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[M] (2) Octarine/Crazy-Octarine

Forum Index > SC2 Maps & Custom Games
Post a Reply
Skawuscha
Profile Joined January 2011
Austria110 Posts
February 01 2011 14:08 GMT
#1
[image loading]

Angled view:
+ Show Spoiler +
[image loading]



Octarine/Crazy-Octarine

1v1
both published on EU
playable size: 136 x 136
Texture set: Typhon

Octarine is the "standard" version with 2 geysers and 8 mineral patches per base.
Crazy-Octarine is more an experiment. It has different expos with 10 minerals and 1 rich vespene geyser(3750 gas) or 6 minerals and 1 vespene geyser(2500gas) + 1 rich vespene geyser(3750gas)...beside this small fact they should be exactly the same...
The map isn't finished yet, and the doodads are just some ideas...


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

Shortest paths:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[url=http://imgur.com/bZu0B][image loading]
[url=http://imgur.com/3c13g][image loading][/url]


Any feedback and opinions regarding balance, layout and design are appreciated !
Samro225am
Profile Joined August 2010
Germany982 Posts
February 01 2011 14:32 GMT
#2
I like the layout of your map's centre with this high and low ground, but I think you should rethin the tiny choke point and the amount of DRs.

did you assume one player would focus on building bases on one side, e.g. you take NW expansions, I expand towards the SE corner?
BoxedLunch
Profile Joined January 2011
United States387 Posts
February 01 2011 14:52 GMT
#3
I like that there is one gas at one natural, and two at the other. makes you think about where to expand. gas hungry players may skip the natural third and go straight for a corner, where they run into the same issue. expo placement will be interesting, but it seems pretty turtle friendly. where do you harass? also, It's hard to tell, are both naturals high or low ground?
In theory, practice and theory are the same. In practice, they are not
Skawuscha
Profile Joined January 2011
Austria110 Posts
Last Edited: 2011-02-01 16:03:14
February 01 2011 15:58 GMT
#4
I like the layout of your map's centre with this high and low ground, but I think you should rethin the tiny choke point and the amount of DRs.

did you assume one player would focus on building bases on one side, e.g. you take NW expansions, I expand towards the SE corner?


I assume that in TvZ and PvZ the zerg player will try to do so and the terran and toss will try to do the opposite and expand towards the zerg...
The DRs are needed because of speedlings.... I assume...
I made the small choke point because I think Protoss needs the possibility to force field the ramp, against early terran aggression and the possibility to wall of against a 6pool from zerg.
The problem is, I think I can’t make the small choke at the main choke because the natural wouldn’t be close enough to the ramp ...Zerg cant make a spine crawler defence and a single force field can cut off all the units between main and natural....

I like that there is one gas at one natural, and two at the other. makes you think about where to expand. gas hungry players may skip the natural third and go straight for a corner, where they run into the same issue. expo placement will be interesting, but it seems pretty turtle friendly. where do you harass? also, It's hard to tell, are both naturals high or low ground?


The naturals are on middle ground, but with LoS-blockers.
Any suggestions to make it more harass able?? I don't want to increase the map size because its already big enough...
RedPill
Profile Joined December 2010
United States63 Posts
February 01 2011 17:44 GMT
#5
Octarine? A Terry Pratchett fan I assume?

On February 02 2011 00:58 Skawuscha wrote:
Any suggestions to make it more harass able?? I don't want to increase the map size because its already big enough...


The main looks a bit weird. The minerals are too central in the base, not enough room for other structures. It also makes it a bit harder to harass with mutas etc. Maybe push the minerals more in the corner but still leave empty space in the back? That would leave more empty space for other structures and also more room to harass.

Also, how would Protoss Forge FE on this map? If I'm seeing this right, there are 3 entries into the main/natural. You can cover the expo but that leaves 2 avenues of attack into the main. If you cover that first, the expo is vulnerable or really, really late.
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