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[M] (2) Scars of Aiur - Page 2

Forum Index > SC2 Maps & Custom Games
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Gfire
Profile Joined March 2011
United States1699 Posts
May 18 2011 23:58 GMT
#21
Hmmm... I still say you should move the more central third towards the natural somewhat (pushing the main back to make room, altering natural mineral placement to have good ramp-nat relationship and having the ramp move a bit,) and bridge it to the 3'/9' with rocks. And I think the 3'/9' should be on the high ground.
all's fair in love and melodies
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
May 19 2011 00:01 GMT
#22
I really am not too bright on the idea of having a back-door into the 3/9 o'clock bases from the main. That spells disaster. If I did that, I would have to replace the LOS in those bases with destructible rocks to fortify it.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Gfire
Profile Joined March 2011
United States1699 Posts
May 19 2011 00:11 GMT
#23
I don't mean connect it to the main, I mean to the third in front of the main. Sorry for the confusion.
all's fair in love and melodies
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
May 19 2011 00:24 GMT
#24
Ah. It is a possibility. I'm trying to do more tests to verify that the majority if players find that worthy.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
astroorion
Profile Blog Joined September 2010
United States1022 Posts
May 19 2011 01:28 GMT
#25
Looks very nice, and could work great in a tournament. Why don't I give you a PM and we can talk about it, I'm a CraftCup Admin and I think we would love to have more user created maps
MLG Admin | Astro.631 NA
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
May 19 2011 05:19 GMT
#26
I replied, and it's surely a blessing astroorion!
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
May 19 2011 05:32 GMT
#27
One of the changes I am working on right now is reducing the size of the back-door to the natural. This isn't official, but it is an idea worth mentioning to the community.

[image loading]

It can be walled off with 1 rax, with destructible rocks as the other half of the wall, but can be destroyed by whoever to create a more open path.

What do you guys think?
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2011-05-19 07:17:49
May 19 2011 07:15 GMT
#28
On May 19 2011 14:32 IronManSC wrote:
One of the changes I am working on right now is reducing the size of the back-door to the natural. This isn't official, but it is an idea worth mentioning to the community.

[image loading]

It can be walled off with 1 rax, with destructible rocks as the other half of the wall, but can be destroyed by whoever to create a more open path.

What do you guys think?




I would consider swapping the place of the opening (where the barracks now is) and the rocks. Therefore stationary defenses in the corner between the 2entrences don't protect the rocks.
and maybe put them a little bit more towards the gold base, for the same reason.

at the moment it just feels like you can't use the backdoor at all if you have a low range army (zerg, zealot heavy Protoss) if a siegetank is somewhere behind it.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
May 19 2011 16:46 GMT
#29
It's a good analysis. Before, the back-door choke was as large as the main entrance is, but I've had terrans complain to me that it's not even worth fast expanding because they have to build one too many bunkers.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Gfire
Profile Joined March 2011
United States1699 Posts
May 19 2011 16:54 GMT
#30
It would be fine if the ramp was closer to the CC. You should put the gas by the main with the minerals in the back more like on Shattered. Then Terran can wall off to their CC just like on XNC.
all's fair in love and melodies
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
May 19 2011 16:55 GMT
#31
On May 20 2011 01:54 Gfire wrote:
It would be fine if the ramp was closer to the CC. You should put the gas by the main with the minerals in the back more like on Shattered. Then Terran can wall off to their CC just like on XNC.


??
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Gfire
Profile Joined March 2011
United States1699 Posts
May 19 2011 17:00 GMT
#32
Um... I agree that the side entrance should be smaller than the frontal choke. But the rocks might not be necessary if you adjust the natural so players can properly wall. The spot for the CC at the nat should be closer to the ramp.
all's fair in love and melodies
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-05-19 21:33:04
May 19 2011 21:26 GMT
#33
1.1 is now available on battle.net! Just search for Scars, Version 1.1

1.1 Changes:


1) I revamped the bottom left and top right bases, as well as the back-door to the naturals. This is the new layout in 1.1:

[image loading]

-- The 3rd (or 4th) is slightly closer to the natural.
-- The backdoor to the natural is blocked by rocks, allowing for multiple attack paths as well as an easier and safer path to the 3rd (or 4th).
-- The gold ramp facing the 2 bases was taken out. This caused the gold base to be too safe and too easy to reinforce. Either way, if the gold is attacked, there is a possible escape route leading back to your bases.

2) LOS was added to the left and right of the center area to protect the center bases more:

1.1 Center:
[image loading]

--The LOS is just out of reach of the XWT vision, like so:
[image loading]
[image loading]

Other fixes:

• Pathing re-done to allow for drops to be made on the cliffs by the 9/3 o'clock bases, as well as the 7/2 o'clock bases.

• Lighting has been worked, and the map is now brighter when playing.

• Other lighting features were added to enhance visual effects.

• Foliage re-done

• Several more doodads were added

• Textures were polished in various places


Any other comments or feedback? Please let me know here or add me on SC2! IronMan.714
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
goal 888
Profile Joined April 2011
167 Posts
May 20 2011 00:14 GMT
#34
Only thing to make it a better map would be to put the gold on the low ground vs the high ground

Other than that I think its a pretty solid map
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
May 20 2011 00:18 GMT
#35
It's still in debate about putting the golds in the center or leaving them where they are.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Gfire
Profile Joined March 2011
United States1699 Posts
May 20 2011 00:28 GMT
#36
The gold only has 5 patches and one geyser, I think it's fine on the high ground.

I still don't understand the addition of the curtain... Doesn't this decrease the amount of safe movement outside of the Watchtower vision and thus make center control even more over-important? What was the concept being adding that?

With the removal of over half of the openness of the natural, perhaps you should widen the front choke leading into it.
all's fair in love and melodies
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
May 20 2011 05:42 GMT
#37
The curtain is fine. I will leave that up to the testers.

I will think about widening the front choke, but not 100% positive.

I am also thinking about adding either a path blocked by rocks going between the trees (connecting the middle to the island) as a possible escape route, or adding some high ground connecting it near the corner base. I'm not sure what to do.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Gfire
Profile Joined March 2011
United States1699 Posts
May 20 2011 07:18 GMT
#38
Sorry, I meant "What is the concept behind adding that?"
all's fair in love and melodies
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
May 20 2011 16:41 GMT
#39
Because fenx suggested it. I can see the map with or without it, but i'm leaving it up to the testers. No complaints yet.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
lefix
Profile Joined February 2011
Germany1082 Posts
May 20 2011 19:11 GMT
#40
what was your reason for removing the ramp to the gold?
and whats the tank range from up there now towards the third?
Map of the Month | The Planetary Workshop | SC2Melee.net
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