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[M] (2) Forgotten Colony 1.0

Forum Index > SC2 Maps & Custom Games
Post a Reply
Melty Butter
Profile Joined March 2011
Ireland52 Posts
Last Edited: 2011-08-04 20:57:36
May 19 2011 12:01 GMT
#1
[image loading]

Forgotten Colony 1.1

Map is live on EU server.

My first Starcraft II map, first Team Liquid forum post, and, to complete this trinity of firsts, my first time saying "creamy ass-nuggets". Now that you've met the (rather) amiable me, time to meet the despairing lost souls of a nameless colony in the Koprulu sector...

Players: 2 (1v1)
Playable Size: 149x142
Money: 8 resource nodes have 8 mins, 2 gas. 2 nodes have 8 high yield minerals and 2 high yield gas.

Large 2 player map with 10 bases. Terrain is a combination of very narrow ridges and very open areas. Multiple attack routes to opponent's natural, with one walled off with destructible rocks. Basic idea is for a map the size of Xel'naga Caverns in terms of expansions, but with a slightly longer rush distance to allow for safer macro games.

Top-Down View
[image loading]

Oblique View
[image loading]

Features
+ Show Spoiler +
Small high ground area splits up two large low areas each holding a high yield expansion. Two watchtowers cover 4 of the five routes between bases. LOS blockers provide area for proxies and siege tanks.
[image loading]

Close natural is easy to wall off on one side
[image loading]

High ground 4th/5th - far away from both mains. Like last expansions on Xel'naga, they can be taken by either player.
[image loading]



Analyser
+ Show Spoiler +
Rush distance of 162 - 40 seconds from main to main, compared to 35 for Xel'naga
[image loading]

[image loading]



Changelog:
19/05/2011 - 1.0 released
21/05/2011 - 1.1 released: Turned ramp towards natural; Enlarged central high ground area; Turned central expansions into high yield expos; moved corner expansions closer to to the centre of the map; Removed destructible rocks on high ground; Added LOS blockers in corners

Any suggestions are hugely appreciated ^^ :DDDDDDDD SO HAPPY
Ass
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
May 19 2011 13:31 GMT
#2
Thats way too big of a standard detour to someones base. Basicly you have to decide when ur leaving ur natural what side you will attack him from. If you are out of position, you are screeewed

You gotta do something about that, break the middle open
KCCO!
Acritter
Profile Joined August 2010
Syria7637 Posts
May 19 2011 14:57 GMT
#3
This is pretty cool, but I don't like the placement of the ramp to the nat. It looks like pressure would be unbelievably hard to hold for a fast expanding Zerg.
dont let your memes be dreams - konydora, motivational speaker | not actually living in syria
Melty Butter
Profile Joined March 2011
Ireland52 Posts
May 19 2011 18:19 GMT
#4
Okay those problems should be pretty handily solved. Any other suggestions before I start editing? What do you guys think of the 11 and 4 o'clock expansions? Are there any other obvious imbalances that I missed? Thanks in advance <3
Ass
ieatkids5
Profile Blog Joined September 2004
United States4628 Posts
Last Edited: 2011-05-19 18:51:32
May 19 2011 18:50 GMT
#5
It seems like expanding counter-clockwise is almost always the smartest choice. Maybe make the minerals in the center of the map gold to give some more incentive to expand there instead? Just to make the games more dynamic, instead of players expanding counter-clockwise every single time.
Melty Butter
Profile Joined March 2011
Ireland52 Posts
May 21 2011 23:01 GMT
#6
Update bump. Implemented the changes you gaiz suggested, as well as a few of my own. Just sorta fixed the position of the corner expos for a wider walk-around. Also made the centre high ground bigger, because the two plains were too big. Now live on EU, I implore you to try it out. <3
Ass
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