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[M] (2) Melting Pot

Forum Index > SC2 Maps & Custom Games
Post a Reply
SmashHammer
Profile Joined January 2011
United States148 Posts
Last Edited: 2011-03-05 19:38:25
March 02 2011 02:16 GMT
#1
Melting Pot 1.1

[image loading]

Map Info:
- 1v1
- 136x132 playable size
- Char texture set (mostly)
- 10 normal blue bases (including mains)
- in-base half expansions
- central bases are mineral or gas heavy (rich geysers on the gas expansion)

Idea: Wanted to do another Volcanic map and the Char texture set is pretty cool and has lots of nice doodads.

Details: There is an in-base half expansion, 1 gas & 6 patches, as well as a full natural expansion. After taking these three bases the player has the option to expand away from the opponent or towards the center. The outer bases are normal blue expansions but the center bases have a focus of either gas or minerals. The central gas base now has two rich geysers instead of three normal ones. The central bases have less total resources than two normal blue expansions. The XWTs cover the side routes and the small center high grounds, but not the central path. There is also room for drops to pass along the edges of the map out of vision of the towers. There are LOS blockers on the high ground overlooking the in-base expansion, around the XWTs, and next to the 7/1o'clock bases.

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

Angled view
+ Show Spoiler +
[image loading]

Analyzer
+ Show Spoiler +

Summary (size of main is a glitch i think)
+ Show Spoiler +
[image loading]

Influence
+ Show Spoiler +
[image loading]

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


Ideas/Concerns:
- general balance
- in-base expansion, should it be a full expansion?

Change Log:
+ Show Spoiler +
1.1 added more doodads, main mineral lines have been rotated, some of the cliff paths have been blocked with doodads.

Comments and Feedback Welcome!
Out on NA if you want to try it
+ Show Spoiler +
Thank you for reading this far!
TPW Mapping - theplanetaryworkshop.com
Kinetik_Inferno
Profile Joined December 2010
United States1431 Posts
March 02 2011 02:23 GMT
#2
reeeeaaapeeeerrrr ffffrrrrieeeenndddlyyy

seriously, way to cliff walk friendly, and the in base expansion is to easily defendable from what I see.
FlaShFTW
Profile Blog Joined February 2010
United States10380 Posts
March 02 2011 02:42 GMT
#3
i think there are too many expansions on this map...

expansions that are not needed:
1/2 and 7/8 areas. they are so close to each other, you need to take out one.

inside bases. first off, the 3 gas base is easily defendable with tanks on the cliff. if u want someone to try and get 3 gas, you need to make it REALLY hard to defend. that way, you cant just be like "oh im just gonna take this 3 gas base with no comeptition at all. the gold... ehh, its kinda close to the 3 gas, i say take out the 3 gas
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
boSeok
Profile Joined February 2011
Canada177 Posts
March 02 2011 05:15 GMT
#4
Yup agreed a bit too many for a 2 player map but I love the design gonna go try it out with friends
SmashHammer
Profile Joined January 2011
United States148 Posts
March 02 2011 15:05 GMT
#5
@Alekh47
Hmmmmm, yeah i guess the main's mineral line is a bit close to the cliff. I'll definitely try rotating it around and/or blocking some of the cliff pathing. Also the in-base expansion is easily defensible because it is only a half expansion. You can chose to take the more vulnerable full expansion outside your base first or an easily protected half expansion.

@FlaShFTW & Kakoon
Originally the map had one expansion in the top right and bottom left positions but it just felt to empty to me. My reason for making an extra base was that the player could choose to expand away from the center to two less lucrative but easier to defend bases. Or they could choose to expand towards their opponent to a gas or mineral rich base but risk a more open base and/or a backdoor attack. Looking at it now I see your point, both the central bases and the outer ones are really close and are too easily defensible together because of that proximity.

My fundamental idea for this map was to let the player get to 2.5 bases relatively easy and then give them a risk/reward choice in terms of expansion direction. There are a lot of expansions but i doubt anyone would want to take and defend them all until their other bases start mining out (or expand to one central base and one outer base). Also I made the layout while watching games on the GSL maps, so that may have influenced me, lol.

Some balance ideas i have
- Increase the size of the barrier between the central bases to make them harder to take together. Then remove all gas from the gold base, and remove more minerals from the gas base (it only has 5 patches right now). Thereby making it slightly less rewarding to expand centrally.
- Or I could remove all the gas from the gold base and have two rich geysers at the gas base. In this case they would total to two bases worth of minerals & gas, but you would just get minerals or gas much faster depending on which one you take first.
- Move the two outer bases further apart and/or add some obstacles between them.

Off to experimenting again
Thanks for the feedback!
TPW Mapping - theplanetaryworkshop.com
SmashHammer
Profile Joined January 2011
United States148 Posts
March 05 2011 19:39 GMT
#6
updated the central bases resource counts, added more doodads, and blocked some cliff pathing.
TPW Mapping - theplanetaryworkshop.com
Dahlian
Profile Joined July 2010
Germany37 Posts
March 22 2011 20:53 GMT
#7
I do like the map. Being reaper friendly is not that much of an issue i would say not in the current stage of the reaper. Also those are many bases but not too many. Players who favor macro style, like me, should like it. Its good that the not-in-base natural has 2 entrances because you can take your inbase natural first and defending the third shouldnt be too easy. The middle isnt too cramped either. Nice map i think.
Intuit these souls allowed to shine.
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