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Active: 2055 users

[M] Archi - Eerie Garden

Forum Index > SC2 Maps & Custom Games
Post a Reply
Archivian
Profile Joined November 2010
United Kingdom362 Posts
Last Edited: 2010-11-27 18:31:55
November 27 2010 16:37 GMT
#1
[image loading]

Archi - Eerie Garden


Search of Archi on the EU Bnet server to play

Or Download

I didn't have an overall idea at the start of this, I kind of just started with the garden (which came out a bit eerie) and worked outwards then cleaned it up at the end. It actually came out to be quite a fun map.

Map size
136x136
2 player

Map view
[image loading]

Game View
[image loading]

Analyzer images+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[url=http://imgur.com/gGXTw][img]


Search of Archi on the EU Bnet server to play


Enjoy!
"you were only supposed to blow the bloody doors off!" Micheal Caine
Archas
Profile Blog Joined July 2010
United States6531 Posts
November 27 2010 16:51 GMT
#2
My admiration for your mapping ability grows with every thread you post. This is just amazing!
The room is ripe with the stench of bitches!
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 27 2010 21:47 GMT
#3
It's kind of funny that the outside was added in pieces onto the middle. I would expect the opposite but I can sort of see how it grew outward. Anyway, it's very coherent. To my eye, there's a good balance between all the expansions. I can see reasons to break your rocks and go corner third, or go semi island third, or middle third, or hidden expo at a side base.

I am slightly worried about tanks in the center high ground with the towers for free, but there's so much other stuff around that the opposing player might just concede the center and it's not a big deal. The other spot is the corner behind the back door rocks. I would like to see the hallway from the ramp widened a little bit. The ramp from low ground is already a harsh choke point, I think it's too punishing mid to late game to try and break the corner in that narrow hallway.

Other than that I really like it. The aesthetics are subtly more than just the usual green and trees and bricks. Nice.
Comprehensive strategic intention: DNE
Archivian
Profile Joined November 2010
United Kingdom362 Posts
November 28 2010 11:12 GMT
#4
The other spot is the corner behind the back door rocks. I would like to see the hallway from the ramp widened a little bit. The ramp from low ground is already a harsh choke point, I think it's too punishing mid to late game to try and break the corner in that narrow hallway.

Other than that I really like it. The aesthetics are subtly more than just the usual green and trees and bricks. Nice.



Yeah I was wondering about that but decided to keep it narrow due to its proximity to the mains mineral line (wasn't 100% on it though). The line is safe from seiging from back there, but the ramp that is blocked by the Rox is pretty wide, meaning that being in the corridor can be costly, a push itself can be bulstered a bit better.

Also the attacker could have built a proxy at any of the expo's that back door leads too and so could keep on the pressure, equally if the defender wants to push out that way they get rewarded with a hidden exit and other expos, they just have to leave their front to do it. Lastly the back door is a good distance from the front door, the chances of spliting army's are a bit higher.



Thanks for your input though and if anyone plays this map or has a view on the backdoor to the main please post it.
"you were only supposed to blow the bloody doors off!" Micheal Caine
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 01 2010 07:51 GMT
#5
Yes there's a lot to consider with these backdoor rocks situations.

I should have said more specifically, widen it towards the corner expo, but not the rocks main ramp. This is just so that a midgame onward army has a bit more room to fight if they can get in there, I don't think it really affects the security of the main at any point in the game, since the extra space is just towards the corner. For example, how is protoss supposed to kill a planetary fortress up there without having already won the game?

The distance for attacker/defender from front door ramps to back door worried me a little bit, being so fast for attacker. But you get two ramps, one quite narrow, to defend from, and it leads you to a rather secure expo. I think the reward justifies the liability in this case, and it promotes fighting for map control (at least the strip of center right in front of your main). To me, even a very secure proxy location is still a big risk once found out, either because it will be eliminated once defender stabilizes, or makes attacker vulnerable to counterattack at main, and the rocks give you such a long time to prepare.

Anyway, not to gas on... hope this helps.
Comprehensive strategic intention: DNE
forelmashi
Profile Blog Joined August 2007
421 Posts
Last Edited: 2010-12-01 16:35:08
December 01 2010 16:34 GMT
#6
I love your terraining man, did you make maps in wc3? do you have a trick for getting manmade and natural cliffs to work well together?
Archivian
Profile Joined November 2010
United Kingdom362 Posts
December 01 2010 17:02 GMT
#7
I had a brife stab at the old SC1 map maker, but never really made anything Also i didnt really know how big SC1 or even WC3 was till i got this game.(i didnt even know about WC3 map editor till a few days ago). Never tried again till my friend bought me SC2 and i clicked on the editor button wondering what it was.

The only thing i found that helps me with manmade/natural cliffs is how to cover up the terrain tearing where those to things join. There is a few doodads named "column", I stumbled on them a couple weeks-ish ago. There handy to cover up those tear lines sometimes.

Though it does help to have an image in your head of what you want it to look like and what you want players to get out of it.
"you were only supposed to blow the bloody doors off!" Micheal Caine
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