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[M] (2) Rorschach

Forum Index > SC2 Maps & Custom Games
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1 2 Next All
lefix
Profile Joined February 2011
Germany1082 Posts
Last Edited: 2011-05-11 11:59:04
April 30 2011 14:10 GMT
#1
Rorschach

[image loading]


update:
- added a few more chokes
- worked on textures and doodads
- minimap now looks like a raccoon

new:
[image loading]



old:
+ Show Spoiler +
[image loading]


I started with this new project today. The Machine 2 inspired me to make a similar map. some of the games i have seen on it have been pretty awesome. so i gotta give some credit to Archivian
this is a very early version, as i'm getting some testing done on the layout before going into detail. the first testmatches have been pretty promising already.

Tileset: Monlyth (not final)
Playable size: 148x128
Bases: 13

detail shots:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]



Analyzer:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]


Replays:
attached a replay of the very first testmatch played on this map.
[image loading]

final notes:
no, siege tanks can not hit expos across the water at the close thirds
Map of the Month | The Planetary Workshop | SC2Melee.net
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
April 30 2011 15:03 GMT
#2
You used reflectional symmetry, didn't you?
The golds are very well placed. Blizzard seems to have forgotten that gold bases are supposed to be highly contested areas, not secret bases.
Moderatorshe/her
TL+ Member
SidianTheBard
Profile Joined October 2010
United States2474 Posts
April 30 2011 15:15 GMT
#3
Couple things:
I don't think you need the bottom 2 watchtowers, get rid of them and then at least if the enemy travels all the way around the bottom to attack you won't know it's coming. Plus eventually if you get that base you can sit on that watchtower and not have to worry about any attacks.

The golds seem they are waaay too small. Terran and Toss will love this because of how choked it is. Seems like if that's a pfort, the terran can just sit around that gold base and besides drops won't have to worry about much. Protoss on the other hand can double forcefield the ramp and he's protected enough. Zerg though, just won't be able to do much since it's so cramped.

Connected the 5 and 7 bases via high ground, remove the watchtowers and create a path to them could be kind of interesting.

that's all for now.

ps: can the thirds be sieged......lol jk! I kid I kid.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2011-04-30 15:37:05
April 30 2011 15:32 GMT
#4
I don't really think that the golds are that small and choked up, but they could use a little more space. I'd suggest stretching the map out east and west to add more room in the middle. This will increase the air distance between the bases and the thirds, and ground distance. I'd then put a tower in the center of that plateau in the middle of the map, and one where the doodad is in front of the 6 o'clock expansion.

I like the design. It's simple and offers expansions towards your enemy and away from him.

EDIT: What does Rorschach mean?
lefix
Profile Joined February 2011
Germany1082 Posts
April 30 2011 15:46 GMT
#5
hmm, i'm not sure the golds really need more space. i think most likely one would try to defend the gold on the highground in front of the gold, not on the low ground - which would also allow your opponent to go straight to your main. the gold then would still be vulnerable from the backside, but again, moving the army around to the back would leave your base open for a counter attack.

i agree about the towers tho. i must admit i haven't given the placement much thought yet, altho i have considered putting it into the center of the middle highground, too.

by the way, does anyone else see a panda face in the map pic? i can't unsee it.
Map of the Month | The Planetary Workshop | SC2Melee.net
lefix
Profile Joined February 2011
Germany1082 Posts
April 30 2011 15:52 GMT
#6
@antares: http://en.wikipedia.org/wiki/Rorschach_test
Map of the Month | The Planetary Workshop | SC2Melee.net
StuBob
Profile Joined March 2010
United States373 Posts
April 30 2011 16:17 GMT
#7
This looks pretty awesome, good job!
I play RANDOM!
hobbidude
Profile Joined December 2010
Canada171 Posts
April 30 2011 16:31 GMT
#8
Great map and I like it for sure. Very clean, far more interesting layout than like scrapstation and a clear expansion direction.

Sorry Archivian but i like this better than the Machine 2
Aardvarke
Profile Blog Joined April 2011
104 Posts
April 30 2011 18:03 GMT
#9
Raw Shark? What?..

oh... Raw Shark!

Yeah, I know who we're talking about.
Archivian
Profile Joined November 2010
United Kingdom362 Posts
April 30 2011 18:33 GMT
#10
I'm glad my map contributed in some way to you making such a cool map :D

I quite like the size of the gold, their placements and vulnerability.

The only real issue is maybe the XWT's.
I'd say lose the bottom two.
but the top 2 I wonder if they show too much of the map. An attacker can lay seige if they take the opponents tower but the opponent has a very small space to slip out and round. And the attacker would have both golds with early warning of attacks.

Maybe drop one tower and it will be point of contention?
OR
Move them a little closer to the center, (along the wall that they are already at.), but just out of range of each other. That way you create a bigger space for armies to slip out.
"you were only supposed to blow the bloody doors off!" Micheal Caine
Antares777
Profile Joined June 2010
United States1971 Posts
April 30 2011 20:23 GMT
#11
On May 01 2011 00:52 lefix wrote:
@antares: http://en.wikipedia.org/wiki/Rorschach_test


Ah.
Jagerzerg
Profile Joined August 2010
Sweden11 Posts
May 01 2011 00:36 GMT
#12
Loved testing this map out!

My games never came to it, but as others have said: removing those bottom xelnaga towers might be a good idea. To have counterattacks be a bit more effective. I could see a terran taking that middle and having good hold there, but dropping the main or taking the south route should be a strong play in that case.

Good job lefix, cheers
Lunchador
Profile Joined April 2010
United States776 Posts
May 01 2011 00:58 GMT
#13
It's a bird! No, it's a demon! No, no... Dracula!
Defender of truth, justice, and noontime meals!
Antares777
Profile Joined June 2010
United States1971 Posts
May 01 2011 01:00 GMT
#14
On May 01 2011 09:58 Lunchador wrote:
It's a bird! No, it's a demon! No, no... Dracula!


Butterfly, no doubt about it
lefix
Profile Joined February 2011
Germany1082 Posts
Last Edited: 2011-05-01 12:08:58
May 01 2011 09:20 GMT
#15
update:
replaced all 4 xnt with statues.
new xnt placed in the centre of the centre platform (check analyzer pics for coverage)

the close pos thirds are now only 6 mineral patches instead of 8

also changed the los blockers slightly

edit: added some detail shots, too
Map of the Month | The Planetary Workshop | SC2Melee.net
Antares777
Profile Joined June 2010
United States1971 Posts
May 01 2011 15:40 GMT
#16
I like the changes, nice job! A little bit of terrain by the water in between the golds is asymmetrical, just letting you know.
Rorschach
Profile Joined May 2010
United States623 Posts
May 01 2011 15:44 GMT
#17
about time they named a map after me!
En Taro Adun, Executor!
Antares777
Profile Joined June 2010
United States1971 Posts
May 01 2011 19:21 GMT
#18
On May 02 2011 00:44 Rorschach wrote:
about time they named a map after me!


^Lol.
Samro225am
Profile Joined August 2010
Germany982 Posts
May 01 2011 20:16 GMT
#19
i have the impression the map is quite big and it could(!) be a bit smaller overall. from the analyzer images I got the impression it might lead to a turtling terran, because the map strengthens the aspect of terran's low mobility. This might not be a real problem, but coming from this observation, the distance from third to inner centre, over highyield to fourth and back to third seem quite long to me (the two circles around both HY basically forming an 8).
Therefor I would suggest to move both golds a bit to the outside, which will give you some space for wider ramps at the HY (widen them to the outside) which then grants shorter routes around them.

This might even create some space to cut a slice from the centre away (north south axis) and make the map a bit smaller. the only limit is the space between the thirds.

otherwise a nice and clean layout. what will the visuals be like?
zul
Profile Blog Joined February 2010
Germany5427 Posts
May 01 2011 20:17 GMT
#20
the layout looks promising and I can see a lot of tanks getting produced here.
keep it deep! @zulison
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