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[M] Desolation Island

Forum Index > SC2 Maps & Custom Games
Post a Reply
Archvil3
Profile Joined September 2010
Denmark989 Posts
January 13 2011 12:52 GMT
#1
Desolation Island

[image loading]


Desolation Island

Hello Team Liquid. This is my first map for Starcraft 2 and it's almost done. Before I upload it I'm gonna add a bit more doodads but more importantly I would like some feedback on gameplay and balance.


Pictures


Overview

[image loading]


Closeup of center with LOS-blockers and Xel'naga watchtowers

[image loading]


Map Description

Players: 4
Size: 176x176
Rush distances: From bottom of ramp to bottom of ramp it takes a worker 30 seconds in closest positions(start 1 vs start 2) and 35 seconds in far positions(start 1 vs start 3)
Bases: 14 + 2 highyield

I am currently overall happy with the design of this map. The idea is that all 3 races can play this map to their strengthes. Terran always have nearby highground and reasonably narrowed corridors. The same corridors the Protoss can be very happy about as it fits them well, easy to forcefield and colossi and blink stalker can abuse terrain very well. The tricky race is zerg as they will have a hard time facing their opponent head on. 2 things plays to their advantage though, one is the amount of easily taken expansions no matter the start locations. Second is that there is always another path. If you look at the map without destructible rocks you can see how no matter how hard you fortify one position you can always find another way in.

Well that's the idea behind it anyway, what I need though is feedback and the most important question is of course if any race gets a significant advantage in any match up.
Let thy speech be better than silence, or be silent.
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2011-01-13 13:57:53
January 13 2011 13:54 GMT
#2
problems:

- while the overall size is really, really big, the several pathes look rather narow.
- too many openings into gold in my opinion
- fourth bases (the two between the mains) could be much closer to centre
- unsure about XNWT placement
- having access to high yield for both players at same time looks unlikely

suggestion:
- make high yield on level 1, get rid of extra ramps and DRs, surround it with some cliffs, one small towards centre (unwalkable), one towards outside, make two bigger ramps facing NE and SW
- XNWT could now work interesting (one in middle looks into bith HY)
- move forth expansions a bit more towards centre, low ground/Level 0 probably(?)
- move the high ground of XNWT a bit out, sohat there is some more space to move around
Antares777
Profile Joined June 2010
United States1971 Posts
January 13 2011 13:55 GMT
#3
I like the concept of the high ground separating the thirds, and this map has some potential here.

I am most concerned about the chokes on this map, they seem rather tight. I'd increase the size of the ramps into the high yield expansions and remove the DRs there. A general tip would be to have all of your ramps except the mains ramp to be at least 2x in width (the mains being 1x, sometimes larger depending on certain things).
Archvil3
Profile Joined September 2010
Denmark989 Posts
Last Edited: 2011-01-13 14:11:35
January 13 2011 14:07 GMT
#4
On January 13 2011 22:54 Samro225am wrote:
problems:

- while the overall size is really, really big, the several pathes look rather narow.
- too many openings into gold in my opinion
- fourth bases (the two between the mains) could be much closer to centre
- unsure about XNWT placement
- having access to high yield for both players at same time looks unlikely

suggestion:
- make high yield on level 1, get rid of extra ramps and DRs, surround it with some cliffs, one small towards centre (unwalkable), one towards outside, make two bigger ramps facing NE and SW
- XNWT could now work interesting (one in middle looks into bith HY)
- move forth expansions a bit more towards centre, low ground/Level 0 probably(?)
- move the high ground of XNWT a bit out, sohat there is some more space to move around



On January 13 2011 22:55 Antares777 wrote:
I like the concept of the high ground separating the thirds, and this map has some potential here.

I am most concerned about the chokes on this map, they seem rather tight. I'd increase the size of the ramps into the high yield expansions and remove the DRs there. A general tip would be to have all of your ramps except the mains ramp to be at least 2x in width (the mains being 1x, sometimes larger depending on certain things).



Thank you for the feedback.

About the design of the gold bases. They initially werent there and something I added last minute. I really dont expect them to be used often as they are very hard to defend. I ended up putting them there anyway as a carrot in the late late game. When everything else is taken I want the players to fight for these instead of letting the game stagnate. I am still very unsure about these though and may end up removing them again so I appreciate the feedback.

I would like to remove some DR's as well but sadly I cant. The rush distance between 1 vs 4 and 2 vs 3 would become unacceptably low. I am mostly annoyed by having to destroy so many rocks but shortest rush distance would be close to 20 seconds compared to the 30 seconds for the shortest now.

Fourth bases(SW and NE) I agree could have better placement. I will consider that.
Let thy speech be better than silence, or be silent.
Samro225am
Profile Joined August 2010
Germany982 Posts
January 13 2011 14:45 GMT
#5
unsure if anyone would be interested in "fighting over the HY", because when you can control one, you will control two. but once you lost "the battle for gold" you migt be done anyway...

Change it, if you do not like the centre. Just to have them there in case does not work.
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