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[M]Shangri-la

Forum Index > SC2 Maps & Custom Games
Post a Reply
iGrok
Profile Blog Joined October 2010
United States5142 Posts
Last Edited: 2010-11-29 08:53:02
November 29 2010 03:42 GMT
#1
[image loading]

Shangri-la is a collaboration featuring a layout by myself, textured by the master texturer Koagel.

The idea for this map was to make a small, fast-paced map that would force players to adopt wildly different playstyles depending on their spawn locations. I also wanted to combine linear and rotational symmetry. Thirdly, I wanted to play with the idea of 2v2 fortresses, where the two people within a fortress weren't necessarily friendly. I played a broken version of twilight fortress where the teams messed up, was hilarious.

+ Show Spoiler +

[image loading]

[image loading]
The layout look somewhat familar to you? Hmm?+ Show Spoiler +
[image loading] - See it?


As you can see, the mains are paired up like a team game. However, this map is designed for 1v1s, even with close spawns. Everything is tight to encourage rapid expansion, and because rapid expansion is encouraged, so is aggression. Particularly in close spawns, constant fighting between the naturals is guaranteed. On far spawns, the map gets split in half, and this actually becomes a tiny macro map. (At least through testing so far). On non-diagonal spawns, the gold between you is a source of combat as well.

There are no Xel'Naga towers for a reason, there's no place that you need them. Early on, rocks block all backdoor paths, and later on you will have a large enough army that you'll be covering any attack routes anyways.

Key points:
There are defensive highgrounds for each half base.
The rocks blocking your natural third are there for balance reasons. without them, rush distance between mains is unnacceptably short.
Speaking of rush dstances, they are: 78.3, 116.5, and 124.9. Nat2Nat on close spawns is a hilarious 50.


I feel kind of bad about wasting Koagel's talent on a map that is so different from normal ladder styles. But it's a ton of fun to play with your friends - try it out! Shangri-la on NA
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
HollowLord
Profile Blog Joined August 2010
United States3862 Posts
November 29 2010 08:44 GMT
#2
Well it's certainly interesting. Though a nice touch would be to make the two players spawn on the islands, with a natural nearby. Just thinking outloud.
dota 2 stream #noskill #feed #noob twitch.tv/dmcredgrave
iGrok
Profile Blog Joined October 2010
United States5142 Posts
November 29 2010 20:07 GMT
#3
Islands?

I did think about being completely crazy, removing all rocks, and spawning each player at the golds.

In testing, made for awesome games until Terran broke it with drops and tanks .

MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
baskerville
Profile Blog Joined April 2010
541 Posts
December 11 2010 21:59 GMT
#4
it's gorgeous, ...bound to happen when mappers get together ..wouhou
http://www.teamliquid.net/mirror/smilies/random-big.gif
chobopeon
Profile Blog Joined May 2003
United States7342 Posts
December 11 2010 22:11 GMT
#5
no idea how it will play but really digging where you took inspiration from. it's good to see mappers looking in obscure locations for interesting ideas. keep it up
:O
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
December 12 2010 03:51 GMT
#6
--- Nuked ---
iGrok
Profile Blog Joined October 2010
United States5142 Posts
December 12 2010 04:02 GMT
#7
Thanks guys!

In 2v2, counterattacking is actually pretty easy, as are feints. The last game I played on this was a TZvPP - his marauders busted all the rocks, pressured the left side (drawing both player's armies, and my cracklings flew in the right side and wasted on guy's mineral lines. The coutnerattack paths open up as the game goes on.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
December 12 2010 04:03 GMT
#8
--- Nuked ---
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