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[M] (2) Scars of Aiur - Page 3

Forum Index > SC2 Maps & Custom Games
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SidianTheBard
Profile Joined October 2010
United States2475 Posts
Last Edited: 2011-05-20 19:32:41
May 20 2011 19:31 GMT
#41
Could you post an updated overview please, then I'll make some comments! ^_^

(or is that the updated version lol, I see it was edited today but I also see people talking about a lot of changes so, haha)

Thanks!
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.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-05-20 19:36:28
May 20 2011 19:36 GMT
#42
@sidian:

It's updated.

@lefix:

The ramp was taken out because it created a much easier path to reinforce the gold, thus making it safer to take, and giving a crutch to terran mobility. With the ramp removed, there are still 2 possible ways to attack it, and 2 possible ways to escape, both which lead back to your bases one way or another.

The tank range from the high ground gold expansion only reaches the vespene geyser.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
Last Edited: 2011-05-20 20:28:18
May 20 2011 20:23 GMT
#43
I really like those destructible rocks there, Iron. It allows a Zerg to respond to an greedy expander, and yet isn't entirely safe to FE to.

I would suggest measuring the choke on The Shattered Temple and making the natural choke a little closer to that. I think the current choke is even tighter than the one on The Lost Temple, which was adjusted for being problematic.

I like the golds on the highground as it is now. I haven't played it, but "on paper" it looks the best to me.

Can a siege tank hit a CC, Nexus, or Hatch from the high ground at the third?
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
May 20 2011 20:26 GMT
#44
On May 21 2011 05:23 FoxyMayhem wrote:
I really like those destructible rocks there, Iron. It allows a Zerg to respond to an greedy expander, and yet isn't entirely safe to FE to.

I would suggest measuring the choke on The Shattered Temple and making the natural choke a little closer to that. I think the current choke is even tighter than the one on The Lost Temple, which was adjusted for being problematic.

I like the golds on the highground as it is now. I haven't played it, but "on paper" it looks the best to me.

Can a siege tank hit a CC, Nexus, or Hatch from the high ground at the third?


Yes, I like those rocks there too

I have plans to widen the main choke a little more that leads into the natural. I'm also going to trim that little piece of high ground that extends inward toward it to prevent heavy static defenses.

The golds are being re-worked. They will still be there, but the ramps are just changing places to help terran late game mobility more. The bases will still be easy to take, but because it's still far away from most of the bases, it's still risky.

I've done lots of testing on siege, thor, and colossi range. A siege tank can only hit the vespene geyser from the gold high ground. At the 9 and 3 bases (if you notice the high ground there as well, which is pathable), the siege tank can hit some workers, a geyser, and a hatch/nexus/CC, but not a thor. I think it is only fair that terrans can gain a small advantage on such a late-game base.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
May 20 2011 20:29 GMT
#45
I'm talking about the high-ground just to the east of the top 3rd. Is pathing blocked there, then?
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-05-20 20:54:28
May 20 2011 20:37 GMT
#46
It is pathable, but It will probably be taken out or remain there, considering the fact that because i'm repositioning the ramps at the gold, it will require me to position the corner bases a little more toward the natural while rotating the minerals outward from the cliffs, making it harder to siege it.... if that makes sense.

Once this map is entirely finished I am thinking about changing the name... Temple Basin sounded good
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
May 20 2011 23:51 GMT
#47
Okay, 1.2 patch is up and running on battle.net! Here are the 1.2 changes:

1) I revamped the corner bases yet again. This time, I think it will work more efficiently and may help terran late game mobility.


BEFORE:

[image loading]

AFTER:

[image loading]

--The main chokes into the naturals were widened a little.
--The corners of the main bases went too far into the choke, and they've been trimmed off to prevent heavy static defense turtling; overprotecting the natural.
--The gold ramps were re-positioned to be more friendly, but are still at risk.
--The corner bases were, once again, moved a little closer to the natural, and are now much more out of reach of the high ground next to it.
--In the center, the water was increased slightly to close up the extremely large gap of open ground.


2) The center LOS was re-worked again.

BEFORE:

[image loading]

AFTER:

[image loading]

--The chokes between the trees and center was slightly widened to allow for easier passage and concealment from XWT vision. This also reduces the distance to the island base slightly.

3) Foliage, textures, and pathing were fixed.

Special thanks to iGrok for most of the feedback concerning the 1.2 changes.

Search for 'Scars' (version 1.2) on battle.net to test play it. Comments? More feedback? Let me know!
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Trufflez
Profile Blog Joined January 2011
Australia174 Posts
May 21 2011 08:49 GMT
#48
I don't quite get the one geyser at the gold...
The winnings in life go to the people who show up.
lefix
Profile Joined February 2011
Germany1082 Posts
May 21 2011 10:56 GMT
#49
i feel like the gold highground area could be shaped a little more aesthetically pleasing :D
right now you can still see you have been removing ramps there
Map of the Month | The Planetary Workshop | SC2Melee.net
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
May 21 2011 17:06 GMT
#50
@lefix:
that makes no sense

@Trufflez:
I don't get how other map makers do what i did with the gold (and people are okay with it), and then I get criticized for doing it too?
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
May 21 2011 17:28 GMT
#51
Republished to 1.3. Had to do a couple hotfixes to fog and some doodads that were getting in the way. No major changes.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-05-21 19:43:07
May 21 2011 19:41 GMT
#52
Poll added to first post.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Walls
Profile Joined May 2011
United States172 Posts
May 21 2011 20:52 GMT
#53
Beautiful, genius, keep them coming.
SlayerS_Eve's third fan, in the time of hatred... very very proud of that.
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
May 22 2011 05:19 GMT
#54
I really like the update.

Considering the risk, do you think the gold needs rocks blocking it? (I think the platform is plenty ascetically pleasing, but that may just be me.)

One other thing, Iron: you're reply to Trufflez was defensive and didn't explain the reasoning behind a single geyser at all. Beside, I really don't think he was criticising you. All Blizzard maps have 2 gas, so it's a pretty natural question. Are you doing it just because other map makers are? If now, what is the strategy behind it?
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
May 23 2011 06:21 GMT
#55
I have plans to add a second geyser on monday.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
May 23 2011 07:25 GMT
#56
Only on mondays? Would be sick tbh, map changing depending on the day you play on it

Omg, someone make that ^^
KCCO!
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
May 23 2011 16:47 GMT
#57
On May 23 2011 16:25 ihasaKAROT wrote:
Only on mondays? Would be sick tbh, map changing depending on the day you play on it

Omg, someone make that ^^


I have no idea what you mean.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
May 23 2011 17:15 GMT
#58
Its ok, just ignore me, im dutch im generally hard to follow
KCCO!
eXigent.
Profile Blog Joined February 2007
Canada2419 Posts
May 23 2011 22:15 GMT
#59
Cool map and very nice to look at. I enjoyed playing games on it today. Your maps keep getting better and better IronMan~
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-05-24 18:11:47
May 24 2011 18:11 GMT
#60
1.4 is released, and it will probably be the final patch of this map. All screenshots in the OP are updated. I apologize if they don't resize anytime soon.

1.4 Fixes:

1) Concerning the natural bases, some land patches were connecting to the main, allowing reaper harassment to reign. These little patches of land have been removed to prevent reapers from causing too much damage too easily.

2) Concerning the center bases, reapers and colossi were taking advantage of the cliffs. Gaps were filled in around the center bases to reduce the amount of space colossi and reapers can travel up and down the cliffs.

3) The gold base was slightly widened behind the mineral line to allow for a any sort of defense. They also have been given one more geyser and one additional mineral node. The gold bases now have 6 mineral nodes and 2 vespene geysers.

4) Fog, rain, foliage, and pathing has been updated.

5) Aesthetics have been updated in numerous areas around the map.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
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