(4) Fate 1.1 online on EU

[image loading]



+ Show Spoiler +

Fate, my third map, is my first try on a 4 playerstart map with a symmetrical layout that reminds of Lost Temple but is rather open: with two high yield expansions in the central area and two third and two fourth expansions on the mirroring axis players have to decide to expand towards or away from their opponent(s). One Xel'Naga watchtower at each end of the big cenral bridge (similar to LT, too) is not enough to take over control: players have to move around and scout because of alterantive pathes bigger but also longer than in LT. All three diferent setups for 1on1 play feature different distances. Works for 2on2 and FFA as well.

overview
+ Show Spoiler +

[image loading]



analyzer images
+ Show Spoiler +

Summary
[image loading]


Shortest Path 9-3
[image loading]


Shortest Path 9-6
[image loading]


Shortest Path 9-12
[image loading]



screenshots
+ Show Spoiler +

Main
[image loading]


Nat
[image loading]


Third A
[image loading]


Third B
[image loading]


Fourth A
[image loading]


Fourth B
[image loading]


High Yield
[image loading]


Alternate Path 1
[image loading]


Alternate Path 2
[image loading]


Centre
[image loading]




-------------------------------------------------------------------------------------------------------------------------------------


(2) Tendency 1.1 online on EU

[image loading]



+ Show Spoiler +

Tendency is my first symmetrical 2playerstart map. In my opinion there are two points of interest when designing such a map: 1. you need an interesting centre that gives access to all other areas 2. air distance should not be too short. This maps features an open third expansion on low ground with two ramps, one leads towards centre, one into the Natural. This additional entrance should not be considered a backdoor, because you can still position your army at he choke to control both entrances. It is really hard to wall your Natural off, though. With a triple vespene expansion on high ground that helps to control movement towards all other areas of the map, I think I have achieved an intersting centre. To counter any bold tries to take complete control their are two fourth expansions situated on a high ground separated by two chokes and connected to one of the two main attacking pathes with a wide ramp. There is an additional DR blocked ramp per side. Between the wide central ramp and the triple vespene expansion cliff you can find the single watchtower in this map. the watchtower helps to attack th highround in both directions. A high yield expansion between both Mains is far to reach by ground but close by air and is therefore blocked with DRs. The map's setup is unique and really works well.

The map's design is really basic and concentrated on forming pretty much everything only with cliffes and textures, adding very few doodads where needed to indicate blocked terrain or positioning of vespene and gold expansion.


overview
+ Show Spoiler +

[image loading]


analyzer images
+ Show Spoiler +


Summary
[image loading]


Shortest Path
[image loading]



screenshots
+ Show Spoiler +


Main
[image loading]


Nat
[image loading]


Third
[image loading]


Fourth
[image loading]


Triple Vespene
[image loading]


High Yield
[image loading]


Watchtower
[image loading]



-------------------------------------------------------------------------------------------------------------------------------------

(2) Prophecies 1.4 online on EU

[image loading]



+ Show Spoiler +

Prophecies features a unique layout. As my second 1on1 map with rotational symmetry it also has a High Yield on low ground that is connected to the opponents Natural via a DR blocked backdoor. With a narrower centre and multiple attractive options for early expansions on Nat, Fourth or High Yield, positioning and scouting is crucial. LoSBs close to the open Third and at the Ntural/High Yield backdoor and the watchtower placement that forces players to move into centre in order to peek into 'their own' high yield area produce intersting situations.

overview
+ Show Spoiler +

[image loading]


analyzer images
+ Show Spoiler +

Summary
[image loading]


Shortes Path
[image loading]



screenshots
+ Show Spoiler +

Main
[image loading]


Nat
[image loading]


Third
[image loading]


Fourth
[image loading]


High Yield
[image loading]


Watchtower
[image loading]


Nat to High Yield backdoor
[image loading]



-------------------------------------------------------------------------------------------------------------------------------------

(2) Guardian's Grove 1.2 online on EU

[image loading]



+ Show Spoiler +

My first map Guardian's Grove is a small and fast paced rotational symmetry map that has a rather simple layout with all expansions siuated in a circle around a central place. Positioning and controll of the map is important with an exceptional watchtower placement close to both high yield expansions that helps to scout movement along the alternative pathes. The map leaves it to the player to take controll of one of both high yield expansions before third and has an additional path between Natural and High Yield blocked with DRs. There is a dropzone close to the natural expansion that is connected to the centre via a wide. While the two-level cliff of both mains might help terran the map is balanced due to multiple options for attacking that makes manouvering important and balances out height advantages.

overview
+ Show Spoiler +

[image loading]


analyzer images
+ Show Spoiler +

Summary
[image loading]


Shortest Path
[image loading]



screenshots
+ Show Spoiler +



Main
[image loading]


Nat
[image loading]


Third
[image loading]


High Yield
[image loading]


Drop @ Nat
[image loading]


anti-siege barricade at ramp
[image loading]




-------------------------------------------------------------------------------------------------------------------------------------

Work in progress

Kassad
+ Show Spoiler +
[image loading]




Apparatus mapthread

BoomStevo
Profile Joined August 2010
United States332 Posts
November 08 2010 19:29 GMT
#2
Awaiting your works in progress.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2010-11-11 19:52:01
November 11 2010 19:51 GMT
#3
added new (4) map no.5 to wip
dezi
Profile Blog Joined April 2010
Germany1536 Posts
November 11 2010 19:53 GMT
#4
What's the size?
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Marquise
Profile Blog Joined November 2010
United States50 Posts
November 11 2010 20:09 GMT
#5
These look pretty great! Are they up in any way on the US servers? I'd like to try them out with my friends.
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2010-11-11 20:25:03
November 11 2010 20:23 GMT
#6
@ dezi

This map is nothing more than a quick sketch for a 168x168 sized rotational symmetry four player map.



On November 12 2010 05:09 Marquise wrote:
These look pretty great! Are they up in any way on the US servers? I'd like to try them out with my friends.

noting yet. kind of waiting for some feedback or confirmaton everything is fine before i start bothering people to upload them on us for me.
BoomStevo
Profile Joined August 2010
United States332 Posts
November 11 2010 22:45 GMT
#7
Map no. 5 is looking good. It seems a little big, though. Like some of the space could be cut out and the center is just big and open. I'm wondering what the rush distances would be. If the size remains the same, I'd like to see some watch towers covering some of the space.

I feel as if the expansions closest to the center should be high yield minerals. And possibly adding destructible rocks between the third and the fourth(?). Meaning the outside bases at around 3, 6, 9 and 12.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
dezi
Profile Blog Joined April 2010
Germany1536 Posts
November 11 2010 22:58 GMT
#8
On November 12 2010 05:23 Samro225am wrote:
@ dezi
Show nested quote +

This map is nothing more than a quick sketch for a 168x168 sized rotational symmetry four player map.

Whoops, missed that ^^
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Retsukage
Profile Blog Joined February 2008
United States1002 Posts
November 11 2010 23:03 GMT
#9
awesome maps, nice presentation
To change is to improve, to change often is to be perfect - Winston Chruchill
Samro225am
Profile Joined August 2010
Germany982 Posts
November 13 2010 14:55 GMT
#10
added new (2) map no. 6 to wip
BoomStevo
Profile Joined August 2010
United States332 Posts
November 15 2010 00:15 GMT
#11
Map no.6 is looking really good. I like that there are a lot of expansion options and a nice variety of attack paths. The double wide main ramp might concern me depending on the rush distances. The main could be too big, but it's a little hard to tell. But those are pretty minor gripes for an overall fun looking design.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
Samro225am
Profile Joined August 2010
Germany982 Posts
November 17 2010 11:33 GMT
#12
On November 08 2010 21:43 Samro225am wrote:

(2) map no.6 sketch
[spoiler]
This map is 136x144 (playable size should be 136x136) and an offspring of the sketch for map no.5. Made it a two player map and conncected both sides with 2 alternate pathes.
Main problem right now is that there are for expansions in the centre.
Probably I should get rid of two of them (the ones close to the level 2 cliffs), make the others on low ground high yield and enlarge side pathes. and ramps into side path.

sketch 1

current versions
added watchtowers and narrow connection towards side pathes.
+ Show Spoiler +
[image loading]





tinkering with the idea to make the fourth or semi islands into high instead of low ground and move watchtowers a bit more into centre of map to emphasize the possibility to go main>nat>semiisland>gold or go main>nat>third>far fourth before exoanding towards centre. what do you think?
main will be a bit smaller and map slightly more compact.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
November 17 2010 12:03 GMT
#13
I like those low ground expansions > doesn't allow you enemy to drop tanks there to contain you (but maybe you want this?). I would block this small path from the mid to the watchtowers initially. This will force players to scout which path the enemy is taking early in the game and will enable you more options when the games progresses.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Samro225am
Profile Joined August 2010
Germany982 Posts
November 17 2010 12:08 GMT
#14
with the positioning of the main right now the qickest path is to go via central connection to watchtower to nat to main. this would be lost. I wanted to have a more dangerous or narrow path to be the quickest.
Conzeq
Profile Joined April 2010
64 Posts
November 17 2010 12:23 GMT
#15
Looks nice. I'm going to try some of these maps as soon as I have the opportunity, and I'll try to give feedback regarding balancing issues fx.
wtf
Samro225am
Profile Joined August 2010
Germany982 Posts
November 19 2010 18:33 GMT
#16
updated op
wip map no.5 was scaled down to 168x168 and is now more compact while layout remaines
41d3n
Profile Joined November 2010
United States44 Posts
November 28 2010 16:53 GMT
#17
Firstly, I'd just like to say that these maps should totally be out on the US server.

Guardian's Grove
I'm not convinced of the usefulness of the watch towers to the defending player. They seem like they would only provide useful scouting when the defending player has taken their third - and then only to attacks from the south. I think they would be more useful if they were placed on the small ledge just north of the LOS blockers they are behind right now (to the left of the third [from the top player's perspective]). That way, they could provide sight over the main early game attack route, which would also help a player on four-base defend against a splitting attack.

Fate
The 4 o'clock and 11 o'clock thirds seem a little too safe to take. You mentioned that the layout was based on LT - and I see that - and I can tell that you're trying to delay the expanding player with those destructible rocks - which works. I just think that, once a player does destroy the rocks and take that third, it will be too easily defended. I would suggest moving those bases inward more to expose them to the map center. That would necessitate more map control to secure them - LT style.

Other than that, I absolutely love the maps and wish I could play them here on the NA servers. :D
"I'm not supply blocked. It's a timing push." -Myself
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2010-12-26 20:22:55
December 26 2010 20:19 GMT
#18
updated first post with a new map sketch
+ Show Spoiler +


(4) map y sketch

This map is a compact 4 player start position map with 136x136 playable size, similar in layout to my map (4)Fate
+ Show Spoiler +
[url=http://imgur.com/uQJhx][image loading][/url



@41d3n

thx for you feedback. I think I will not change anything on guardian's grove except making an overall big change. this means rethink the watchtowers. unsure if it is worth it.
also I think you are right with the really safe expansion. won't chzange it though, but will make sure this won't happen in my new map, a sequel to Fate you can see above.
iGrok
Profile Blog Joined October 2010
United States5142 Posts
December 26 2010 20:41 GMT
#19
Fate reminds me of a dungeon in Oblivion. Looks good, keep up the awesome work!
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Samro225am
Profile Joined August 2010
Germany982 Posts
January 09 2011 13:36 GMT
#20
update OP with (4) Decline my MotM-1(January) entry
1 2 3 Next All
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