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[M] (2) Master System

Forum Index > SC2 Maps & Custom Games
Post a Reply
totalpigeon
Profile Joined September 2010
United Kingdom162 Posts
Last Edited: 2011-09-06 20:14:10
March 30 2011 15:49 GMT
#1
[image loading]

(2) Master System v1.4

Master System has rotational symmetry about the centre of the map, with one entire half rotated. Each side has 2 potential spawns, each of which is restricted to being paired with the identical spawn on the other side.
The map is currently EU only as it is the only region I own a version for. However, if anyone wants to upload it to the other regions they are quite welcome to (v1.4 download at bottom).

Inspiration
+ Show Spoiler +
I had the idea for a melee map that would use the restricted spawns function to offer the potential for different games, rather than simply removing close positions. In a melee map it is almost necessary to have a symmetrical map for it to be fair with regards to resource placement and attack paths. But as long as each player starts in an identical position to his opponent, the available starting positions don't have to all be the same.


Images
+ Show Spoiler +


v1.4 Overview
[image loading]
Larger Image

Note that these additional images DO NOT reflect updates made since v1.2

v1.2 Spawn 1 (4 o'clock, 10 o'clock)
[image loading]

v1.2 Spawn 2 (2 o'clock, 8 o'clock)
[image loading]

v1.2 Centre and Golds
[image loading]

v1.2 Xel Naga Towers
[image loading]


Map Analyzer
+ Show Spoiler +

Summary
[image loading]

Influence 4 - 10
[image loading]

Influence 8 - 2
[image loading]

Openness
[image loading]

Shortest path mains 4 - 10
[image loading]

Shortest path nats 4 - 10
[image loading]

Shortest paths mains 8 - 2
[image loading]

Shortest paths nats 8 - 2

[image loading]


Details
+ Show Spoiler +

Map size - 176*152 full, 168*138 playable

Number of Players - 2

Main locations - 2 o'clock & 8 o'clock, 4 o'clock & 10 o'clock

Number of Bases - 14 (12 blue, 2 gold)

Mineral count on each base - 8(blue)/6(gold)*1500 mineral patches, 2*2500 vespene geysers

Locations of XWTs - 6 o'clock, 12 o'clock

Line of Sight Blockers - 2 o'clock main, side entrance to 4 o'clock nat, 8 o'clock main, side entrance to 10 o'clock nat

Destructible Rocks - 2 o'clock entrance to 1 o'clock gold, rear of 4 o'clock main, 8 o'clock entrance to 7 o'clock gold, rear of 10 o'clock main


Change Log
+ Show Spoiler +

v1.1
- tweaked raised ground at 4 and 8 o'clock mains to avoid interference with terran building models

v1.2
- increased size of 2 and 8 o'clock mains from 24.9 CCs to 29.2 CCs, moved spawn position away from ramp and moved LOSBs in 2 and 8 o'clock mains vertically towards centre.
- increased amount of air space around edge of map
- smoothed out most of the map to (hopefully) avoid interference when building

v1.3
-Changed the 2 and 8 o'clock naturals to allow for both easier harass and easier access to the 4 and 10 o'clock naturals.
-Changed the raised areas at 3 and 9 o'clock to limit the strength of various tank harass on the 2 and 8 o'clock naturals.
-Created a couple of additional chokes around very open areas.
-Removed some foggy areas which were inaccessible to drops and thereby rather pointless.
-Various graphical changes
-Gold base now only has 6 mineral patches down from 8.
-Opened central ramp up.

v1.4
-Minor error correction and slight graphical changes


Download
http://www.mediafire.com/?3l1amt520h5c1p9

Please try and (hopefully) enjoy! Feedback, links to any good games on the map or further discussion on the idea is all very welcome.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-03-30 17:02:09
March 30 2011 17:00 GMT
#2
I will be boldly honest with you. I love the layout and the look, and the textures are very good. But there are 2 problems.

There is basically 1-way in to the natural, and it will be very very easy to defend.

Secondly, the main base platforms (top right, bottom left) needs to be way bigger. I can't see myself building any sort of decently-sized base on that tiny thing with a command center 25 feet from the ramp :p
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
totalpigeon
Profile Joined September 2010
United Kingdom162 Posts
March 30 2011 18:13 GMT
#3
@IronManSC

I'm not sure that only having one entrance to the natural is necessarily a bad thing. Shakuras Plateau has a considerably easier to defend natural than this map, for instance. And the gap does require 5 rax to wall off completely at the 2 and 8 positions, too. It's fairly wide. Conversly, the 10 and 4 are very open naturals.
I can see how the platforms may feel too small, though. I made sure there is easily enough room in the main to build all the buildings you can reasonably expect to support on one base, but this is not the same as the extremely large area players are used to.
The natural is intended to be easy to take and defend, to encourage you to take it - the map is designed to be something of a macro fest. And then once you have the second base, you hit something of a problem - you can't easily fit all the buildings you need to build to fully utilize the two expansions into the main and easily defensible area of the natural. This forces use of the area out in front of the natural, a more vulnerable area with 3 entrances which opens up the players base and allows for easier counterattacks in the mid game.
It's a bit different, but I don't feel that it's necessarily broken - though maybe in the case of PvP and 4gate, as there isn't much room to micro in the main where having the defenders advantage is important, and the proximity to the probe line from the ramp is probably a bit too short. Hmmm. I'll think on it. I could probably pull everything back a bit if it's really necessary.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
March 30 2011 18:59 GMT
#4
Well take into account that whether it is cross-spawning or diagonal spawning, one player is bound to almost always have one of the smaller main-base platforms compared to his opponent who may start at 11 or 5 o'clock bases.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Xirroh
Profile Joined May 2010
Canada146 Posts
March 30 2011 19:02 GMT
#5
I can't comment on the map specifics, but the idea / concept is AMAZING! Having essentially 2 maps in one could be very interesting for tournaments. Especially when loser picks next map.

Map looks great. Hopefully we see this concept utilized by some tournaments to see how it plays out.
Albrithe
Profile Joined February 2011
Canada187 Posts
March 30 2011 19:06 GMT
#6
Awesome, I love the rotational symmetry as well as the forced cross position.
God, this map just looks amazing too.
"You don't need a condom... to get up on 'dem..." -Zach Weiner
totalpigeon
Profile Joined September 2010
United Kingdom162 Posts
Last Edited: 2011-03-30 19:17:24
March 30 2011 19:11 GMT
#7
@IronManSC

It's always diagonal spawns, either both players will start on the smaller platforms or neither of them will. There won't be any positional imbalances.

@Xirroh

Yeah, people are used to having different games on the same map depending on where your opponent spawns, but this is a bit like taking positional spawns to the next level ^^ I hope it does take off. Might make for a good MOTM requirement too.
Friday_ger
Profile Joined January 2011
67 Posts
March 30 2011 19:27 GMT
#8
I <3 Ur map

Don't understand the problem of easy nats....

Poppinfresh
Profile Joined October 2010
United States13 Posts
March 30 2011 19:46 GMT
#9
Every time I look at this map, I'm jealous at how cool it looks, lol. I'll agree that the 2 and 8 o'clocks could be a little small, but that's also kind of the charm; with the easy, spacious natural and whatnot. I wouldn't adjust it unless you've seen some game evidence that it could use a wee bit more space.
Varpulis
Profile Blog Joined February 2011
United States2517 Posts
Last Edited: 2011-03-30 19:59:47
March 30 2011 19:57 GMT
#10
This map is really cool. I agree with IronManSC though: the mains in the 2/8 o' clock positions need to be bigger. Look at monitor's Proportions Guide. A large main and a small natural is preferable.

Great job with the textures! The map looks really pretty.

edit: fixed link
For he is the Oystermeister, lord of all the oysters.
totalpigeon
Profile Joined September 2010
United Kingdom162 Posts
March 30 2011 22:02 GMT
#11
@IronManSC, VarpuliS

I've changed the mains slightly - they're now 29.2CCs in size, so just pushing the limits of what is recommended by monitors thread (30-35). I've also rotated the resource patchs by about 45°, which should make the whole area for building feel more open. What do you guys think?
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
March 30 2011 22:53 GMT
#12
It looks much better and more build-worthy. One question though. Between the main and natural on those dark platforms there is a large open patch with a weird design in it. Is there any purpose for that large open space? Or could you close that up a little to give the main more room? If you do that (your choice), I think those main bases would be worth building on IMO.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
djdoodoo
Profile Blog Joined August 2010
United Kingdom192 Posts
March 30 2011 23:14 GMT
#13
Me and total played a few games on it and one thing I noticed when playing was that mains at 2 and 8 are a tad too small especially for a game which goes into the 15 minute mark with no sign of it ending soon.
jimmyjingle
Profile Blog Joined November 2010
United States472 Posts
March 31 2011 01:04 GMT
#14
hey man. just wanted to say this map has my favorite aesthetic so far in sc2 and was wondering if I could upload on NA and if so, is there anything you'd like me to change - attribute to you?
I get brain like a skull
totalpigeon
Profile Joined September 2010
United Kingdom162 Posts
Last Edited: 2011-03-31 02:30:24
March 31 2011 01:46 GMT
#15
@IronManSC

Ah crap, I lost a bunch of doodads there somehow. Um, it's completely buildable-on anyway, you can just use it as you move out to take the natural. Size of the main is fine now anyway.

@djdoodoo

Dude, I asked you about that and you said it was fine... I've changed it now anyway.

@jimmyjingle

I'd love for you to do so. If you could just make sure that my name is down somewhere as the author, in the map info or description before you upload it, that would be fine. Might want to wait for version 1.3 though, I lost a couple of doodads somewhere and want to re-add them. I'll get it done soon though.

edit - it seems the doodads are actually all present and correct, apparently just an issue with the map export missing some of them in the image somehow. v1.2 is fine for uploading
FlaShFTW
Profile Blog Joined February 2010
United States10550 Posts
Last Edited: 2011-03-31 02:02:38
March 31 2011 02:01 GMT
#16
first off, its not a symetry map. some spawns are different from others. the top right and bot left are the same, the top left and bot right are same... but they are different.

2,8 have difficult 3rds, compared to 10,5 which are much easier 3rds.

make this symetry, then it will be a great map.

EDIT: Wow fail, i skipped over the "restricted" part of the map... soz.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
jimmyjingle
Profile Blog Joined November 2010
United States472 Posts
March 31 2011 02:58 GMT
#17
up on NA! props totalpigeon.
I get brain like a skull
Gfire
Profile Joined March 2011
United States1699 Posts
March 31 2011 04:42 GMT
#18
That's an interesting concept. I've thought of it before but never actually implemented it... Now that I see this, I am more inspired too. I thought of converting that 2v2 map, I think it's Arid Wastes, into a 1v1 map of this type. That might actually be a really good competitive 1v1 map. Or you could alter maps like Lost temple to be restricted to cross positions and then alter some of the bases. Lots of possibilities.

This is actually quite a good map, I'm rather impressed. It's cool, you can make maps like this that would be pretty good for 1v1 or 2v2 even, if the bases are close.

I wonder, would a 6 spawn position map work for this, with 3 sets of bases? Or more complicated setups even. These would be harder to craft, and take more thought, but it certainly brings a different side to maps.
all's fair in love and melodies
totalpigeon
Profile Joined September 2010
United Kingdom162 Posts
March 31 2011 13:43 GMT
#19
@jimmyjingle

Cheers dude ^^ I'll PM you if I ever have any updates for it, if that's okay.

@Gfire

Come to think of it, there already is a 2v2 map a little bit like this, um, High Orbit. 2 different bases on each side.

The main problem I find with having more mains is the large area of space they usually take up, which a) combined with the need for a natural limits the potential for more interesting expansions and b) as a main is not meant to be easy to get into, it also blocks potential paths throughout the map. As a result, having 3 or more starting positions per side becomes very awkward to implement. You can kind of see this on Metalopolis close pos - the necessary safety the other mains have to have just makes movement really awkward in these positions.

One idea I did have to maybe resolve this is targeted use of the destructible terrain, and you can see this in Master System in the 4 and 10 o'clock bases, but I'd like to take it further. For instance, I'm not sure if this is possible in a melee map, but if destructible terrain could be spawned in different positions depending on the starting location of the player (or if certain ones could be destroyed at the start of the game depending on the spawn location?), it would let you restrict certain paths that are need to be closed at the start of the game and also allow all the other paths to be open.
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