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[M] (2) Scars of Aiur - Page 4

Forum Index > SC2 Maps & Custom Games
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dimfish
Profile Blog Joined February 2010
United States663 Posts
May 25 2011 00:06 GMT
#61
To IronManSC and the constructive, helpful posters in this thread: I heartily approve!

This is a cool map and this thread is exactly what a good map thread should read like. I guess I just missed it whenever it bubbles up because I just went from start to finish.

Map community <3 <3 <3
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
May 25 2011 00:12 GMT
#62
I love you dimfish aren't you a judge for the map contests?
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
dimfish
Profile Blog Joined February 2010
United States663 Posts
May 25 2011 00:24 GMT
#63
On May 25 2011 09:12 IronManSC wrote:
I love you dimfish aren't you a judge for the map contests?


Oh yeah, I could look at maps all day if it paid the bills. :D
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
May 25 2011 05:20 GMT
#64
Well, you being a map maker and judge yourself, is there anything you think I could work on? I told some people that today was the last publish (1.4) but i'm willing to do yet another if it means a more balanced map will come out of it. Right now it's 1.7 because I had to do some graphics updates that took several publishing attempts.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
May 25 2011 09:08 GMT
#65
Can you give the analyzer another crack? Would really love to see the openness on some areas and expansions in particular.

If you cant get it to work, Im sure theres alot of people here willing to provide the analyzerscreens if you are willing to send over the mapfile.
KCCO!
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
May 25 2011 16:50 GMT
#66
The 'how to' page for the analyzer is confusing to me. I can't figure it out. I've tried on 2 other maps and it's just not clicking for me. If you or another trusted map maker is willing, i will send you the file.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
dimfish
Profile Blog Joined February 2010
United States663 Posts
May 25 2011 17:09 GMT
#67
On May 26 2011 01:50 IronManSC wrote:
The 'how to' page for the analyzer is confusing to me. I can't figure it out. I've tried on 2 other maps and it's just not clicking for me. If you or another trusted map maker is willing, i will send you the file.


This is my fault, I've been working on the next release for the analyzer for what seems like eons. One of the goals with the new release is that it will be configured to work "out of the box" with some simpler instructions. I'll try to make some more time for that... as always... :p

Also, on topic for Scars: I think I like the gold base standardized (until there is a very clear reason why not to do it) and what I want to see now is play data! That's something we don't have the luxury to do en masse for the Map of the Month, for instance. Get good players to play on your map and post the replays! The gold star version of this is if you watch the replays and give a brief summary of what strategies the players used and how it turned out. Even if a player loses or wins you can see whether a strategy seems to be working nicely or abusing the crap out of your map.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
May 25 2011 17:20 GMT
#68
I have over 40+ replays... I'll try and find some good ones lol

Would it be okay if you can PM me your e-mail so I can send you the map file? I'd appreciate if you could analyze it for me.
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: 2011-05-25 18:06:11
May 25 2011 18:04 GMT
#69
Alright, I went through some replays and I grabbed a handful of them. Most of them are diamond and master replays, and a couple of them I end up playing in. Lots of unique play styles in them! Enjoy!

Replays are right under the Introduction.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
dimfish
Profile Blog Joined February 2010
United States663 Posts
May 25 2011 18:32 GMT
#70
On May 26 2011 03:04 IronManSC wrote:
Alright, I went through some replays and I grabbed a handful of them. Most of them are diamond and master replays, and a couple of them I end up playing in. Lots of unique play styles in them! Enjoy!

Replays are right under the Introduction.


Excellent! You can use my public address: dimfish.motm@gmail.com and I'll analyze that pig, no problem.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-05-26 05:30:31
May 26 2011 05:28 GMT
#71
ANALYZER PICS ARE NOW AVAILABLE IN THE OP

I appreciate dimfish for taking the time to do this task for me. Hopefully another version will come out and it'll be easier to understand

Also, I hate the picture/image resizer. It takes forever to do it ;(
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Acritter
Profile Joined August 2010
Syria7637 Posts
May 26 2011 06:35 GMT
#72
This is a very cool map. I just have one issue with it. The area behind the main mineral line is VERY open air, making air harassment incredibly potent. When combined with a fairly long distance between main and nat, it becomes very difficult to hold air harassment and pressure. This might constitute imbalance.
dont let your memes be dreams - konydora, motivational speaker | not actually living in syria
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
May 26 2011 23:56 GMT
#73
I don't think that's a worry with a little simcity. There are a lot of successful pro maps that have a similar amount of space behind.

Just tossing this out there: with the new gold design, it seems to me like the dividing center LOS serve less of a purpose, and the map would benifit from them being removed.

I really like how it's working. Very nice, IronManSC!
SidianTheBard
Profile Joined October 2010
United States2475 Posts
May 27 2011 00:45 GMT
#74
Sorry about this, I ment to post my thoughts for you to think about a couple days ago but things got busy and I ended up forgetting about it til today when I was browsing TL again haha.

Picture 1:
+ Show Spoiler +
[image loading]


I think try putting some LOS blockers on 1 side of the rocks going to the third, not both sides but 1 or the other. If you put the LOS blockers on the side of the natural it makes it a little less safe since you'll have to either scout it constantly or build a building over by it to see if the rocks are getting attacked. If you put the LOS blockers on the other side by the 3rd it means it'll be tougher for the enemy because they'll have to get closer to the rocks to get vision and thus might allow you to see them easily.

High ground that is pathable outside the 3rds I think would be nice. It makes the 3rd closer to the gold a little riskier to take so it might force people to not expand that way. Also it allows some better harass options for terran & protoss but wouldn't be that broken considering by the time you get a 3rd base you should be able to handle it most likely.

The last idea I had was adding a higher ground between the 3&9 o clock bases which would really open up the map a little more. This is something I wasn't so sure about but I kind of dislike that you can't go around the edges of the map and you are pretty much forced thru the middle. I haven't looked at any of the replays yet but if you have a big army pushing thru the middle you most likely won't be able to hide the whole thing around LoS blockers and therefore if you are pushing and the enemy is holding the XWT they will know it's coming.

Picture 2: (more of a random idea to think about)
+ Show Spoiler +
[image loading]


What if, everything in circled in the green was high ground and the gold was on low ground? Suddenly the 3rd is a little easier to hold because it's up on the high ground, but then the gold is a little less safe due to the fact that it's on low ground. This is just something that popped into my head when I was thinking about it, not too sure how it'd play out like this though.

Anyway that's all I could think of for now. If I think of any other ideas I'll let you know.
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: 2011-05-27 05:14:05
May 27 2011 05:06 GMT
#75
O.O why didn't i see that before...

eh.. idk, it'll take a lot of work

Although, it would be nice to have some high-ground bases... since everything is on low ground. Might make things interesting but i'm not 100% sure. I'd like more opinions on it first.

But, for balance's sake, and for the sake of having a safe 3rd (mentioned by several people and testers), i'll copy the map and put two and two together and see what people like more.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
SidianTheBard
Profile Joined October 2010
United States2475 Posts
May 27 2011 05:15 GMT
#76
haha, again it's your map and I'm just throwing out random ideas just so you think of all possibilities.

Worst case, you could quickly just change it without worrying about textures/doodads and just see how it looks/plays out against an AI or another player. For all I know having a giant loop of highground along the outside of the map could play out poorly due to tanks and collosus.
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
May 27 2011 05:53 GMT
#77
Well with proper proportions I can prevent base-sniping from the high ground ramps (except for the gold unfortunately), and with LOS doodads it can prevent instant exposure to siege units. I'm working on it right now. To be honest, it actually looks quite nice. Will post update tomorrow so people can compare the two.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
May 27 2011 22:42 GMT
#78
Before I post the new versions, can I have permission to re-post the thread to show the different versions and have a new poll?
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
dezi
Profile Blog Joined April 2010
Germany1536 Posts
May 27 2011 22:44 GMT
#79
You can create a new pool in the OP anytime :p
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
dimfish
Profile Blog Joined February 2010
United States663 Posts
May 27 2011 23:28 GMT
#80
I'd prefer you keep it all in this thread so you'll have the whole record of your versions and the community responses together. Seems like on TL "when in doubt, don't make a new thread" fits the guidelines.
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