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[M] (4) Shoreline

Forum Index > SC2 Maps & Custom Games
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Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2011-01-16 02:19:55
January 12 2011 18:11 GMT
#1
This is yet another four player map that I have made.

Shoreline 1.1
+ Show Spoiler [Overview] +
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+ Show Spoiler [Analyzer Images] +
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There is a close by natural with a small choke and a nearby third. Rush distances are pretty standard, so rushes are definitely possible. There are nine mineral expansions at the 12 and 6 o'clock positions and high yield expansions on the high ground. XWTs are placed on the low ground in the middle and provide vision into the middle and the high ground above the XWT.

1.1 Changes:
-Larger main.
-Larger ramp to the natural to make fast expanding and defending your natural more difficult.
-Changed the inner ring to man made cliffs for aesthetic reasons.
-Added small high ground areas that are pathable by the golds and nine mineral expansions to promote more drops and good Overlord placement.

~Feedback is greatly appreciated!~

Search "Shoreline" to play (US)!~

My Map Thread
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
January 12 2011 18:22 GMT
#2
Pretty clever actually, close third but no real fourth.

Tho some people will complain about that

Nice beachtheme!
KCCO!
dezi
Profile Blog Joined April 2010
Germany1536 Posts
January 12 2011 18:50 GMT
#3
Might look better if the inner ring uses man made cliffs (not those metal ones). You gonna add Analyzer pics? Looks good one the first sight
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Antares777
Profile Joined June 2010
United States1971 Posts
January 12 2011 19:25 GMT
#4
On January 13 2011 03:50 dezi wrote:
Might look better if the inner ring uses man made cliffs (not those metal ones). You gonna add Analyzer pics? Looks good one the first sight


Yeah, I guess it would look better.

Yes, I am going to add analyzer pics after some testing and the next version. That reminds me, I forgot to get analyzer pics for Freerunner. Expect both to be up around the same time.
FlaShFTW
Profile Blog Joined February 2010
United States10290 Posts
January 12 2011 20:16 GMT
#5
It looks if the main is a bit too small. if it is, then i suggest moving the 3rd out a little bit. can a tank from one nat hit the edge of the other natural?? just wondering.

nice though. i love the map.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Samro225am
Profile Joined August 2010
Germany982 Posts
January 12 2011 21:28 GMT
#6
move fourth at 12 an 6 a bit closer to centre, some space (>bigger height of map) is wasted here.

right now XNWT are not of too much use. put the two mainpathes above and below XNWT to additional heighground area sothat there is some real need to use them OR make whole centre area that now is lower a heighround sothat towers help to attack up or something similar. right now there only purpose is to defend central are (=control), right?
sushiman
Profile Joined September 2003
Sweden2691 Posts
January 12 2011 21:43 GMT
#7
Looks nice, but it seems far too easy to take three bases. Chaning the placement of the third, or having a second route to it, would probably be better. Seems like you could go for it as your natural when you only have one choke to defend either way.
Not sure how much it will matter, but there's much less space to run on the sand behind the third on the 1 o'clock position than the others, making it safer against drops and such behind the minerals than the other positions. Also less space if you want to use blink there for whatever reason.
Overall it seems like air units will have a field day, bouncing between the main and third, but the bases seems very easy to defend otherwise. Gold expansions seems easy to take as well, as it's so near the choke of the third. Maybe move them to the low ground in the middle and move the paths leading to the 12 and 6 expansions more towards the middle, making the XWT's more crucial to hold?
Just some thoughts.

A side note, does anyone else see the map as a happy old man with a moustasche?
1000 at least.
baskerville
Profile Blog Joined April 2010
541 Posts
Last Edited: 2011-01-12 22:10:53
January 12 2011 22:05 GMT
#8
think homer with a moustache and you'll all see it!

really like the "Nice beachtheme!"
and
that center tile
(not "dark" enough for my taste at 100% opacity in galaxy)
is probably gonna end up being one of my fav, although it really seems impossible to blend the two, you've done real good

iccup stamp material, if it needed to be said
http://www.teamliquid.net/mirror/smilies/random-big.gif
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2011-01-12 23:32:38
January 12 2011 23:32 GMT
#9
@Flash - You're right, I played this on B.net with some people, and it has been determined that the mains are small.

@Sam - The XWTs look up onto the high ground in between the bases that you said should be moved towards the middle. In spawns for those positions, the XWTs are quite useful at their current location.

@Sushi - The natural right now is way too easy to take, that I am aware of. The third is not as easy to take as it may seem. It can be sieged from the high ground, and is on low ground compared to the area outside. Walls will not work as effectively on low ground.

@Baskerville - Thanks! I'm glad you like it!

To-Do List:
-Enlarge mains/nats.
-Enlarge the natural's ramp.
-Bring the nine mineral expansions closer towards the center.
-Add more space for turrets/cannons/harass behind the natural.
-Inner ring shall be made out of man made cliffs instead of natural ones.

When I play games on this map, the mini map doesn't show any terrain. I am using a custom title set and must not have set something up correctly, can someone help me with that?

Thanks everyone for the feedback, a new version will be out in a few days, I have a personal event to go to Friday.
Antares777
Profile Joined June 2010
United States1971 Posts
January 13 2011 06:36 GMT
#10
On January 13 2011 08:32 I wrote:
When I play games on this map, the mini-map doesn't show any terrain. I am using a custom title set and must not have set something up correctly, can someone help me with that?


So... can someone tell me how to fix that? Otherwise I'm going to have to switch title sets, and I really like the beach theme.
JerKy
Profile Blog Joined January 2011
Korea (South)3013 Posts
January 13 2011 07:42 GMT
#11
In cross or horizontal positions, a relatively fast double expand looks very tempting.
Perhaps a forge double expand (not really viable in practical terms) or a Zerg 3 hatch play (BW style, somewhat more viable?)
You can type "StarCraft" with just your left hand.
Antares777
Profile Joined June 2010
United States1971 Posts
January 13 2011 11:36 GMT
#12
On January 13 2011 16:42 JerKy wrote:
In cross or horizontal positions, a relatively fast double expand looks very tempting.
Perhaps a forge double expand (not really viable in practical terms) or a Zerg 3 hatch play (BW style, somewhat more viable?)


It's not as viable as it may seem.
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2011-01-13 12:07:50
January 13 2011 12:07 GMT
#13
On January 13 2011 15:36 Antares777 wrote:
Show nested quote +
On January 13 2011 08:32 I wrote:
When I play games on this map, the mini-map doesn't show any terrain. I am using a custom title set and must not have set something up correctly, can someone help me with that?


So... can someone tell me how to fix that? Otherwise I'm going to have to switch title sets, and I really like the beach theme.


it is difficult to guess what is wrong, but did you try to just create the tileset again and let the texture tool just switch textures accordingly?

i do not really remember everything, but i had a blacl-texture, too and just recreated my set...
Antares777
Profile Joined June 2010
United States1971 Posts
January 13 2011 12:17 GMT
#14
On January 13 2011 21:07 Samro225am wrote:
Show nested quote +
On January 13 2011 15:36 Antares777 wrote:
On January 13 2011 08:32 I wrote:
When I play games on this map, the mini-map doesn't show any terrain. I am using a custom title set and must not have set something up correctly, can someone help me with that?


So... can someone tell me how to fix that? Otherwise I'm going to have to switch title sets, and I really like the beach theme.


it is difficult to guess what is wrong, but did you try to just create the tileset again and let the texture tool just switch textures accordingly?

i do not really remember everything, but i had a blacl-texture, too and just recreated my set...


Hmm, I'll try that, and if it doesn't work, expect the map to look more like a jungle and less like a beach.
EunByuL
Profile Joined September 2010
Vietnam77 Posts
January 13 2011 12:47 GMT
#15
Fixed it a little: ^_^
To-Do List:
-Enlarge mains/nats.
-Enlarge the natural's ramp.
-Bring the nine mineral expansions closer towards the center.
-Add more space for turrets/cannons/harass behind the natural + Mains.
-Inner ring shall be made out of man made cliffs instead of natural ones.
-Remove green textures around the inner ring
Tôi không
Antares777
Profile Joined June 2010
United States1971 Posts
January 13 2011 13:46 GMT
#16
On January 13 2011 21:47 EunByuL wrote:
Fixed it a little: ^_^
Show nested quote +
To-Do List:
-Enlarge mains/nats.
-Enlarge the natural's ramp.
-Bring the nine mineral expansions closer towards the center.
-Add more space for turrets/cannons/harass behind the natural + Mains.
-Inner ring shall be made out of man made cliffs instead of natural ones.
-Remove green textures around the inner ring


I kind of wanted an "overgrown" kind of feel to the inner ring, so I think I am going to keep the grass.
Samro225am
Profile Joined August 2010
Germany982 Posts
January 13 2011 14:00 GMT
#17
on texturin of ring:
if cliff is a natural cliff, than metal texture is unlikely. might look better to have earth/dirt towards edge and a number of smaller clusters of metal-stuff.
if cliff is a man-made cliff that is overgrown later, than use the tech-cliff

i like the direction of mixin textures
Antares777
Profile Joined June 2010
United States1971 Posts
January 15 2011 21:09 GMT
#18
V1.1 is now on B.net and the images have been updated.
Antares777
Profile Joined June 2010
United States1971 Posts
January 16 2011 02:22 GMT
#19
Analyzer images are up, thanks to Johanaz.

None of them resized, thanks to TL. I have an idea on how I am going to resize them without using anything like photoshop, it should work. Bad news is I have so many things that I have to resize lol
funcmode
Profile Joined June 2010
Australia720 Posts
January 16 2011 02:35 GMT
#20
The Bel Shir man-made cliffs look kind of strange with the dark grey tiles, it's just an idea but you might want to experiment with other man-made cliff sets around the middle of the map. You can use up to 4 cliff sets per map so you can still use the Bel Shir one for the bits nearer the outside of the map if you desire. Either the Ulaan or Ulnar (I always confuse the two, but the one used in XNC) man-made is the same style as the Bel Shir but is dark grey in colour, might look nice
@funcmode - TPW Mapmaking Team - theplanetaryworkshop.com
Antares777
Profile Joined June 2010
United States1971 Posts
January 16 2011 03:21 GMT
#21
On January 16 2011 11:35 funcmode wrote:
The Bel Shir man-made cliffs look kind of strange with the dark grey tiles, it's just an idea but you might want to experiment with other man-made cliff sets around the middle of the map. You can use up to 4 cliff sets per map so you can still use the Bel Shir one for the bits nearer the outside of the map if you desire. Either the Ulaan or Ulnar (I always confuse the two, but the one used in XNC) man-made is the same style as the Bel Shir but is dark grey in colour, might look nice


Thanks, that sounds a lot cooler than the current color. I believe that Ulaan is the cave cliff and Ulnar is some sort of Xel'naga space kind of title set.
TemplarCo.
Profile Blog Joined October 2010
Mexico2870 Posts
January 16 2011 16:16 GMT
#22
I think that the 2 middle top and bottom expos should be gold or the gold ones should be standard cause if lets say it's a FFA 2 players take the gold and the other 2 get the normal the ones in the gold have a big advantage.

Appart from that good map :D
With an average game length of 7m36s over his 6 games in GSL3, this is a no-brainer. BitByBit pulls more SCVs than yo momma at a club on Mar Sara. ♞
Antares777
Profile Joined June 2010
United States1971 Posts
January 16 2011 18:12 GMT
#23
On January 17 2011 01:16 TemplarCo. wrote:
I think that the 2 middle top and bottom expos should be gold or the gold ones should be standard cause if lets say it's a FFA 2 players take the gold and the other 2 get the normal the ones in the gold have a big advantage.

Appart from that good map :D


I can't image in an FFA game that one player would get a gold, another would get a gold, and the other two would each have the 12 and 6 expansions. If that were the case, the armies would fight constantly because of the positioning of the expansions.

I am not planning on changing any of those expansions, though I may move the 12 and 6 closer towards the center of the map.
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