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Active: 22506 users

[M] 1v1 Mount Terrorat, WIP

Forum Index > SC2 Maps & Custom Games
Post a Reply
wrl
Profile Joined April 2011
United States209 Posts
Last Edited: 2011-05-08 05:55:26
May 03 2011 23:13 GMT
#1
Yes the name is corny, yes it might have grown to be a bit too similar to Xel'Naga Caverns.

Let me know if there are changes you think I should make.

Recent Changes:
* Removed destructible rocks from natural choke. It is now 8 units wide.
* Widened ramps to center.
* Widened choke on the low 3rd.
* Moved XWTs farther apart and put them on low ground with some LOSB objects to protect them.
* Added center lava to split up middle.

Questions:
* With how defendable the 3rd and 4th are should I remove the rocks from the gold because of how vulnerable it is?
* Should I add some patches of LOSB to hide units around the 3rd/4th because they are fairly easy to take?

Features:
* Char/Bel'Shir/Haven combined Tileset.
* Back entrance to natural
* Easy to defend thirds.
* Macro heavy.
* Longer than average rush distances.



Overview:
+ Show Spoiler +

[image loading]

[image loading]


Summary:
+ Show Spoiler +
[image loading]

[image loading]

It's funny; I dream a lot, but I'm not a very good sleeper.
Antares777
Profile Joined June 2010
United States1971 Posts
May 03 2011 23:51 GMT
#2
The third's chokes are really small making it too easy to defend. The destructible rocks by the natural choke are a terrible idea because Void Rays can charge on them before attacking the main, making a Void Ray rush unstoppable. The overall layout encourages turtling because of all the easy and nearby expansions. The third is too easy, and so is the fourth (the base north of the bottom main). The chokes should be enlarged, and for the third, I'd remove a little of the trees to encourage sieging from behind them if you have sight. In the middle of the map I'd make the towers low ground and remove those plateaus to allow pushes into a fortified middle instead of forcing flanks, at least in some scenarios.

A lot of these issues can be addressed and fixed quite easily; your map has a strong layout, similar to Xel'naga Caverns, and will become a good map with a few adjustments.
Gfire
Profile Joined March 2011
United States1699 Posts
May 04 2011 01:17 GMT
#3
Love the tileset. I was thinking of making a map that was jungle+lava. It just makes sense, no reason for the only lava to be on entirely-volcanic planets (Sci-fi is odd that way.) Very cool. I guess Duel Sight (Dual Sight?) already kinda did that, but not with the same effect.

As far as the map goes, I like it. I like the destructible rocks by the natural, that's something I did on one of my old maps. Although I think it would be good to widen it up a bit so it isn't too narrow before the rocks are taken down.

I do feel as if it could use some polishing in areas, just terrain placement. Choke widths and whatnot might need some adjusting after some testing. The Watchtowers seem like they should be moved outward from the center in order to stretch all the way across the center (and to go along with this those side lanes would have to be widened considering they are the only parts not covered by the towers.) I think it might be a little bit too easy to expand on this map, I'd widen a lot of the chokes defending the bases.
all's fair in love and melodies
wrl
Profile Joined April 2011
United States209 Posts
May 05 2011 18:22 GMT
#4
Made some changes.

* I want the trees around the low 3rd thick so that you can't siege or warp over them. If you siege you can just barely reach the workers, but not the command center/hatchery/nexus.

* XWTs are designed so that you can skirt around their radius on the outside paths to do sneak attacks.

Let me know what you think.
It's funny; I dream a lot, but I'm not a very good sleeper.
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