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[M] (4) Revolution to the Origin

Forum Index > SC2 Maps & Custom Games
Post a Reply
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
Last Edited: 2011-05-11 14:21:35
May 09 2011 17:29 GMT
#1
Map: Revolution to the Origin 1.1
[image loading]

  • Players: 4 - 1v1 design, 11/1/5/7 starting, fixed to be left vs right spawns.
  • Size: 140x140
  • Expansions: 17. Main and nats have 8 mins + 2 gas, backdoor expo has 6 mins + 1 gas, fourth has 7 mins + 1 gas. Centre is 8 rich mins + 2 rich gas.
  • Rush Distance: See build distances.
  • XWTs: Two, north and south - see detail image for explanation.
  • Destructible Rocks: Six - One at the edge of each XWT's reach. Cover a route that shortens rush distance, widens combat area and allows you to pass by out of vision. One on top of each bridge.
  • LoSBs: Near the destructible rocks, and the north-south passage.
  • Servers: EU


'sup! This time I have a little dilemma I can't decide on. Whether or not the centre should be an island - or exist, for that matter. I'll explain more at the end

Concept: So. ProdiG's latest map, Ithaca's visuals reminded me of an old game some of you may recognise as Phantasy Star Online.
I then knew I wanted to make a tribute to the ruins region of the game and bring with it the feeling of being alone in the ancient remnants of an alien spaceship deep within the bowels of the earth. I may have been slightly sidetracked by the shiny Xel'naga doodads, but feel I've adequately captured the mood I wanted.
The map's name comes from the music of the area - Revolution to the Origin.

Overview:
+ Show Spoiler +

[image loading]
[image loading]


(Map Analysis and Rush Distances:
+ Show Spoiler +

[image loading][image loading][image loading]

+ Show Spoiler [With Rocks] +

[image loading][image loading]

Main/back expansion recognition is buggy, which is probably a sign I should move them away a little more. :|

Detail Shots: Low angle shots are a lot darker than the in-game view. That just makes it look cooler though. ♥
+ Show Spoiler [Battlefield] +

[image loading]
Centre expansion.
[image loading]
Natural expansion. Takes 5 3x3s and a 2x2 to wall it and the main.
[image loading]
Main and little baby back expansion.
[image loading]
East to West path. The rocks not only cut the distance slightly, but also provide more space that tower can't reach.
[image loading]
North to South path. the high up ramp is good for small ambushes to cut off reinforcements. Overall, it's a little tight though.

+ Show Spoiler [Pointless Eye Candy] +

[image loading]
[image loading]
Beneath the engulfing darkness lies but more ruins.
[image loading]
[image loading]
We have to go deeper...


Changelog:

  • 09/05/2011 - v1.0 - Initial map frame published!
  • 11/05/2011 - v1.1 - Natural expansions opened, mains made wider around the minerals.


Concerns:
  • It uses that doodad. You know the one.
  • The map was built on a visual theme, so it's not got a particularly engaging tactical idea to it.
  • Horizontal spawns are still really close. I might have to make it cross positions only. ):



Download:
  • v 1.0 [url blocked]
  • v 1.1 [url blocked]


Other maps by me:
(2) Lunar Knot
(4) Into the Storm
(2) Cliffs of Tartarus

This will hopefully be my last map for a while - I need to refine what I have before I make any more.
adso
Profile Joined March 2011
718 Posts
Last Edited: 2011-05-09 17:31:55
May 09 2011 17:30 GMT
#2
<3
edit: no eye candy is ever pointless
dezi
Profile Blog Joined April 2010
Germany1536 Posts
May 09 2011 17:31 GMT
#3
Build 2 looks better.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
superezekiel
Profile Joined November 2010
United States35 Posts
May 09 2011 17:49 GMT
#4
Build 2 is looking mucho betterooni to me.

The map is very nice looking though! Though I would recommend spacing the main just a little bit further away from the natural. At least the mineral lines.
Victory Goes To The Winner!
Antares777
Profile Joined June 2010
United States1971 Posts
May 09 2011 18:06 GMT
#5
The mains look extremely awkward to me, how there is a half-base inside it and how you would be able to fit buildings anywhere. You could make the in base expansion the same height level as your actual main base. The third looks extremely easy to defend as Protoss if you have Sentries. Please remove the hole outside it, it is not necessary at all.

I prefer build 2.
Hyren
Profile Blog Joined June 2010
United States817 Posts
Last Edited: 2011-05-09 19:32:55
May 09 2011 19:31 GMT
#6
The textures/terrain/etc look beautiful O.O
Power-tripping mod for Trump's stream
Hyren
Profile Blog Joined June 2010
United States817 Posts
Last Edited: 2011-05-09 19:31:54
May 09 2011 19:31 GMT
#7
Edit
Power-tripping mod for Trump's stream
Hyren
Profile Blog Joined June 2010
United States817 Posts
Last Edited: 2011-05-09 19:33:29
May 09 2011 19:31 GMT
#8
Edit: Holy laggy internet triple post batman >.< my apologies.
Power-tripping mod for Trump's stream
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
May 09 2011 21:38 GMT
#9
--- Nuked ---
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
May 11 2011 14:24 GMT
#10
Updated. Was so used to the idea of defending with 4 3x3s or 3 and a 2x2 I forgot to take into account it'd be super easy to hold 3 bases, and I don't even like Terminus for that.

A little concerned that the minerals in the center cause too much choking, but that doesn't necessarily make it easy to hold. And there are still the side routes. Opinions?
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