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Active: 1601 users

[M] (2) Mud Rock

Forum Index > SC2 Maps & Custom Games
Post a Reply
Johanaz
Profile Joined September 2010
Denmark363 Posts
Last Edited: 2011-02-14 21:58:24
February 01 2011 02:44 GMT
#1
[image loading]
                                                                                                      - Korean name by TrinitySC
Mud Rock

MotM#2 finalist

1v1 - 2 spawns

v1.6 published on EU & NA servers.

Size: 132 x 116 - 12 bases total



Introduction: + Show Spoiler +
Ever since Xel`Naga Caverns was added to the ladder map pool it has been generally considered to be one of the best maps overall in terms of balance, gameplay and fun. I wanted to create a map with similar properties, but with slightly more defendable bases, plus 2 extra bases thrown into the mix, and hopefully achieve a medium sized map that facilitates a lot of action throughout the game stages.

From what I´ve seen during testing I have pretty much succeeded. That said, most test games do turn into macro games per default, as players are not on home turf basis with the layout, plus they are free of the pressure that comes with laddering.

Overview:
[image loading]

Angled view:+ Show Spoiler +
click for FullHD[image loading]

Analyzer pics:+ Show Spoiler +
[image loading][image loading][image loading]

Detailed info & pics:+ Show Spoiler +
[image loading] Main has a LoS Drop Zone plus I tried to build two spots for OL parking, which work, but are kinda hard to use anyway. Inside both rock doodads is a circle of LoS/pathing blockers which enables a single air unit to hide. You got to know where to click tho.

[image loading]The natural has a 3x wide ramp plus 2 sidepaths: one XNC-like sneaky backdoor and a wider one with an extra entrance blocked by destructibles.

[image loading]1 creep tumor to connect main and natural, but you have to put in the sweet spot below the cliff.

[image loading]3rd is so close it doesn´t really matter where you put it

[image loading]The backdoor might help you break a contain.

[image loading]Sneaky zone for sneaky stuff, I guess.

In-game screens:+ Show Spoiler +
[image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading]

Replays:+ Show Spoiler +
Mud Rock - TvZ - Konata v stikky
- good fun with lotso baneling action and some decent Thor vs muta.

Mud Rock - ZvP - coReY v ZyStrinterN
- 2 really good master players with some massive roach/hydra/corruptor vs FFing Colossus deathball mayhem

Mud Rock - TvT - FE vs all-in
- masters build test, 9 minutes.


Beta testing: + Show Spoiler +
Thanks to Kanadan, Krissam, ChewBroccoli, Sleepytime, Munck, StrinterN & special thanks to coReY for contributing with several testgames and providing useful feedback through iterations.

- big thanks to the community for all your insightful feedback <3
- special thanks to monitor for suggesting a handful of minor yet significant improvements.


My Map Thread
TPW Map Maker - theplanetaryworkshop.com
TheDominator
Profile Blog Joined November 2009
New Zealand336 Posts
February 01 2011 02:48 GMT
#2
For a second i thought it was blistering sands
It seems that the rush distance is quite small - it might encourage a lot of agressive play, that might be what you want, maybe not.
I like the variety of entrances, good strategic positioning and things will be rewarded here.
Overall it seems like quite a fun map.
You can go a long way with a smile. You can go a lot farther with a smile and a gun.
theBOOCH
Profile Joined November 2010
United States832 Posts
February 01 2011 03:32 GMT
#3
I don't think anyone would really take the "third" as their third. If you spawn bottom, the upper left expansion and the expo on the low ground would be easier to bounce between and the natural. You could hold all three pretty easy, but holding the natural and the "third" looks like it would be difficult.
If all you're offering is Dos Equis, I will stay thirsty thank you very much.
Johanaz
Profile Joined September 2010
Denmark363 Posts
February 01 2011 03:43 GMT
#4
On February 01 2011 11:48 TheDominator wrote:+ Show Spoiler +

For a second i thought it was blistering sands
It seems that the rush distance is quite small - it might encourage a lot of agressive play, that might be what you want, maybe not.
I like the variety of entrances, good strategic positioning and things will be rewarded here.
Overall it seems like quite a fun map.

Rush distance is actually not that small. Same as Xel´Naga Caverns.

On February 01 2011 12:32 theBOOCH wrote:+ Show Spoiler +

I don't think anyone would really take the "third" as their third. If you spawn bottom, the upper left expansion and the expo on the low ground would be easier to bounce between and the natural. You could hold all three pretty easy, but holding the natural and the "third" looks like it would be difficult.

Yeah, it´s the Map Analyzer that names the closest expo "third" outside the natural, not me
TPW Map Maker - theplanetaryworkshop.com
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2011-02-01 11:05:13
February 01 2011 10:59 GMT
#5
Nice, you are also making nice looking maps!

I like how you differenate the height levels by using differnet texturing. From the top-down perspective the rock doodads looks nice and used well. I don't think you're finished with the details, though. Add some more color (orange, blue, green, red or darker shade of brown? Not too many colors, though - would make it less clean) and contrast to all areas.

Gameplay-wise I think it's a nice concept. I also get the feeling the rush distance is too short, but I might be wrong. Does the map favour terran? I see a lot of siege tank potential and narrow paths that disfavours zerg. The middle-height edge also disfavours zerg I think, but might be a lot fo fun too. I'd make the ramp by the gold even wider (and repalce the rocks with some wider rocks).

I'd love to be able to cliff-walk/jump/proxy-warp-in between the top 12 and 6 o'clock platforms, covered by that curtain on low ground. Did you add rocks there to prevent just that?

Good luck in the MotM contest btw! I'm thinking about participating with Ashen sands, but I'm chased away by the good entreies. Not sure my map is fun for 1v1 just yet .. is the long rush distance with 174 between the main ramps too much? Or is the norm in bliz maps too short?
http://mentalbalans.se/aggedesign
Zeon0
Profile Joined September 2010
Austria2995 Posts
February 01 2011 15:11 GMT
#6
i like the look of the map, its something new
Hater of MKP since GSL Open Season 2 | Fanboy of: NesTea Stephano IdrA DIMAGA MorroW ret DongRaeGu Snute SaSe Mvp ThorZaIN DeMusliM
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 01 2011 20:54 GMT
#7
This is phenomenal. I am in love with your visuals. The layout is so well put together, with the very intentional extent of the tower vision and the immediately graspable expansions characteristics. This map doesn't obscure anything but it has subtlety nonetheless. Overall very clean. I really like the shape of the main and natural. Good work! Judging by the last MotM, this would do quite well. ;D
Comprehensive strategic intention: DNE
Johanaz
Profile Joined September 2010
Denmark363 Posts
Last Edited: 2011-02-04 22:11:43
February 02 2011 04:48 GMT
#8
Thanks guys!

On February 01 2011 19:59 Meltage wrote:
+ Show Spoiler +
Nice, you are also making nice looking maps!

I like how you differenate the height levels by using differnet texturing. From the top-down perspective the rock doodads looks nice and used well. I don't think you're finished with the details, though. Add some more color (orange, blue, green, red or darker shade of brown? Not too many colors, though - would make it less clean) and contrast to all areas.

Gameplay-wise I think it's a nice concept. I also get the feeling the rush distance is too short, but I might be wrong. Does the map favour terran? I see a lot of siege tank potential and narrow paths that disfavours zerg. The middle-height edge also disfavours zerg I think, but might be a lot fo fun too. I'd make the ramp by the gold even wider (and repalce the rocks with some wider rocks).

I'd love to be able to cliff-walk/jump/proxy-warp-in between the top 12 and 6 o'clock platforms, covered by that curtain on low ground. Did you add rocks there to prevent just that?

Good luck in the MotM contest btw! I'm thinking about participating with Ashen sands, but I'm chased away by the good entreies. Not sure my map is fun for 1v1 just yet .. is the long rush distance with 174 between the main ramps too much? Or is the norm in bliz maps too short?


Take the map for a spin in-game. Everyone who helped test it said that the map is bigger than it looks in the picture, and that the chokes were manageable as Zerg.
I´m not sure what you mean by rocks preventing cliff-walk etc. The rock doodads have zero footprint, they´re just there for deco
Rush distances are almost identical to Xel`Naga Caverns, so I don´t think that´s an issue.

You should participate. You map is good. Rush distance is comparable to Metalopolis (159).

Edit: Metalopolis cross spawn, that is
TPW Map Maker - theplanetaryworkshop.com
Johanaz
Profile Joined September 2010
Denmark363 Posts
February 05 2011 01:36 GMT
#9
My computer died on me and I had to go get a new power supply installed, so this update is 2 days late and becomes a bump instead. Anyway...

Latest version now up on NA server.

Lots of content added to OP; pictures, analysis, replays and such. Hope you like it.
TPW Map Maker - theplanetaryworkshop.com
Antares777
Profile Joined June 2010
United States1971 Posts
February 05 2011 18:03 GMT
#10
This is such a cool map, I love everything about it, except for the boundaries of it. I feel like they could be so much better.

I'm expecting to see this as a finalist, It's really nice.
PiLoKo
Profile Joined January 2011
Mexico144 Posts
February 05 2011 18:19 GMT
#11
Is it my impresion or north gold shoke is smaller than its souths brother? I mean the big shokes at the gold, maybe is the shadow wich is giving me that perseption.

Other than that, the map looks awesome, I love the backdoor idea to break the contain or do a fast counter attack.

Looks pretty solid, Ill test it tonight =)
I like to troll in-game :)
Exstasy
Profile Joined August 2010
United Kingdom393 Posts
February 05 2011 22:30 GMT
#12
This map looks amazing, a definite play for me and my friends.
I feel however that it seems a bit empty, texture wise.
almost as if it is a few doodads away from being Perfect =D
I love how wide open it seems.
Great Job.
Meltage
Profile Joined October 2010
Germany613 Posts
February 09 2011 10:54 GMT
#13
Grats for at least top 5 in MotM!

Personally, I'm looking forward to some constructive criticism from the judges.

Also, great aditional info with pics and text in op. Even a noob like me understands the gameplay
http://mentalbalans.se/aggedesign
Samro225am
Profile Joined August 2010
Germany982 Posts
February 09 2011 11:03 GMT
#14
the info pics help a lot to communicate the ideas of your design and help to understand gameplay.
I will do that with my next map, too. good idea!
Johanaz
Profile Joined September 2010
Denmark363 Posts
February 09 2011 11:11 GMT
#15
Thank you, thank you, thank you!

I´m so excited about this. Finally broke out of my gimmicky/pretty habits and made a playble map.
TPW Map Maker - theplanetaryworkshop.com
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 09 2011 11:17 GMT
#16
I knew you'd be in there. Well played!
Comprehensive strategic intention: DNE
Johanaz
Profile Joined September 2010
Denmark363 Posts
February 15 2011 08:55 GMT
#17
Dimmed the lighting. Apologies to those who had their eyes fried
Also, refined texturing and added some foliage, pebbles and plant doodads.

Version 1.6 Updated on EU and NA (plus sent to MotM).
TPW Map Maker - theplanetaryworkshop.com
Daigoro
Profile Joined October 2010
Germany251 Posts
February 20 2011 12:51 GMT
#18
I cannot really comment on the balance etc. since I only played 3 matches on it and saw 2 yesterday on the stream...but the look of the map with the saturation is absolutely lovely! It has a sense of hyperreality to it and that is only fitting.. its a scifantasy game anyway. Great job man!
and the tvt on the stream rocked, the terrain seemed to force the players into a different playstyle which is always interesting to watch
Johanaz
Profile Joined September 2010
Denmark363 Posts
February 20 2011 15:25 GMT
#19
On February 20 2011 21:51 Daigoro wrote:+ Show Spoiler +

I cannot really comment on the balance etc. since I only played 3 matches on it and saw 2 yesterday on the stream...but the look of the map with the saturation is absolutely lovely! It has a sense of hyperreality to it and that is only fitting.. its a scifantasy game anyway. Great job man!
and the tvt on the stream rocked, the terrain seemed to force the players into a different playstyle which is always interesting to watch


Thanks!

I may adjust the saturation a little as not everyone seemed to love it. Maybe I´ll do a poll or something.
I enjoyed watching the games as well. Looks like it´s a pretty good map for Zerg if they cand deal with early pressure and get their macro up and running.
TPW Map Maker - theplanetaryworkshop.com
FlaShFTW
Profile Blog Joined February 2010
United States10233 Posts
February 20 2011 16:38 GMT
#20
it could be fun to do the "Lift CC land at gold and begin mining" type of style, since based upon the map analysis, the scout will totally miss out on ne gold takes xD
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
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