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LoS_Desolation

Forum Index > SC2 Maps & Custom Games
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WniO
Profile Blog Joined April 2010
United States2706 Posts
Last Edited: 2011-08-08 12:27:38
May 28 2011 03:11 GMT
#1
[image loading]
LoS_Desolation
This map is made by Icetoad and the look is by me.

Overview
+ Show Spoiler +
[image loading]

Main
+ Show Spoiler +
[image loading]

Natural
+ Show Spoiler +
[image loading]

Third/Fourth
+ Show Spoiler +
[image loading]
[image loading]

Middle
+ Show Spoiler +
[image loading]

Entrance into middle and nat
+ Show Spoiler +
[image loading]

Detail Shots
+ Show Spoiler +
[image loading]

Anaylzers
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]


Desolation has gone through a few changes but we feel that its current layout stands pretty well. The center watchtower is pretty crucial since it reveals a large chunk of the middle. Also to note about the middle, there is a ton of space to roam around in which should lead to some great pushes and defense from all of the races.

-----------------------------------------------------------
Updates (As of 6/3
-middle is more open.
-watchtower has 18 radius now
-larger ramp leading into middle
-wider entrance from 3/4
-wider entrance into natural
-added lowered supply depot at each main ramp
-removed the elavating cliffs from the main to the fourth with pathing blockers
-textures once again improved... all across the map as well as doodad details
-----------------------------------------------------------


All suggestions are welcome and you can play this map currently on the NA server. Also any mappers are welcome to join in on our little team LoS ^ we have a few really solid maps now.
adso
Profile Joined March 2011
718 Posts
Last Edited: 2011-05-29 08:47:31
May 28 2011 03:15 GMT
#2
edit: me love WniO

you a nice painter
me always like your pallet
edit:
+ Show Spoiler +
congrats for founding bases of co mapmaking
hope it works out as well as teams can be awe some ;-)
ClysmiC
Profile Blog Joined December 2010
United States2192 Posts
May 28 2011 03:39 GMT
#3
I don't like that you can defend 3 bases by holding a single choke. The backdoor rocks aren't really effective, since they let out right where the choke is anyway :3

I'd like to see backdoor rocks going somewhere more effective, like maybe right into the 3rd.
SmashHammer
Profile Joined January 2011
United States148 Posts
May 28 2011 05:06 GMT
#4
could you post some analyzer pics? I'm not really sure what is pathable in the middle. Regarding everything but the middle, I don't really see why the DRs are necessary. Because the third is vulnerable to attacks from below the cliff and blocked with rocks it seems like a large risk to take. Like said above the path from the fourth empties into where you would be defending anyways. Also opening it up would allow for easier counter attacks when a player moves out with a death ball.
Apart from the DRs I really like everything else. The aesthetics look great and it's definitely not a generic layout yet still seems pretty balanced.
TPW Mapping - theplanetaryworkshop.com
Gfire
Profile Joined March 2011
United States1699 Posts
May 28 2011 05:30 GMT
#5
I kinda like the map. The flow seems like it has potential. It's kinda like Crossfire but hopefully not as imbalanced.

Not entirely sure what's going on in the middle, the water is just confusing in this case.

I think pretty much all the DRs could be removed to open up a little base vulnerability, and to make the third quicker to take. Not too big of a deal except for Zerg, who won't have a bunch of units sitting around to take down the rocks to get a third.

I think it's good for players to choose between two possible thirds, one further away and one vulnerable to attacks from the low ground. Both are hard enough to hold there is no need for rocks.

I like what you did with the doodads on the edges. I find the visuals a little hard on the eyes in the main battlefield, though, but it would probably look fine in game. I like the color choices and the environmental feel you get.
all's fair in love and melodies
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
May 28 2011 05:30 GMT
#6
Rocks blocking the 3rd... >.< me no like
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Icetoad
Profile Joined May 2010
Canada262 Posts
May 28 2011 13:41 GMT
#7
I will send the analyzer to wnio and he will probably be able to upload them soon enough.

Concerning rocks, I will talk more with wnio about the rocks. But I understand your point of view for the DR, don't forget that DR can easily be removed .
Map Maker of Nimbus
dimfish
Profile Blog Joined February 2010
United States663 Posts
May 28 2011 14:55 GMT
#8
On May 28 2011 22:41 Icetoad wrote:
Concerning rocks, I will talk more with wnio about the rocks. But I understand your point of view for the DR, don't forget that DR can easily be removed .

The rocks aren't that big of a deal like you said, but I see a lot of feedback saying players don't like them blocking bases. Personally I'm trying not to use DR that way unless I have to (like a gold base very near a starting location where Terran could fly right over).

I think its just a matter of frustration because the game is already challenging without already having to remember to kill the rocks some time BEFORE you want to expand.
WniO
Profile Blog Joined April 2010
United States2706 Posts
May 28 2011 16:01 GMT
#9
Im going to defend the rocks blocking the third expo. From my view there are plenty of really good maps that also do so, TalDarim, XelNaga etc etc. And it fits the map, if there were none, it would be too easy for a protoss to grab all three bases quickly and defend from that choke.

As for the middle of the map, hopefully the anaylzers helped. If you still cant tell, the two rivers are completely pathable only by the watchtower is there actual cliffs where you cant get through, and the two arches by the beach bases.

@GFire Heres what some areas look like in low settings
+ Show Spoiler +
[image loading]
[image loading]
Gfire
Profile Joined March 2011
United States1699 Posts
May 28 2011 19:29 GMT
#10
I think these bases are harder to defend than the thirds on TDA and XNC. Instead of having rocks, maybe you could remove make it a smaller expo, 6-mineral 1-gas or something.
all's fair in love and melodies
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
May 29 2011 03:07 GMT
#11
Looks like a really good and solid map. Only thing I could critizise would be the very small choke underneath the ramp from the 2/8 o'clock to the 3/9 o'clock base.

Thanks for removing the rocks
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
adso
Profile Joined March 2011
718 Posts
May 29 2011 08:46 GMT
#12
Please Flop stop hating on Dustin
+ Show Spoiler +
Dustin is cute and fuzzy and cute some more with those lol cuddly eyes
he loves nerfing the VR Banshee Thor templar (etc take your pick)
loves bunkers
loves making ramps disapear
loves all rts nerds
willy cute some more with that adolescent hair growing on his C&C chin

how could anyone hate Dustin and his rockhard on for "high level" of rock play?


well

Dim,
i do feel challenging is a huge word (i personally need spell check for that one :-)p )


i feel it is just a matter of "end user result"
DR = 1 feature that galaxy allows for
nothing more nothing less+ Show Spoiler +


if it's well "played", any feature is A oK with me


ps:
flop please dishing out on mr Browder

on topic:
see first post
Icetoad
Profile Joined May 2010
Canada262 Posts
May 30 2011 19:57 GMT
#13
@Flop I had seen that before I publish the map, but none had mention it and I think I will make the choke larger. Thank you for the comment.

I would like to know if there is any other balance change that should be made, except concerning DR.
Other question, do you think this map could be use for a tourney or just used to play fun games?
Map Maker of Nimbus
Gfire
Profile Joined March 2011
United States1699 Posts
May 30 2011 20:41 GMT
#14
I think it has potential. It might be better than some other maps currently used in tournament, but I think playtesting is needed to be sure, and to identify any flaws.

I don't really like all the water and the central structure, I think making it easier to see/understand would help it out.
all's fair in love and melodies
WniO
Profile Blog Joined April 2010
United States2706 Posts
Last Edited: 2011-06-03 07:32:20
May 31 2011 11:01 GMT
#15
See post below
WniO
Profile Blog Joined April 2010
United States2706 Posts
June 03 2011 07:36 GMT
#16
Im really not a fan of bump whoring, but would like to let people know that the map is finished. people can play and post reps. The changes are
-----------------------------------------------------------
Updates (As of 6/3)
-middle is more open.
-watchtower has 18 radius now
-larger ramp leading into middle
-wider entrance from 3/4
-wider entrance into natural
-added lowered supply depot at each main ramp
-removed the elavating cliffs from the main to the fourth with pathing blockers
-textures once again improved... all across the map as well as doodad details
-----------------------------------------------------------

Thread is up to date.
Ragoo
Profile Joined March 2010
Germany2773 Posts
June 03 2011 11:20 GMT
#17
Don't have to say anything about balance but the red sand in contrast to the green trees is brilliant!
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 01 2011 23:19 GMT
#18
If this map gets in motm7 I better be playing in motm7.
Comprehensive strategic intention: DNE
Icetoad
Profile Joined May 2010
Canada262 Posts
July 02 2011 00:29 GMT
#19
It was submitted by wnio for MoTM #7 and our next map LoS_Novaria will be submit by me. So yeah I hope our 2 maps get chosen as finalist.
Map Maker of Nimbus
WniO
Profile Blog Joined April 2010
United States2706 Posts
July 02 2011 00:31 GMT
#20
@EatThePath marathon time yet?
XenoX101
Profile Joined February 2011
Australia729 Posts
Last Edited: 2011-07-02 08:27:35
July 02 2011 08:24 GMT
#21
Good work over, it looks nice and the layout is simple but interesting, a few things I'd change however to bring this from good to great.

Firstly because of how easy the 3rd is to get, it should be obstructed by destructible rocks or be a half-base to make it difficult for a protoss or terran to get a super fast 3rd, zerg can already take their 3rd at the slightly riskier 4th similar to most maps.

And secondly the LoS blocker, I think it would work a lot better if you stretched it out to the two smaller corridors and removed it around the xel naga. This way you are safer from obvious middle-map attacks with the xelnaga, but more susceptible to flanking and harass attacks around the sides.

Other then that I really like this map, I had doubts about the cliff between the 3rd and 5th base but then realised this would make for some very interesting use of muta, medivac, colossus, siege and even reaper harass and harass defense, so good job on that.

Looking forward to trying it out!
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