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EffectS' Concepts

Forum Index > SC2 Maps & Custom Games
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EffectS
Profile Joined May 2010
Belgium795 Posts
Last Edited: 2011-02-12 16:14:56
January 22 2011 19:33 GMT
#1
Random intro:
+ Show Spoiler +
Hi, as most of you know, I'm a pretty aweful mapper. Therefor I'm trying to communicate with the community (you guys) as much as I can. Afterall, you're the guys that are gonna play the map.

Therefor, I made this. A thread where I can post all my terrible or awesome map ideas, hand them to the community and receive glorious feedback! After which I can change stuff up on the map or tell you guys to suck it up... either way! Here goes!

For you consideration, I'll only post analyzer images, cause I don't (attempt to) texture until my map is fully completed. Therefor I think stuff is better visible in the analyzer. So tell me what you like or dislike, and maybe your wish may be my command!


Updated!! (2011-02-12)


#1 (Current version):
[image loading]


Previous versions:
+ Show Spoiler +
Version 2.0
+ Show Spoiler +
[image loading]

Version 1.0
+ Show Spoiler +
[image loading]
TEEHEE
WniO
Profile Blog Joined April 2010
United States2706 Posts
January 22 2011 19:37 GMT
#2
i think theres some unused space between the mains and the fourths. i do like the destructible debris positioning as it extends the rush distance between all bases. it has a cool design though.
iGrok
Profile Blog Joined October 2010
United States5142 Posts
January 22 2011 20:19 GMT
#3
You need to make sure there's enough room between the golds. I can't really tell from the picture. Are those mineral-only golds? The may as well be non-expos then :/

My suggestions would be to add gas to the gold bases and throw up an LOS blocking curtain between them (like between the rocks)

I like the layout though, good concept!
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Superouman
Profile Blog Joined August 2007
France2195 Posts
January 22 2011 23:15 GMT
#4
I fear that the natu to nat distance is the same as Steppes'.
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
dezi
Profile Blog Joined April 2010
Germany1536 Posts
Last Edited: 2011-01-22 23:32:18
January 22 2011 23:21 GMT
#5
The map looks to small and the HY might not be worth it. Can you give us infos about the size?
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Zeon0
Profile Joined September 2010
Austria2995 Posts
January 23 2011 12:31 GMT
#6
get rid of this crappy mineral only expos. why do people put them in every other map?
Hater of MKP since GSL Open Season 2 | Fanboy of: NesTea Stephano IdrA DIMAGA MorroW ret DongRaeGu Snute SaSe Mvp ThorZaIN DeMusliM
EffectS
Profile Joined May 2010
Belgium795 Posts
January 23 2011 13:30 GMT
#7
On January 23 2011 21:31 Zeon0 wrote:
get rid of this crappy mineral only expos. why do people put them in every other map?


Tbh, the reason it's a mineral only HY expo is because atm there's not enough room. I was just checking with TL.net if this set-up is good tbh and to force some changes. ^_^
TEEHEE
TibblesEvilCat
Profile Joined March 2010
United Kingdom766 Posts
January 23 2011 13:57 GMT
#8
extend the size of the map, if u use the filltool of 1 texture it leaves a thin line of the the cliff edges u can follow that to make some bits larger.
Live Fast Die Young :D
EffectS
Profile Joined May 2010
Belgium795 Posts
Last Edited: 2011-01-23 18:07:15
January 23 2011 14:26 GMT
#9
Ok, here's what I want to do:
  • Change lay-out of main into natural - for 1 creeptumor connection
  • Create more room the third (HY third) by compressing natural
  • Create natural backdoor closer to the natural and not weirdly placed as it is now
  • Change natural mineral line to double geyser towards the main instead of splilt geyser
  • Compress space between natural and third (not HY third)
  • Add a fourth base, if possible not akwardly close towards enemy main between third (not HY third) and enemy main
  • Increase map in total size
  • Make HY third not akward by decreasing open space by adding natural feeling crack that runs through center

Tell me what you think of these changes. It'll take a while for me to produce the next updated concept pic so please bare with me. ^_^
(didn't take me that long, I was focused enough to pull through!)

Updated, check OP.
TEEHEE
EunByuL
Profile Joined September 2010
Vietnam77 Posts
January 24 2011 07:52 GMT
#10
The new map is a real improvement on the first one! Keep it up!
Tôi không
EffectS
Profile Joined May 2010
Belgium795 Posts
January 24 2011 15:47 GMT
#11
Sorry for my shameless bump.
I need some more replies to make this thread work. So viewers, if you'd please take the time to write up what you think about it ^_^. I'd deeply appreciate it.
TEEHEE
dezi
Profile Blog Joined April 2010
Germany1536 Posts
January 24 2011 15:58 GMT
#12
Everything looks so tight, so small (but i also use v1.4.6 of the Analyzer). What's the size of the map?
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
January 24 2011 16:05 GMT
#13
Thats one small map

However the whole idea behind it I absolutely love. Theres still alot of options in what to do and how to attack. But I do think the map should be streched a little to give a little more room for combat in the middle.

Great concept tho
KCCO!
Robinsa
Profile Joined May 2009
Japan1333 Posts
January 24 2011 16:28 GMT
#14
It feels like all SC2 maps are small and with a TON of chokes. Not saying all maps need to be big but it would be nice with some open maps tbh.
4649!!
EffectS
Profile Joined May 2010
Belgium795 Posts
January 24 2011 16:38 GMT
#15
Thanks for all your replies. The maps playable size is 100x108. I tried to create a map that's not too big in size, as you can see from the previous version of the map, which was even smaller. This because smaller maps force more fights and make positioning more important.
Also I don't think having this map rather small is bad because the rush distance is lenghten by quite a bit because of the destructable debris, which btw is perfectly defendable from the high ground of the main.
TEEHEE
dezi
Profile Blog Joined April 2010
Germany1536 Posts
January 24 2011 16:55 GMT
#16
Smaller map have more chokes and thus favoring T vs Z and P vs T but it's actually quite hard to judge just with the Analyzer pictures.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
EffectS
Profile Joined May 2010
Belgium795 Posts
January 24 2011 17:37 GMT
#17
On January 25 2011 01:55 dezi wrote:
Smaller map have more chokes and thus favoring T vs Z and P vs T but it's actually quite hard to judge just with the Analyzer pictures.


Ye, I think P is strongest on this map, due to strong 2 base play by wall-ing of the natural and later opening the destructable debris. However, I believe both T and primarily Z have alot of options to flank the opponent. Therefor, I think it's pretty balanced?
TEEHEE
dezi
Profile Blog Joined April 2010
Germany1536 Posts
January 24 2011 17:42 GMT
#18
I just see 'place Forcefield here' areas and no flank areas in the mid :p
Is this a tripple size ramp to the 3rd?
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
January 24 2011 17:50 GMT
#19
On January 25 2011 02:37 EffectS wrote:
Show nested quote +
On January 25 2011 01:55 dezi wrote:
Smaller map have more chokes and thus favoring T vs Z and P vs T but it's actually quite hard to judge just with the Analyzer pictures.


Ye, I think P is strongest on this map, due to strong 2 base play by wall-ing of the natural and later opening the destructable debris. However, I believe both T and primarily Z have alot of options to flank the opponent. Therefor, I think it's pretty balanced?


besides chokes, I think many cliff level hurt Z, becaue with a few tanks they do not get anywhere near the top of ramp. T can happy-turtle on three base and then tankpush, i guess.

to make things worse, third is almost(?) closer to opponent's base, so if Z tries to get map control, T will drop whatever they like pretty much anywhere on this small map while defending with tanks on nat/third cliffs.

the air distance is really short compared to long walking rush distance.

what can you do? I would make the map bigger (118x118), use the space better (third and fourth) and open the centre and do something more interesting with gold and/or fourth.

probably it helps when you try to imagine where you would like to position your army when something specific happens?
EffectS
Profile Joined May 2010
Belgium795 Posts
January 24 2011 18:29 GMT
#20
On January 25 2011 02:42 dezi wrote:
I just see 'place Forcefield here' areas and no flank areas in the mid :p
Is this a tripple size ramp to the 3rd?

There's 4 entrances to the opponents side, I think except from facing a protoss death ball, every other race has a real good chance to flank the enemy. And yes, both ramps going to the third are 3's.

On January 25 2011 02:50 Samro225am wrote:
besides chokes, I think many cliff level hurt Z, becaue with a few tanks they do not get anywhere near the top of ramp. T can happy-turtle on three base and then tankpush, i guess.

to make things worse, third is almost(?) closer to opponent's base, so if Z tries to get map control, T will drop whatever they like pretty much anywhere on this small map while defending with tanks on nat/third cliffs.

the air distance is really short compared to long walking rush distance.

what can you do? I would make the map bigger (118x118), use the space better (third and fourth) and open the centre and do something more interesting with gold and/or fourth.

probably it helps when you try to imagine where you would like to position your army when something specific happens?

Sorry that maps with no cliffs aren't mainstream. Have you ever heard about mutalisk, this is the reason why I put both geysers towards the main in the natural, I don't put dual geysers for no reason. This is also the reason why air distances are so close.

I aplogize if I sound pissed atm, I just lost a LoL game which naturally makes me pissed. ^_^
TEEHEE
Samro225am
Profile Joined August 2010
Germany982 Posts
January 24 2011 19:40 GMT
#21
dude, you sure sound pissed off.

one more point on cliffs: it's not cliffs in general. its just that three (four if you count HY) out of five expansions are controlled by cliff. there is one small and two triple ramps and both triple ramps can be controlled from on position (on top/in between).
It just screams turtling imo.

if you do not want any bigger changes: just open the middle low ground a bit and Zerg can use other units beside muta, too
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
January 25 2011 08:05 GMT
#22
Replying to topics when pissed(off) is usually a bad thing

There is some debris that opens it up a little, but if you park your army at either your natural or the gold, theres no way to really sneak by. The rocks are that close and the backdoor at the 3rd is that close...

Just ... stretch... a little ... must ... help ...
KCCO!
EunByuL
Profile Joined September 2010
Vietnam77 Posts
January 31 2011 11:07 GMT
#23
Made this concept, I might try and make it for MotM #2. Tried to make it already, but had alot of difficulties with some of the placement so decided to make it in paint first. Still don't know what to do with the center. Btw, the little circles are destructable rocks. Tell me what you think please!

[image loading]
Tôi không
Johanaz
Profile Joined September 2010
Denmark363 Posts
January 31 2011 13:48 GMT
#24
On January 31 2011 20:07 EunByuL wrote:+ Show Spoiler +

Made this concept, I might try and make it for MotM #2. Tried to make it already, but had alot of difficulties with some of the placement so decided to make it in paint first. Still don't know what to do with the center. Btw, the little circles are destructable rocks. Tell me what you think please!

[image loading]


Wrong thread - post it over here.
TPW Map Maker - theplanetaryworkshop.com
EunByuL
Profile Joined September 2010
Vietnam77 Posts
February 01 2011 07:54 GMT
#25
Oh thank you, I see you already put it on that thread aswell! TYVM.
Tôi không
SaltyDog
Profile Joined January 2011
Uganda73 Posts
February 01 2011 10:02 GMT
#26
The HY seems quite easy to defend, why not swap it with the 4th expo. Also IMO every map should have a watch tower unless it's really small. Put one slap bang in the middle on some high ground maybe, covering the rocks as well. I like the position of the rocks btw. Also one more expo would be nice, high level players just love expanding.
I'm unemployed, so I make maps.
EffectS
Profile Joined May 2010
Belgium795 Posts
February 03 2011 21:15 GMT
#27
Got another concept up, please tell me what you think. Personally I think the maps too big at the moment, just look at the size of main. However, playing it the map doesn't feel that big except for the main and third. I think this is because of the multiple paths along the mid.
TEEHEE
EffectS
Profile Joined May 2010
Belgium795 Posts
February 12 2011 16:20 GMT
#28
BUMP for new version out. Need some feedback!
Might remove the center xel'nage watchtower, not sure. Probably will.
Map bounds are: 106x112.
Here's analyzer of shortest paths:
+ Show Spoiler +
[image loading]
TEEHEE
EunByuL
Profile Joined September 2010
Vietnam77 Posts
February 16 2011 12:55 GMT
#29
I like the new one over the previous versions. I like the middle path, reminds me of Scrap Station. But I think the other paths are to tiny and protoss will own up on this map.

Sorry again for my mispost here ^_^.
Tôi không
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
February 16 2011 14:16 GMT
#30
I agree with EunByul. You can easily paint those 2 middle voids a little more, while keeping the same effect and still giving more room to breath.

I like the update overall tho, keep the xelnaga tower imo.
KCCO!
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