by a176
Published on NA
![[image loading]](http://i.imgur.com/Kgzuj.jpg)
![[image loading]](http://i.imgur.com/jV8EQ.jpg)
Large Overview
Large Angled
4 Spawn (1v1, 2v2, FFA)
158 x 152 playable
16 Blue
map analyzer
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Forum Index > SC2 Maps & Custom Games |
a176
Canada6688 Posts
by a176 Published on NA ![]() ![]() Large Overview Large Angled 4 Spawn (1v1, 2v2, FFA) 158 x 152 playable 16 Blue map analyzer + Show Spoiler + | ||
zJayy962
1363 Posts
Map looks awesome by the way. Questions: Can tanks on the low ground tucked next to the mains attack onto the path leading to the natural? This could cause for potential imbalance. Would this be MLG style where you wouldn't be able to spawn close positions? | ||
adso
718 Posts
on topic: nice mixing decal and cliff decorum ![]() | ||
a176
Canada6688 Posts
On May 14 2011 10:54 zJayy962 wrote: If you remove the little peninsula like things jutting out from the middle high ground and make the golds on the low ground, I think that area would be "high risk" and take some real dedication to hold. Map looks awesome by the way. Questions: Can tanks on the low ground tucked next to the mains attack onto the path leading to the natural? This could cause for potential imbalance. Would this be MLG style where you wouldn't be able to spawn close positions? I updated it. Modified the golds, added los blockers to force defense spread at gold. added los blocker to middle bases to prevent easy siege. I originally had that low ground as a tank drop yes, though I tried to place far away enough to not to be able to hit zerg main base. But I think now, no matter the intent or outcome, someone will probably complain (not referring to you), so its best to take it out altogether ![]() I don't think I will plan on bothering with no-close-spawn as the air rush distance is [a bit under] double what lost/shattered temple is. | ||
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BLinD-RawR
ALLEYCAT BLUES50119 Posts
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IronManSC
United States2119 Posts
Re-work the center high ground. It's "too open." Mabye some barriers or holes in the ground or something. Other than that it's a nice layout. Reminds me of a mixture between Shakuras Plateau and Shattered Temple. | ||
a176
Canada6688 Posts
On May 14 2011 14:24 BLinD-RawR wrote: hmmm I don't like that long choke into the naturals,its just too long, On May 14 2011 15:30 IronManSC wrote: Shorten the chokes into the natural. Re-work the center high ground. It's "too open." Mabye some barriers or holes in the ground or something. Other than that it's a nice layout. Reminds me of a mixture between Shakuras Plateau and Shattered Temple. Thanks for the suggestions, implemented them, and its much better now ! Also, removed the golds for regular (7) minerals. | ||
a176
Canada6688 Posts
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IronManSC
United States2119 Posts
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NickMP
United States46 Posts
Looks very good... As someone else mentioned the middle is a little to open...trying to walk across there safely in a TvZ cross spawn situation would be a nightmare. | ||
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The_Templar
your Country52797 Posts
On May 28 2011 14:25 IronManSC wrote: I have one problem. Every base is on high ground. This can encourage turtling, and make it difficult for Zerg especially when attacking any of these bases. This man speaks the truth. Also, widen the choke into the natural, its smaller than shakuras. | ||
Gfire
United States1699 Posts
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a176
Canada6688 Posts
Its a brand new map ... ! Very preliminary at the moment. | ||
FlopTurnReaver
Switzerland1980 Posts
Would be nice to have some more analyzer pictures from the 2 remaining rush distances^^ Seeing that the diagonal one is only 136 makes me think that vertical positions might be problematic. | ||
Marsupian
Netherlands455 Posts
Also having the gasses between the mineral patches will cause really weird worker skipping where they cross the gasses to get to a free mineral patch. It's not the end of the world but I don't really like it. | ||
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The_Templar
your Country52797 Posts
Now it's metal with slightly longer distances and rocks on the gold. | ||
a176
Canada6688 Posts
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The_Templar
your Country52797 Posts
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The_Templar
your Country52797 Posts
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a176
Canada6688 Posts
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The_Templar
your Country52797 Posts
A whole freaking lot better. | ||
Chargelot
2275 Posts
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Phried
Canada147 Posts
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FlopTurnReaver
Switzerland1980 Posts
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LunaSaint
United Kingdom620 Posts
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Chargelot
2275 Posts
On August 04 2011 08:58 Phried wrote: Very nice looking, but it looks pretty T imba (lot's of cliffs and chokes = tank rampage). Is that just me? I guess an open, single-level, perfectly square field would be better. Tank positioning is extremely situational, and is often very fragile. looking at chokes/cliffs/ramps and yelling "tanks are imba" is not at all different from looking at any piece of land and saying "burrowed banelings would be imba here." | ||
Phried
Canada147 Posts
On August 04 2011 09:43 Chargelot wrote: Show nested quote + On August 04 2011 08:58 Phried wrote: Very nice looking, but it looks pretty T imba (lot's of cliffs and chokes = tank rampage). Is that just me? I guess an open, single-level, perfectly square field would be better. Tank positioning is extremely situational, and is often very fragile. looking at chokes/cliffs/ramps and yelling "tanks are imba" is not at all different from looking at any piece of land and saying "burrowed banelings would be imba here." If you say so. I just think Z players will have a tough time in the centre area. Also to mention it looks as though one can hit the mineral line from the third base with tanks which could be pretty bad. | ||
Chargelot
2275 Posts
On August 04 2011 09:50 Phried wrote: Show nested quote + On August 04 2011 09:43 Chargelot wrote: On August 04 2011 08:58 Phried wrote: Very nice looking, but it looks pretty T imba (lot's of cliffs and chokes = tank rampage). Is that just me? I guess an open, single-level, perfectly square field would be better. Tank positioning is extremely situational, and is often very fragile. looking at chokes/cliffs/ramps and yelling "tanks are imba" is not at all different from looking at any piece of land and saying "burrowed banelings would be imba here." If you say so. I just think Z players will have a tough time in the centre area. Also to mention it looks as though one can hit the mineral line from the third base with tanks which could be pretty bad. (if you mean the center expansions) The thing is, that would be a fourth for most sane Zerg players. Typically, we'd be speaking about a base that wouldn't be up and operational until the midgame to endgame transition, when the Zerg player is going for mass Broodlords. It would balance out nicely. (if you mean the distal thirds) I can see if Terran spawns one base clockwise of Zerg, he would be able to siege in his main and hit the third. This should be fixed by enforcing spawn locations. Sorry for missing this earlier. | ||
Phried
Canada147 Posts
On August 04 2011 10:07 Chargelot wrote: Show nested quote + On August 04 2011 09:50 Phried wrote: On August 04 2011 09:43 Chargelot wrote: On August 04 2011 08:58 Phried wrote: Very nice looking, but it looks pretty T imba (lot's of cliffs and chokes = tank rampage). Is that just me? I guess an open, single-level, perfectly square field would be better. Tank positioning is extremely situational, and is often very fragile. looking at chokes/cliffs/ramps and yelling "tanks are imba" is not at all different from looking at any piece of land and saying "burrowed banelings would be imba here." If you say so. I just think Z players will have a tough time in the centre area. Also to mention it looks as though one can hit the mineral line from the third base with tanks which could be pretty bad. (if you mean the center expansions) The thing is, that would be a fourth for most sane Zerg players. Typically, we'd be speaking about a base that wouldn't be up and operational until the midgame to endgame transition, when the Zerg player is going for mass Broodlords. It would balance out nicely. (if you mean the distal thirds) I can see if Terran spawns one base clockwise of Zerg, he would be able to siege in his main and hit the third. This should be fixed by enforcing spawn locations. Sorry for missing this earlier. Yeah I meant the thirds for the player counter clockwise. On the overview it looks like there are doodads there but when I looked at the analyzer it looks as though one could easily hit the mineral line. I'm not entirely sure. Also, I'm not sure how I'd feel about the opposite, being able to kill your opponents third hatch/nexus/CC with tanks from your main. | ||
RaLakedaimon
United States1564 Posts
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Meltage
Germany613 Posts
1) too little open space in most bases once you build anythign there. Try place CCs at the tright locations and look at the map again. It will be cramped, I fear. 2) The star being tank imba, beacuse of XNT and several chokes controlled. You could create more open space by removing the fourth base mineral line for each player and make the edge bases a bit bigger. Make the star smaller and get the towers on lower ground so that they give vision from low groudn to high ground. | ||
Chargelot
2275 Posts
Using the version uploaded to NA, which has only two towers in the center of the map: ![]() Line of tanks in the center ![]() The effective range of all these tanks. ![]() The amount of tanks which can hit gas. NOTE: VISION MUST BE GRANTED FOR TANKS TO HIT GAS ![]() The number of tanks which can hit the CC NOTE: VISION MUST BE GRANTED FOR TANKS TO HIT CC The other sides were pretty much the same story. The tanks on their own can't actually hit anything. In theory, a few corrupters could easily hold off the air units required to give vision to these tanks. It's important to remember this is a fourth base, and the position leaves the Terran player extremely open to Broodlords. Simply because of how cliffy this map is, a mutalisk composition would already be the weapon of choice for most ZvT games, so it's not unreasonable to say Broodlords (even a couple) will be around by the time Terran is sieging the fourth base. The only thing I don't like is how Terran can siege up inside their own main, and deny the third of a counter-clockwise player. ![]() ![]() I would recommend playing around with the third, see how you can change this, | ||
DashedHopes
Canada414 Posts
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Chargelot
2275 Posts
On August 04 2011 23:39 DashedHopes wrote: LOL bro this looks so much like crevasse It really doesn't. Play a game on it, it feels really different. | ||
a176
Canada6688 Posts
On August 04 2011 23:23 Chargelot wrote: The other sides were pretty much the same story. The tanks on their own can't actually hit anything. In theory, a few corrupters could easily hold off the air units required to give vision to these tanks. It's important to remember this is a fourth base, and the position leaves the Terran player extremely open to Broodlords. Simply because of how cliffy this map is, a mutalisk composition would already be the weapon of choice for most ZvT games, so it's not unreasonable to say Broodlords (even a couple) will be around by the time Terran is sieging the fourth base. The only thing I don't like is how Terran can siege up inside their own main, and deny the third of a counter-clockwise player. Hi, thanks for your insight. The other user is right in his Crevasse comparison, there is some influence. But my map differs in that its wildly easier to navigate around/circumvent the middle. The area-of-influence for these paths can be changed with further playtesting, of course. Indeed, through the many games I've watched on Crevasse, it frustrated me to see only a few games with flanking on a map that looked prime for it. As a zerg player myself, all the way back from BW, I wanted to punish zerg players who ignored map control. My map has many veins of opportunity for flanking but refusing to spread creep and having vision will hurt you in the long run. Look no further for inspiration than recent DRG or seal games to appreciate the power of an extremely mobile zerg army. As for the third, there's no reason you are forced to expand in that direction. Indeed, in the situation of players spawning next to each other (say the 10 and 2 oclock spawns), the two inbetween bases (player 1's third, player 2's fourth) become the most volatile. That's to say, I haven't seen to many issues with a player making the fourth his third in the games I've played so far. ![]() Thanks again. | ||
Chargelot
2275 Posts
On August 05 2011 01:48 a176 wrote: Show nested quote + On August 04 2011 23:23 Chargelot wrote: The other sides were pretty much the same story. The tanks on their own can't actually hit anything. In theory, a few corrupters could easily hold off the air units required to give vision to these tanks. It's important to remember this is a fourth base, and the position leaves the Terran player extremely open to Broodlords. Simply because of how cliffy this map is, a mutalisk composition would already be the weapon of choice for most ZvT games, so it's not unreasonable to say Broodlords (even a couple) will be around by the time Terran is sieging the fourth base. The only thing I don't like is how Terran can siege up inside their own main, and deny the third of a counter-clockwise player. Hi, thanks for your insight. The other user is right in his Crevasse comparison, there is some influence. But my map differs in that its wildly easier to navigate around/circumvent the middle. The area-of-influence for these paths can be changed with further playtesting, of course. Indeed, through the many games I've watched on Crevasse, it frustrated me to see only a few games with flanking on a map that looked prime for it. As a zerg player myself, all the way back from BW, I wanted to punish zerg players who ignored map control. My map has many veins of opportunity for flanking but refusing to spread creep and having vision will hurt you in the long run. Look no further for inspiration than recent DRG or seal games to appreciate the power of an extremely mobile zerg army. As for the third, there's no reason you are forced to expand in that direction. Indeed, in the situation of players spawning next to each other (say the 10 and 2 oclock spawns), the two inbetween bases (player 1's third, player 2's fourth) become the most volatile. That's to say, I haven't seen to many issues with a player making the fourth his third in the games I've played so far. ![]() Thanks again. Yeah, I was thinking the same thing about expanding to the fourth as a third and using the other third as a fourth (from the Zerg perspective). Even if it looks like crevasse, which to me it just doesn't, it feels much different. In the way that you intended it to! I've played a few games on this map now, and I really like the feel of it. This is a very well built, and natural looking map, that plays quite nicely. You'd have a really good shot at taking MotM 8 if you sign up for it. Keep making maps please. | ||
a176
Canada6688 Posts
(from original post) 2 watchtowers (down from 4) / Vision of center area only Modified cliffing by 3rd's mineral, and near the ramp of the nat Modified spawn location Slight main area increase Altered center gap design for increased middle surface area Minor camera boundary change. Pictures: + Show Spoiler + | ||
lefix
Germany1082 Posts
the expansion layout concept is absolutely great it makes me jealous. ![]() but i think this map could still use a little more work. change some proportions here and there and move bases a little to create a better map flow. and of course the aesthetics could be improved alot, imho. by that i don't mean that you need to put thousands of doodads in there. if you want to have a more clean look that is perfectly fine, but you could still use a little more texture variety and at least create some visual highlights here and there. and again, just like in so many maps i see, the map borders look a little bit boring and could use a little more attention imho. hope that helps ![]() | ||
WniO
United States2706 Posts
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sparC
Germany162 Posts
i think it would dictate the game too much. | ||
MCDayC
United Kingdom14464 Posts
EDIT: Get it published on EU! | ||
Loaded Dice
United States11 Posts
Would like to see the pathing around the center expanded and possibly a high ground expansion near the middle. | ||
a176
Canada6688 Posts
- Fixed some mineral positions - Retexture in some areas - Modified XNTs (vision is not sufficient to siege base) - Added rocks to stifle freedom of movement (zerg runby was a tad too abusive in testing) (updated pictures in OP) Primary problem I see is that a terran sieged up on the edges of the middle can deny almost every counter attack path to their base. Map seems really good for T really bad for Z.. The paths in general are very small and the middle can still easily be controlled by tanks. Would like to see the pathing around the center expanded and possibly a high ground expansion near the middle. The paths are much wider than what you may think from the pictures. | ||
IronManSC
United States2119 Posts
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EffectS
Belgium795 Posts
Very crevasse-esque using the rocks to force people to go throught he center at the beginning of the game. | ||
a176
Canada6688 Posts
Slight retexture, other aesthetic changes ![]() ![]() Large Overview Large Angled | ||
iGrok
United States5142 Posts
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a176
Canada6688 Posts
* Map redesigned. Again. ![]() | ||
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The_Templar
your Country52797 Posts
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FlaShFTW
United States10151 Posts
i love the fact that even if you spawn counter-clock to your opponent, you still have a decently easy 3rd base (one going to the center) and then you can take a 4th elsewhere on the map. very neat design. | ||
totalpigeon
United Kingdom162 Posts
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FlopTurnReaver
Switzerland1980 Posts
The high ground path in the middle seems so narrow now. If you really wanna keep it that way I'd probably remove the hole in the middle and make the center low ground a bit smaller, which would also widen those narrow paths a bit. | ||
crbox
Canada1180 Posts
Great job overall | ||
a176
Canada6688 Posts
On October 03 2011 09:26 FlopTurnReaver wrote: I also prefer the version before :/ The high ground path in the middle seems so narrow now. If you really wanna keep it that way I'd probably remove the hole in the middle and make the center low ground a bit smaller, which would also widen those narrow paths a bit. the area hasnt really changed the bases have been pushed outwards to accodomate the little bypass, thats all ![]() ![]() | ||
Antares777
United States1971 Posts
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a176
Canada6688 Posts
On October 03 2011 09:36 crbox wrote: It's kind of a good map, but I don't really like maps with like 4 xel nagas in the middle. They cover way too much space, and also you can see your opponent move out from his natural with the tower, which is silly. Great job overall the xnt's provide vision of only a smart part of these ramps (see pics in OP), so you need to keep a good eye on the minimap to catch them. also, your fault for being a lazy player and not bothering to try to take the XNTs ![]() On October 03 2011 09:43 Antares777 wrote: Either the ramps into the middle need to be enlarged or the circular high ground paths need to be widened. A player has the options to pick one or the other path, but both have chokes. Other than that this is a solid map, besides roational imbalances, of course. yea, i think i made the ramps too small from the previous version, its updated now. but the bypass width will remain small; any larger and it becomes redundant, and players will not bother to use the wider rock'd path to get around. | ||
totalpigeon
United Kingdom162 Posts
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a176
Canada6688 Posts
On October 03 2011 10:02 totalpigeon wrote: Can the XWT be easily cleared from the neighbouring high ground by stalkers/marauders? Hard to tell from the overview, but I think that would effectively address any problems with being scouted when moving out. any ranged unit basically | ||
Callynn
Netherlands917 Posts
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Antares777
United States1971 Posts
On October 03 2011 09:51 a176 wrote: Show nested quote + On October 03 2011 09:43 Antares777 wrote: Either the ramps into the middle need to be enlarged or the circular high ground paths need to be widened. A player has the options to pick one or the other path, but both have chokes. Other than that this is a solid map, besides roational imbalances, of course. yea, i think i made the ramps too small from the previous version, its updated now. but the bypass width will remain small; any larger and it becomes redundant, and players will not bother to use the wider rock'd path to get around. Agreed. ![]() | ||
a176
Canada6688 Posts
* Moved XNTs to small path * Minor retexture OP [cleaned up and] updated | ||
lefix
Germany1082 Posts
![]() it is starting to look really polished now. | ||
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