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[M] (4) Greentooth

Forum Index > SC2 Maps & Custom Games
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lefix
Profile Joined February 2011
Germany1082 Posts
Last Edited: 2011-03-01 12:48:34
February 26 2011 11:11 GMT
#1
[image loading]

my third map. this time i experimented with rotational maps, and the extra difficulty of balancing them. i also played around with the m3 exporter and made some custom doodads for the map. greentooth is the mascot of the polycount forums, a game artist community. go polycount!

the map has only been tested vs computer so far, so it is still in beta
also need to place a few more doodads before it's finished
it's uploaded on on EU under the name of "Greentooth", no US or SEA.

playbale size is 144x144. natural mineral line is siege save.
if you cover both xel'nagas in your opponets corner you get vision of any units moving out, but they are on low ground and hard to hold.
the main base is probably a little small right now for terrans wanting to put down a dozen racks.

distances:
on close spawn the main/nat distances are 128.0/108.4i'm pretty happy with this distance
the cross position is 169.1/152.4, similar to scrap station distance. a bit far, but still ok imho.

pics:

top view:
[image loading]

large version

angeled:
[image loading]

large version

more pics:
+ Show Spoiler +
main & nat:
[image loading]

third:
[image loading]

4th:
[image loading]

middle:
[image loading]


siege tank ranges:
+ Show Spoiler +
[image loading]
can hit the ground, but not the drones

[image loading]
middle base is vulnerable

[image loading]
tanks can cover the entrance, still leaving enough space for armies moving by on the "ring" outside the base tho


analyzer:
+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


Map of the Month | The Planetary Workshop | SC2Melee.net
EunByuL
Profile Joined September 2010
Vietnam77 Posts
Last Edited: 2011-02-26 14:49:01
February 26 2011 14:48 GMT
#2
Too small.
Good map design though, I like that. But make stuff bigger in general.
Tôi không
Corak
Profile Joined February 2010
Germany187 Posts
February 26 2011 16:11 GMT
#3
I don't thinks it's too small. Mains and Natural could be bigger and the rush distance in close positions is pretty small. But you got the choke with high ground main to you natural, and the ramp behind the choke, so it should be all right.

After thinking about the center a bit, I really like it
It might be a bit easy to get and hold all four watchtowers. Would have to play it, to know.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
February 26 2011 16:43 GMT
#4
144x144x is big enough especially if the map itself isn't rotated.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Antares777
Profile Joined June 2010
United States1971 Posts
February 27 2011 17:03 GMT
#5
I feel that the middle can be extended directly up to the high ground around it instead of creating empty space.

The expansions around the middle should be gold expansions, as they are significantly more vulnerable compared to other expansions.

I think the XWTs should be removed or just have one in the center.

Great textures.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 28 2011 05:04 GMT
#6
I like the routes on this map a lot. Here are the problems I see:

-The main could be bigger. This is relevant because terran doesn't have easy accessible extra building space in the natural either. You could squeeze in more space in the corner I guess and move the resources to the back more.

-The watchtowers have slightly biased vision. In adjacent spawns they cover one player's side a lot more. It's good that the access is nearly equidistant but the vision is unfair. As Antares said I would put one in the center, or take them out completely, unless you can find a redesign that centers them better. It's a shame cause it's a cool setup, but it the map is fine without them I think.

-The burden of the 3rd might be a little harder for zerg. Both terran and protoss can choose a safe 3rd style that takes the center base, pushing towards their opponent in close spawns. The zerg would have to go considerably farther to one of the labeled 3rds. I'm not sure if this is too much of a problem, but I'm worried about the push distance from the center base to the natural on close spawns. Just something to think about.

I actually have a very similar map in general layout that I'm working on right now, and I'm really pleased to see the diversity offered at this map size / rotational setup despite the similarities. Btw props on the custom doodads. :D

I think you need some games to tell you about the issues I mentioned, it's pretty hard just to say from a glance. Hope this helps anyway.
Comprehensive strategic intention: DNE
lovablemikey
Profile Joined October 2010
264 Posts
February 28 2011 15:57 GMT
#7
I've looked at this map periodically since you posted it and every time it gets better! This is easily one of my favorite maps of all time. It looks like fun, is pretty, and warrants jealousy from amateur map makers like me. Kudos to you!
lefix
Profile Joined February 2011
Germany1082 Posts
Last Edited: 2011-03-01 13:03:16
March 01 2011 12:47 GMT
#8
OP updated!

the mains are new about 30% bigger, now terrans can build a dozen more rax up there :D
with the size of the main increased, the low ground expansion has been pushed to the side slightly,
so now from the middle third, the low ground expos are each about the same distance. allowing players to expand into either direction, depending on where your opponent is. my attempt at balancing a rotational map

@everyones feedback:
thanks for your feedback, mains are now bigger

as for the watchtowers, i'm not really a fan of centre watch towers. i don't like maps where the armies just meet in the middle. i kind of want them to use various attack routes and the center area should only function as an extra path for more army mobility, i hope you know what i mean
i agree that one of the watch towers has a little more benefits, but at the same time is harder to hold. so i'm not sure if this is really such a big issue gameplaywise. i don't really play at a high level myself, tho. more opinions are welcome

as for the 3rd base, i have played around with a different version with the whole centre area rotated 45 degrees which looked like this: link
in this version you could take a high or low ground third in either direction. and the cross position distance wouldn't be that huge. the 4th would be easier to take from your third, but overall the third would become even more difficult to take. i kinda prefer the current version over this.

i'm not a big fan of gold expansions. i know blizzard liks to put golds in the middle of their maps. but i feel like gold expansions favor terrans, as they can chose to expand to whereever they want and easily defend, especially with a pf and siege tanks. while a zerg is usually forced to go for the most save expansion locations.

visuals:
i have now also added selfmade cliff filler doodads, because i felt like none of the current ones fit with this cliff type well, or at least i didn't find them. added them also in various spots for decoration.

also, all custom doodads in this map so far:
[image loading]
[image loading]

[image loading]
Map of the Month | The Planetary Workshop | SC2Melee.net
MavercK
Profile Joined March 2010
Australia2181 Posts
March 01 2011 13:18 GMT
#9
On February 26 2011 23:48 EunByuL wrote:
Too small.
Good map design though, I like that. But make stuff bigger in general.


made me laugh

map looks good.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
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