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[m] (4) Ptolemy

Forum Index > SC2 Maps & Custom Games
Post a Reply
Grebliv
Profile Joined May 2006
Iceland800 Posts
February 14 2011 21:47 GMT
#1
[image loading]

Overview:
+ Show Spoiler +
[image loading]Playable bounds are 132x132


MotM#2 finalist

Ptolemy is a rotational 4 player melee map featuring a "free" backdoor expansion at the cost of a bit different main ramp/choke.

The frontal, third expansion is on the other hand a rather open one albeit still well defensible. It features two narrow bridges straight into the center as well as a wider, more roundabout way if the bridges are at any time found unfeasible.

The map should be availible under the MotM tag and or Ptolemy on US and Ptolemy on EU.

Additional pics:
+ Show Spoiler +
Main nat 3rd:
+ Show Spoiler +
[image loading]

Middle:
+ Show Spoiler +
[image loading]

Ramp:
+ Show Spoiler +
[image loading]
can be walled off normally



Sc2mapanalyzer:
+ Show Spoiler +
Summary:
+ Show Spoiler +
[image loading]
none of the cliffs are pathable even if the mapanalyzer seems a bit confused

Close positions:
+ Show Spoiler +
[image loading]

Cross positions:
+ Show Spoiler +
[image loading]
ESV Mapmaking!
dezi
Profile Blog Joined April 2010
Germany1536 Posts
February 14 2011 22:13 GMT
#2
While the texture work is quite good, taking a fourth might be a problem on this map. This forces use to take position at the mid to be able to defend your first 3 bases and the new fourth. But when your enemy also want to take a fourth you're fucking close nearby.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Ragoo
Profile Joined March 2010
Germany2773 Posts
February 14 2011 22:17 GMT
#3
As I said in the MotM I like the concept of maps like God's Garden with 4 spawns, each with 3 easy bases, and I think you actually made it work.

I'm a big fan of your latest maps, keep up the good work. Hopefully tournaments (ESL) will use them asap
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Grebliv
Profile Joined May 2006
Iceland800 Posts
February 14 2011 23:01 GMT
#4
On February 15 2011 07:13 dezi wrote:
While the texture work is quite good, taking a fourth might be a problem on this map. This forces use to take position at the mid to be able to defend your first 3 bases and the new fourth. But when your enemy also want to take a fourth you're fucking close nearby.


It's kind of just a drawback of the concept, unless one starts plopping down 4ths on the high ground pods and or opens the third up in the other direction making it really, really open it's always going to be a hard 4th. We'll just have to see how it goes for whether it's too hard or not.


On February 15 2011 07:17 Ragoo wrote:
As I said in the MotM I like the concept of maps like God's Garden with 4 spawns, each with 3 easy bases, and I think you actually made it work.

I'm a big fan of your latest maps, keep up the good work. Hopefully tournaments (ESL) will use them asap


Ty
ESV Mapmaking!
FlaShFTW
Profile Blog Joined February 2010
United States10470 Posts
February 14 2011 23:30 GMT
#5
get rid of the outside 3rd. then on the high ground directly outside the 3rd, put the 3rd there. also, take out the wall surrounding the 3rd as well... we dont want a turtle until i get 3,3 ups on mass thor, tank then rolf stomp you.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
February 15 2011 00:26 GMT
#6
The only thing I'm not a fan of on this map is the Xel'Naga Towers giving too much of a defenders advantage, other than that I think it is fantastic and I wholeheartedly disagree with everyone that has a problem with it! huahuahua~

In all seriousness though, excellent map. Definitely a candidate to win this month's MotM (and certainly deserving at that).
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
TemplarCo.
Profile Blog Joined October 2010
Mexico2870 Posts
February 15 2011 00:47 GMT
#7
It's a good map but it would be better with more expos, but apart from that its a good map, it looks a lot like one of prodiG's map in progress.
But still good job :D
With an average game length of 7m36s over his 6 games in GSL3, this is a no-brainer. BitByBit pulls more SCVs than yo momma at a club on Mar Sara. ♞
MonsieurGrimm
Profile Joined August 2010
Canada2441 Posts
February 15 2011 00:58 GMT
#8
Hmm. I do agree that it needs more expoes, perhaps you could make some elevated islands around the top center, left center bottom center and right center areas?

Other than that looks pretty cool.
"60% of the time, it works - every time" - Brian Fantana on Double Reactors All The Way // "Great minds discuss ideas; Average minds discuss events; Small minds discuss people." - Eleanor Roosevelt
PineapplePizza
Profile Joined June 2010
United States749 Posts
Last Edited: 2011-02-15 03:43:11
February 15 2011 03:40 GMT
#9
The globe in the center is pretty clever, heh.

Maybe if people didn't like the close watch towers, you could add an effect to the globe to make it give vision in a similar fashion (you would probably have to expand the size of the middle, though, in that case.)

Maybe the map could be slightly expanded, and the middle made slightly larger, and the side ramps to the third a little bit wider. The in-base free expo could have 1 or 2 fewer mineral patches, or 1 less geyser.

EDIT: Map looks awesomezor, air / drop play would probably be awesome to watch as well.
"There should be no tying a sharp, hard object to your cock like it has a mechanical arm and hitting it with the object or using your cockring to crack the egg. No cyborg penises allowed. 100% flesh only." - semioldguy
ArvickHero
Profile Blog Joined October 2007
10387 Posts
Last Edited: 2011-02-15 03:49:23
February 15 2011 03:46 GMT
#10
this map seems so cramped lol. From what I know, wouldn't this map be totally broken for PvZ (Not very open for flanking, easy 3 bases for Protoss to get their deathball army going)?
Writerptrk
Samro225am
Profile Joined August 2010
Germany982 Posts
February 15 2011 08:37 GMT
#11
three easy expansions and than nowhere to go, four defensive XWT, very tight channels.... i do not like it too much to be honest.

map could be better with four more expansions and more openness between centre and third.

I like the bridges, but I think you could have used that space better with a very open fourth expansion, e.g. on the highground, easier entrance into third, etc.

the map needs something additional to punish anyone who thinks he can make a turtle-3base-200max build - the current XWT positioning doesn't help with that.


rather good start, but a lot of potential lost. solid texturing -just not my cup of tea.
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