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[M] (2) Red Cauldron

Forum Index > SC2 Maps & Custom Games
Post a Reply
SmashHammer
Profile Joined January 2011
United States148 Posts
February 04 2011 01:07 GMT
#1
Red Cauldron 1.0

Map Info:
- 1v1
- 126x120 playable size
- Redstone texture set
- 10 blue mineral bases, 2 golds

Idea: Volcanic battlefield situated in a lava filled crater.

Details: The natural has two openings which can both be covered somewhat easily with one army. The gold expansion lies in the attack path to your opponent, but does not cover the entrances to your natural very well. Both blue bases outside the natural have similar walk distances but one is slightly more open than the other. The ground distance from main to main is slightly longer than Xel'Naga while the air distance is slightly shorter. Small crevasse in the center blocks movement but can easily be shot over by ranged units.

Map Pics:
90-degree view
+ Show Spoiler +
[image loading]

45-degree view
+ Show Spoiler +
[image loading]

Analyzer
+ Show Spoiler +

Summary
+ Show Spoiler +
[image loading]

Bases
+ Show Spoiler +
[image loading]

Main-to-Main distance
+ Show Spoiler +
[image loading]


Doodads/Extra
+ Show Spoiler +
Lavafall
+ Show Spoiler +
[image loading]
XWT
+ Show Spoiler +
[image loading]
Lava River
+ Show Spoiler +
[image loading]



Ideas/Concerns:
- general balance
- openness
- distance between bases

Change Log:
+ Show Spoiler +
None yet.


Comments and Feedback Welcome!
Out on US if you want to try it
+ Show Spoiler +
Thank you for reading this far!
TPW Mapping - theplanetaryworkshop.com
FieldArmada
Profile Joined November 2010
18 Posts
Last Edited: 2011-02-04 04:07:13
February 04 2011 03:23 GMT
#2
Great "lava" idea and texturing on the map.

It also kinda reminds me of EffectS's map idea (http://www.teamliquid.net/forum/viewmessage.php?topic_id=186751) <-- (second one on that link)

-Concerns:

Are the Xel'Nagas in a very helpful location? Can you go up the ramp near the main/third in the space there? Also, they only seem to be overseeing the high ground base.

Also, why is the third's mineral line oriented that way- why not rotate it 90 degrees?

I think some LOSBs in the middle would help the map too.
iGrok
Profile Blog Joined October 2010
United States5142 Posts
February 04 2011 03:49 GMT
#3
Actually, naturals are more likely to have 8. not sure where you got the "generally 7" thing from.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
FieldArmada
Profile Joined November 2010
18 Posts
February 04 2011 04:02 GMT
#4
People keep commenting that they generally should... So that's wrong, I guess? Removed that from post.
SmashHammer
Profile Joined January 2011
United States148 Posts
February 04 2011 04:44 GMT
#5
Thank you for the feedback. In a previous version the center high grounds were larger and the XWTs covered them to help with cliff abuse. I kinda just left them in the same position because I thought it seemed decent. About the thirds mineral positioning I didn't want every base facing outwards in order to increase the difficulty of air harass. I don't think it would be too difficult for, say, a thor or a bunch of marines to defend the main and third from air harass. On the other hand I did copy and paste the resource positioning of the third from the natural's positioning and that makes it look kinda weird. I think I'll end up rotating it slightly. I tried a few different positions for LOSBs in the middle but didn't end up liking them, did you have any place in mind? Regarding EffectS's idea I do think the layout is similar but that wasn't what I based mine off of.
TPW Mapping - theplanetaryworkshop.com
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