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Active: 670 users

[M] (4) Lighthouse

Forum Index > SC2 Maps & Custom Games
Post a Reply
SmashHammer
Profile Joined January 2011
United States148 Posts
Last Edited: 2011-05-08 04:41:31
May 04 2011 06:36 GMT
#1
Lighthouse 1.0 (Not up to date with current published version!)
- updating soon

[image loading]

Map Info:
- 1v1
- 178x130 playable size
- Mixed textures (Agria, Tarsonis, Haven, Tyrador, Xil, & Port Zion)
- 16 normal blue bases (including mains)
- 3 XWTs
- rush distance
--- 140 vertical spawn
--- 150 horizontal spawn
--- 180 cross spawn

Idea/Details: 4 spawn mirror symmetry map (first 4 spawn map yay!). Island with different themed spawns, so I don't get bored adding textures to the entire thing. Relatively easy natural to take with one entrance. Taking a third opens up new lanes of attack and more potential for cliff harass. Variable rush distances will affect how well certain strategies work depending on spawn positions. XWT positions cover air routes in-between bases that are close by air. The central XWT only covers the larger routes connecting bases.

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

Angled view
+ Show Spoiler +
[image loading]

Analyzer
+ Show Spoiler +

Summary
+ Show Spoiler +
[image loading]

Main-to-Main distance
+ Show Spoiler +

2-10
+ Show Spoiler +
[image loading]

4-2
+ Show Spoiler +
[image loading]

4-10
+ Show Spoiler +
[image loading]

8-2
+ Show Spoiler +
[image loading]

8-4
+ Show Spoiler +
[image loading]

8-10
+ Show Spoiler +
[image loading]



Details
+ Show Spoiler +
Bases:
[image loading]
[image loading]
[image loading]
[image loading]


Ideas/Concerns:
- general balance
- basic layout and expansion pattern

Plans:
- more doodads (only basic stuff down)
- add in 2v2

Change Log:
+ Show Spoiler +
none yet

Comments and Feedback Welcome!
Out on NA if you want to try it out!
+ Show Spoiler +
Thank you for reading this far!
TPW Mapping - theplanetaryworkshop.com
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
May 04 2011 09:28 GMT
#2
Ok the lighthouses are a nice touch, but the XWT have absolutely no use whatsoever there...
KCCO!
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2011-05-04 11:30:28
May 04 2011 11:29 GMT
#3
Wonderful concept .. so many interresting features, base layout and middle battlefield that provide many paths of different sized ramps. Also great use of LoSB, imo, too.

Cool lighthouse design. It makes me wish I'd thought of it first. I like that the towers on the map does not spot too much. I mean, imagine for a second the map with only one tower in the middle and it would have been fine. You'll have to see the lighhouses and that entire area as an extra feautre that might be used some games, but most not - it's more of aesthetic value but better than just a lighthouse since it has a gameplay value as well. I don't see why ut has to be protected by rocks, though. If you remove the rocks there are interresting uses early game in top vs down close position, such as hiding stargates next to the lighhouse, etc. Are you thinking it could be exploited?

About the base layout. the fourth is an alternative third but so much more vulnerable beacuse of that high ground surround. It's easy to scream "Tank heaven! Terran IMBA!!!" and ragequit the thread (not really, but I couldn't resist ) But I think it's a feature that makes different close-position play out differently, which is important.

I would make the high ground lane to the lighthouse wider and move the fourth just slighly closer to the nat in the process. The fourth will then be a more possible third. The ramps to the high ground would be wider too. The idea is that it would make deathballs and tanksdrops just slighly less effective there.

Lastly, I like the rocks by the middle high grounds beause it makes that position more defensive for P and T, but not totaly IMBA, since the rocks could be removed. However, they are hard to remove if there is a bunch of tanks already camped there. Doesn't the huge rocks have more HP? I would replace those with smaller ones - one or two. Alternatively, you could have the rocks only partly block the ramp, allowing lings rush by, for instance.
http://mentalbalans.se/aggedesign
YouthSC
Profile Blog Joined October 2010
United Kingdom355 Posts
May 04 2011 18:02 GMT
#4
I'm pretty sure controlling those lighthouses could be vital to spot for drops, for example. I really like their position.

The map feels large, so great job =) I really like it!
The more I practice, the luckier I get!
Genome852
Profile Blog Joined August 2010
United States979 Posts
May 05 2011 02:26 GMT
#5
I can't find it on NA. I am searching for "Lighthouse". Is it named something else?
SmashHammer
Profile Joined January 2011
United States148 Posts
Last Edited: 2011-05-05 03:35:37
May 05 2011 03:27 GMT
#6
Thanks for the feedback everyone.

@ihasaKAROT
I wanted to try to add in an interesting dynamic with the weird XWT placement. Mostly for them to cover drops. I guess they won't be used that much, but that one game out of twenty where you leave a unit there and it catches a doom drop or something would be pretty epic imo.

@Meltage
Looking at it from your perspective now i don't see why i added the outer rocks. Will certainly be removing them soon. About the fourth base, i figured that people would only take it as a third/fourth in cross or horizontal spawns. Since both of these spawns are further than the vertical spawn I wanted the third/fourth to be more vulnerable to counteract the longer distance.
+ Show Spoiler +

[image loading]
[image loading]
This is what i envision for general expansion patterns depending on spawn position. I wanted the safety/vulnerability of the path between the third and fourth base to reflect the distance. Will also experiment around with your suggestion. Also I just checked and all the DRs have the same HP and armor. Thanks for the long feedback!

@Flammable
Thats what I was thinking!

@Genome852
*facepalm..... i think i left it as private, will be changing that momentarily. Thanks for letting me know.

EDIT: grammar
TPW Mapping - theplanetaryworkshop.com
DroneAllDay
Profile Joined April 2011
United States140 Posts
May 05 2011 03:57 GMT
#7
I do like the overall layout, but the textures seem to clash a little bit where they meet, maybe have them blend a little bit better? but ihasaKAROT is right, the Xel'Naga Tower doesn't really do much, so I suggest either have a few more towers so that one can see the other guy move out, or just remove the tower, amazing overall, I plan to play a few games with my friends on this map now.
Don't pressure me please, I like my drones too much
SmashHammer
Profile Joined January 2011
United States148 Posts
May 06 2011 19:31 GMT
#8
These are two different versions I've come up with. Thoughts?
original:+ Show Spoiler +
[image loading]
second version:+ Show Spoiler +
[image loading]
third version:+ Show Spoiler +
[image loading]
In the second version I completely removed the XWTs on the edges of the map along with most of the cliff. In the third version I changed the orientation of the bases that were overlooked by cliffs but left in the cliffs and XWTs.

Poll: Which version do you like the best?

third version (3)
 
60%

original (2)
 
40%

second verion (0)
 
0%

5 total votes

Your vote: Which version do you like the best?

(Vote): original
(Vote): second verion
(Vote): third version


TPW Mapping - theplanetaryworkshop.com
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2011-05-06 20:09:16
May 06 2011 20:07 GMT
#9
I prefer the third version the best. I wonder why people want to get rid of the lighthouses? They give you sweet vision and any air harass which is extremely helpful.

I like the third version better just because in the original version your mineral line is going to be vulnerable as well as your base to almost any ranged unit, where as the third version you pretty much only have to worry about them hitting your base because the mineral line as well as your scvs will be much safer.
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.
Chargelot
Profile Blog Joined December 2010
2275 Posts
May 06 2011 20:32 GMT
#10
That, good sir, is a pretty impressive map.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
adso
Profile Joined March 2011
718 Posts
May 06 2011 20:36 GMT
#11
i would a add gold extra "lighthouse expansions" (1 for each lighthouse)
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