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[M] (4) Void Rift - Page 2

Forum Index > SC2 Maps & Custom Games
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Prev 1 2 All
Johanaz
Profile Joined September 2010
Denmark363 Posts
May 12 2011 19:18 GMT
#21
OK, now we´re confused... monitor pointed out a few legitimate issues. I cursed myself for not posting the layout earlier, and just submitting the map.
I wonder if the judges found the map to have good gameplay as is, or chose it pending the proposed revisions?

Regardless, I had a lot of fun testgames prior to submitting it, perhaps the judges had that too. Sometimes flawed is better than perfect, but that also takes a good amount of luck.
TPW Map Maker - theplanetaryworkshop.com
dezi
Profile Blog Joined April 2010
Germany1536 Posts
May 13 2011 11:13 GMT
#22
On May 11 2011 19:17 Johanaz wrote:
I have done 2 versions of the map with the changes suggested by monitor:

Version 1:+ Show Spoiler +
[image loading]
Version 2:+ Show Spoiler +
[image loading]


Version 1 is close to what monitor suggested except I did not move the gold to replace 3rd base.

Version 2 is identical to my original layout but with 2 ramps added by the gold in order to open up the long path to the 3rds. Also, I removed 1 gas at the gold and one mineral patch at the side expos.

As both versions address the problem with the long path I´d like to know which revision you guys prefer.

Here´s a poll if you want to share your opinion:+ Show Spoiler +
Poll: What version do you prefer?

Version 1 (monitors sketch). (2)
 
100%

Old version was fine. (0)
 
0%

Version 2 (hybrid). (0)
 
0%

2 total votes

Your vote: What version do you prefer?

(Vote): Old version was fine.
(Vote): Version 1 (monitors sketch).
(Vote): Version 2 (hybrid).


Version 1
I miss the additional path removed above the HY. As T when both players start top i would alway expand towards my opponent (only 1 attack path to the 3rd there and i can also shell the HY if needed or guard it from there and nothing you can do against it.

Version 2
Here i miss the additional path top / bottom.


So i would mix it up like this:
[image loading]
Expanding toward your opponent on top is a bit harder because you need to cover a lot more area to be save and top bottom has an additional (and already open) path. I also used those ramps next to the HY because it think that's a really good idea from monitor.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Johanaz
Profile Joined September 2010
Denmark363 Posts
May 13 2011 12:33 GMT
#23
On May 13 2011 20:13 dezi wrote:+ Show Spoiler +

On May 11 2011 19:17 Johanaz wrote:
I have done 2 versions of the map with the changes suggested by monitor:

Version 1:+ Show Spoiler +
[image loading]
Version 2:+ Show Spoiler +
[image loading]


Version 1 is close to what monitor suggested except I did not move the gold to replace 3rd base.

Version 2 is identical to my original layout but with 2 ramps added by the gold in order to open up the long path to the 3rds. Also, I removed 1 gas at the gold and one mineral patch at the side expos.

As both versions address the problem with the long path I´d like to know which revision you guys prefer.

Here´s a poll if you want to share your opinion:+ Show Spoiler +
Poll: What version do you prefer?

Version 1 (monitors sketch). (2)
 
100%

Old version was fine. (0)
 
0%

Version 2 (hybrid). (0)
 
0%

2 total votes

Your vote: What version do you prefer?

(Vote): Old version was fine.
(Vote): Version 1 (monitors sketch).
(Vote): Version 2 (hybrid).


Version 1
I miss the additional path removed above the HY. As T when both players start top i would alway expand towards my opponent (only 1 attack path to the 3rd there and i can also shell the HY if needed or guard it from there and nothing you can do against it.

Version 2
Here i miss the additional path top / bottom.


So i would mix it up like this:
[image loading]
Expanding toward your opponent on top is a bit harder because you need to cover a lot more area to be save and top bottom has an additional (and already open) path. I also used those ramps next to the HY because it think that's a really good idea from monitor.


Thanks dezi

I think you´ve sketched up a great compromise. I will make it happen ASAP.
TPW Map Maker - theplanetaryworkshop.com
lovablemikey
Profile Joined October 2010
264 Posts
May 13 2011 21:56 GMT
#24
Super cool map! I can't say there is a single thing I don't like about it.

I looked at it a little more and I wish the terrain levels were textured differently. The map becomes a big warm grey blob. The overview does, at least. Maybe in game it looks fine.

I like it!
monitor
Profile Blog Joined June 2010
United States2408 Posts
May 13 2011 23:38 GMT
#25
On May 13 2011 21:33 Johanaz wrote:
Show nested quote +
On May 13 2011 20:13 dezi wrote:+ Show Spoiler +

On May 11 2011 19:17 Johanaz wrote:
I have done 2 versions of the map with the changes suggested by monitor:

Version 1:+ Show Spoiler +
[image loading]
Version 2:+ Show Spoiler +
[image loading]


Version 1 is close to what monitor suggested except I did not move the gold to replace 3rd base.

Version 2 is identical to my original layout but with 2 ramps added by the gold in order to open up the long path to the 3rds. Also, I removed 1 gas at the gold and one mineral patch at the side expos.

As both versions address the problem with the long path I´d like to know which revision you guys prefer.

Here´s a poll if you want to share your opinion:+ Show Spoiler +
Poll: What version do you prefer?

Version 1 (monitors sketch). (2)
 
100%

Old version was fine. (0)
 
0%

Version 2 (hybrid). (0)
 
0%

2 total votes

Your vote: What version do you prefer?

(Vote): Old version was fine.
(Vote): Version 1 (monitors sketch).
(Vote): Version 2 (hybrid).


Version 1
I miss the additional path removed above the HY. As T when both players start top i would alway expand towards my opponent (only 1 attack path to the 3rd there and i can also shell the HY if needed or guard it from there and nothing you can do against it.

Version 2
Here i miss the additional path top / bottom.


So i would mix it up like this:
[image loading]
Expanding toward your opponent on top is a bit harder because you need to cover a lot more area to be save and top bottom has an additional (and already open) path. I also used those ramps next to the HY because it think that's a really good idea from monitor.


Thanks dezi

I think you´ve sketched up a great compromise. I will make it happen ASAP.


I still think its necessary to remove the rocked natural entrance, because it makes vertical positions too close natural to natural when you break the rocks.
https://liquipedia.net/starcraft2/Monitor
Johanaz
Profile Joined September 2010
Denmark363 Posts
May 17 2011 10:21 GMT
#26
Ok guys, thanks a lot for all your feedback. I have implemented the suggested changes:

+ Show Spoiler +
[image loading]-removed natural backdoor
-added ramps beside the golds
-open an additional passage through center

Also updated & added more pics & info to OP.
TPW Map Maker - theplanetaryworkshop.com
dezi
Profile Blog Joined April 2010
Germany1536 Posts
May 17 2011 10:24 GMT
#27
Why did you made that passage close to the high ground mid that kinda small?
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Johanaz
Profile Joined September 2010
Denmark363 Posts
May 17 2011 10:58 GMT
#28
On May 17 2011 19:24 dezi wrote:
Why did you made that passage close to the high ground mid that kinda small?


It´s the most direct route when spawning top vs bottom (same side), and it´s not covered by the Watchtowers, so I thought it would be best if it was too narrow for a huge army to rush through.

TPW Map Maker - theplanetaryworkshop.com
dezi
Profile Blog Joined April 2010
Germany1536 Posts
May 17 2011 11:08 GMT
#29
I think you should test a bigger version of that passage (with no gap to the middle high ground).
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Meltage
Profile Joined October 2010
Germany613 Posts
May 18 2011 10:54 GMT
#30
@Johanaz you saying it screws up rush distance top vs bottom close pos? Narrowing the path won't solve that you know, just ensure that those paths are not used by bigger units/armies.

I can't help but feel that somethgin essential was lost when you removed the nat rocks. The reason is not the nat itself but rather that the HY vespene bases are so cut off from the main path. In top vs bottom you would in 9 cases out of 10 go through the middle. Those rocked paths simply opened up the map so much more for top vs bottom. I kow it breaks top vs bottom nat distance, but ... what if you move the ramps pointing towards the middle closer to the nat and HY gas expos some? Put it right above and below the gaps in the centre?
http://mentalbalans.se/aggedesign
WniO
Profile Blog Joined April 2010
United States2706 Posts
May 18 2011 11:17 GMT
#31
even though this is my fav now out of the top five i think zvt close positions (tvb) would be a nightmare if terran does a slow push through the rocks.
-Zoda-
Profile Blog Joined April 2011
France3578 Posts
May 18 2011 12:36 GMT
#32
Wooow, looks so sick ! Very dark but very well designed.
♪ 最初はi つなぐdo それ つまりlife 常に移動 ♪ - IGN: Uhryks
monitor
Profile Blog Joined June 2010
United States2408 Posts
May 18 2011 14:14 GMT
#33
On May 17 2011 19:21 Johanaz wrote:
Ok guys, thanks a lot for all your feedback. I have implemented the suggested changes:

+ Show Spoiler +
[image loading]-removed natural backdoor
-added ramps beside the golds
-open an additional passage through center

Also updated & added more pics & info to OP.


I like the high yield area a lot more. I feel like the natural ramp is a bit awkward moving around the map, since its so close to the opponent. I think to fix this, you should bring it inwards toward the natural a bit, so its closer to the low ground third.

If you want to add rocks back, I guess you could disable the vertical positions.
https://liquipedia.net/starcraft2/Monitor
Meltage
Profile Joined October 2010
Germany613 Posts
May 18 2011 18:46 GMT
#34
I like the high yield area a lot more. I feel like the natural ramp is a bit awkward moving around the map, since its so close to the opponent. I think to fix this, you should bring it inwards toward the natural a bit, so its closer to the low ground third.


This was exactly what I meant, but monitor explained it better

Also, the low ground third is still HY vespene gas? I think it makes sense since the other third is easier to defend... but exactly HOW good is HY vespene gas? Is it like having a 3 gas base (but with less workers) .. someone shoudl do the math.
http://mentalbalans.se/aggedesign
Johanaz
Profile Joined September 2010
Denmark363 Posts
May 18 2011 19:31 GMT
#35
On May 19 2011 03:46 Meltage wrote:+ Show Spoiler +

I like the high yield area a lot more. I feel like the natural ramp is a bit awkward moving around the map, since its so close to the opponent. I think to fix this, you should bring it inwards toward the natural a bit, so its closer to the low ground third.


This was exactly what I meant, but monitor explained it better

Also, the low ground third is still HY vespene gas? I think it makes sense since the other third is easier to defend... but exactly HOW good is HY vespene gas? Is it like having a 3 gas base (but with less workers) .. someone shoudl do the math.


Thanks for the input. I will move the ramps closer to the natural, so the distance will be shorter to the low ground thirds. I have closed the gap between the new paths and the central high ground.

HY vespene works like HY minerals, that is, they allow workers to hold 6 gas units per trip. That is in effect like a 3 gas expo, except that each geyser still holds 2500 units.

About testing:+ Show Spoiler +
Last night I hosted a test game, a TvP 11 o´clock vs 2 o´clock where P expanded to 8 o´clock nat & main and T just floated an OC to low ground 3rd. The players felt the map was pretty well balanced off a first glance and that the expos were distributed well compared to their defendability.[image loading]Joe played Terran as he likes to off-race against lower ranked friends, when testing my maps. Needless to say it is unbelieveably awesome to have Europes 38th ranked player as an occational test pilot, but still as he puts it: this is not high level, it´s just fun.
Until you get progamers to test your map 100+ games you can´t know everything. The best you can do is take advice from more experienced mappers here ^^.

TPW Map Maker - theplanetaryworkshop.com
Johanaz
Profile Joined September 2010
Denmark363 Posts
May 20 2011 08:49 GMT
#36
I completed the changes.

Overview+ Show Spoiler +
[image loading]


Angled+ Show Spoiler +
[image loading]


The MotM judges will use the original version, but with cross spawns only.
I submitted this latest revised version as well, in case they change their minds
Thank you all for your great ideas!
TPW Map Maker - theplanetaryworkshop.com
lefix
Profile Joined February 2011
Germany1082 Posts
May 20 2011 08:53 GMT
#37
top notch map. don't think i have any more crits to add
Map of the Month | The Planetary Workshop | SC2Melee.net
Acritter
Profile Joined August 2010
Syria7637 Posts
May 20 2011 11:03 GMT
#38
It seems to be a little difficult to take a third. Maybe just move the ramps a little to shorten the distance to the third base? Otherwise, great map.
dont let your memes be dreams - konydora, motivational speaker | not actually living in syria
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