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[M] (2) Monsoon Valley

Forum Index > SC2 Maps & Custom Games
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1 2 Next All
NullCurrent
Profile Joined November 2010
Sweden245 Posts
Last Edited: 2011-07-03 19:43:54
June 08 2011 16:27 GMT
#1
[image loading]

Version: 1.1
Uploaded on: EU (1.1) and US (1.0)

+ Show Spoiler [Change Log] +

  • Changed how the LoS blockers look completely
  • Reworked some textures
  • Moved some of iGrok's lights as they were too strong to match their surroundings
  • Added TPW tag



After winning MotM #2 with Marshlands I started experimenting with 3 player maps. All of them were failures, according to me and in addition to this I had to deal with IRL things which didn't leave me with much time for mapping. So after some time I decided to start on a 2 player map.

I have only made one 2 spawn map, and that one was a failure as it was too small and lacked expansions, even smaller than this one. So I started with a general idea after looking at other 2 spawn maps. What made me start was an idea I got after watching a few games on crossfire SE, the thought was that you should be able to choose between two expansions after you have taken your natural, one farther away from the enemy but also far from where you want your own army, and one closer to the action. After some time I also reasoned that i wanted a large open area with LoS blockers, because LoS blockers like on Steppes of War are quite interesting.

This made me make a map which is smaller than Xel'Naga Caverns, smaller than Steppes of War, without any Xel'Naga Watchtowers and with two main paths to the enemy which forces you to fight a war on two fronts unless you're happy with 3 bases at most.

Overview
[image loading]
Game-view

Stats:
Name: Monsoon Valley
Author: NullCurrent (and iGrok made the lighting, big thanks)
Type: Melee
Spawns: 2
Size: 108x124 (playable)
Watchtowers: None
Bases: 12 (6 x 8 mineral 2 gas, 4 x 7 mineral 2 gas, 2 x 6 gold 2 gas)
Rocks: 2, partially blocking
Creep tumors to reach natural: 1
Trees Used: 1216
Lights Used: 204

Map Analyzer
+ Show Spoiler [Map Analyzer] +
[image loading]


Rush Distances:
Nat -> Nat: 116.5 AU (approx 40 seconds for a probe ramp to ramp)
Main -> Main: 151.9

Tileset:

At first I started with a joke tileset, one I made myself with all those textures people in the MotM thread on skype thought were horrible. It was meant to be a challenge, but then I realized that some of them really didn't fit at all which resulted in me swapping a few of them out for more fitting stuff. But it is still a really chaotic list of textures which I used:
  • Agria Foliage
  • Aiur Creep Holes
  • Avernus Rock
  • Agria Grass Yellow
  • Mar Sara Panels
  • Haven Grass
  • Haven Dirt
  • Char Dirt Cracked

List of people who helped me with this map:
  • iGrok, a huuuge thanks to his phenomenal lighting of the map
  • Samro255am, feedback and playtesting
  • Vectoor, playtesting
  • Lalush, feedback
  • Mereel, feedback
  • Lefix, feedback
  • IronManSC, feedback

More images:

+ Show Spoiler [Creeped forest] +
[image loading]

+ Show Spoiler [Abandoned Military Base] +
[image loading]

+ Show Spoiler [Texturing on northern main] +
[image loading]

+ Show Spoiler [Texturing on northern natural] +
[image loading]

+ Show Spoiler [Beauty Shot of the canyon in the middle] +
[image loading]

+ Show Spoiler [Forge Wall-in] +
[image loading]

+ Show Spoiler [Southern decorations and reaper path] +
[image loading]The path in the bottom can be used by collosi, reapers and blink stalkers easily, and can also be used to harass the natural with tank-drops. But it is on a lower cliff-level, so you must keep your medivacs alive, or you are trapped without possibility to retaliate.

+ Show Spoiler [Northern chasm decorations] +
[image loading]

+ Show Spoiler [Rocks Close up] +
One 3x3 and one 2x2 building needed to wall of with rocks:[image loading]

+ Show Spoiler [New LoS blockers] +
[image loading]

+ Show Spoiler [Tank Drops] +
[image loading]
As you can see, it is impossible to hit the natural mineral line (right) from the far third (left) without dropping the tank on the lowground ledge between them:
[image loading]
For those thinking these shots look odd: I have turned off lighting to make it easier to see, and also the editor draws the whole ground mesh even through cliffs when not in game-view mode.
The Planetary Workshop - TPW - Mapmaking Team
WniO
Profile Blog Joined April 2010
United States2706 Posts
June 08 2011 16:36 GMT
#2
The bar has been raised.
dimfish
Profile Blog Joined February 2010
United States663 Posts
June 08 2011 16:43 GMT
#3
I like that after the natural the bases come in sets of two that when you take one, you are encouraged to take the other. It lets you fit a lot of bases into a tight map. Cool!
Samcai
Profile Joined March 2011
Belgium58 Posts
June 08 2011 16:45 GMT
#4
Beautiful !
dezi
Profile Blog Joined April 2010
Germany1536 Posts
June 08 2011 17:08 GMT
#5
Sweet one - how much of this design areas one can see ingame (top left and right)?
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
ObserverSix2One
Profile Joined February 2011
Israel115 Posts
June 08 2011 17:23 GMT
#6
I think the map is interesting, it kinda forces you to make a mobile army [expansions are pretty far and there are 2 large ramp entrances which are pretty far from each other] so Protoss Deathball might be less popular on this map, which I think is good, it's about time they'll try something other than a bloody deathball.
Just a guess though, never played so I couldn't know for sure. ><
I'm not a Vampire.
Aerysta
Profile Blog Joined March 2011
United Kingdom49 Posts
June 08 2011 17:26 GMT
#7
I really like the texturing and the "feature" areas. I want to try to emulate this stuff but aways struggle to make non "moat" maps.

Really nice!
Liquid`Bumblebee hwaiting!
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
June 08 2011 18:54 GMT
#8
On June 09 2011 01:36 WniO wrote:
The bar has been raised.

Comprehensive strategic intention: DNE
Gfire
Profile Joined March 2011
United States1699 Posts
June 08 2011 21:15 GMT
#9
Wow, this is quite nice. I'm amazed at how cool it looks at such a small size.

I really like the curtain that isn't without a watchtower's range, like on steppes. That's really cool. I feel like curtain has potential to be a lot cooler, but usually people use it to make watchtowers more important.

I quite like this map. The aesthetics are great, it has some great innovative features that don't disrupt the standards too much. At first glance it's pretty good.
all's fair in love and melodies
FlaShFTW
Profile Blog Joined February 2010
United States10546 Posts
June 08 2011 21:18 GMT
#10
map is amazing.

possible want to add one rock to the ramp at the base labeled third on the analyzer? just to see how it would work.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
NullCurrent
Profile Joined November 2010
Sweden245 Posts
June 08 2011 21:36 GMT
#11
The map is now uploaded to US thanks to SidianTheBard!

Thanks for all the nice words so far!
(Keep 'em coming ^^)

To answer your question dezi, yes you can see EVERYTHING, except the upper part of the base (that is, the parts in the top of the base photo).

@FlaShFTW: Sure it is possible to add them, but the question is if I want to do that
I'm not so sure it really is needed, because usually when you have a third the rocks doesn't do much, and you're able to wall yourself if you want something there (plus you have another large ramp where your enemy can flank). If someone can convince me to add them though, I'll add them. But for now we have to see how this plays (I don't want the Dustin Browder award from the next MotM or so )
The Planetary Workshop - TPW - Mapmaking Team
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
June 08 2011 22:00 GMT
#12
I really like how you've fit a neat expansion layout in such a small space without annihilating the rush distance to unplayable levels. Nice job.

The overall aesthetic concept is pretty solid as well, however I feel like you could improve on the way a lot of it meshed together by tweaking the colors on a few of the doodads (for example, the LOS blockers are a bit too bright of a green to really fit into their surroundings, and the omni lights look like they should be just a tad darker or changed in one direction to really fit in.)

As for balance, my only real concern here is the rush distance and overall flow of the map. As long as it doesn't lead to consistent 1-2base all-ins, you've got a reasonable map here. Testing will tell~
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Meltage
Profile Joined October 2010
Germany613 Posts
June 08 2011 22:08 GMT
#13
I dont have time to comment or even beginning to grasp the layout yet

I like that you'd chosen and mastered a 'realistic' setting, from bushes on metall ground to a military base.

I'm glad for you that iGrok did your lighting and I'm sorry I had him waste time on may map first

I like the reaper path - a new way to make nat more harrassable.
http://mentalbalans.se/aggedesign
NullCurrent
Profile Joined November 2010
Sweden245 Posts
June 08 2011 22:09 GMT
#14
For the omni-lights, blame iGrok This map was a part of his lighting tutorial he made yesterday, he wanted to light it and I have to say, he did a lot better job at it than I can do.

But I will go over all the different colours of the doodads once I have the time to do so.

For the rush distance, it is less than one supply depot from Xel'Naga Caverns in length, and the natural is safer, so I don't think I have to worry so much about that. Also, if you all in, you open yourself to a base-trade because of the layout.
The Planetary Workshop - TPW - Mapmaking Team
NullCurrent
Profile Joined November 2010
Sweden245 Posts
June 09 2011 09:10 GMT
#15
For those wanting to see when iGrok adds all these pretty shiny lights, take a look at the vod on his stream:

http://www.justin.tv/tligrok/b/287574933
At around 1h 41 minutes in he starts with Monsoon Valley, and it continues in part 2 (link on the right)
The Planetary Workshop - TPW - Mapmaking Team
Antares777
Profile Joined June 2010
United States1971 Posts
June 09 2011 10:57 GMT
#16
I like the layout, you did a nice job of incorporating a lot of expansions in a small space. I'm loving the aesthetics on this map, it's something unique, I don't think I've seen a map that looks quite like this one. I like the green and metal texture mixture in the mains, it looks cool!

The expansion layout allows for expanding toward your enemy and away from him, which is always a good feature and sometimes even helps balance maps. The two attack paths will give players the option to flank and counter attack. Games on this will be a lot of fun!

CrushingShadows
Profile Blog Joined November 2010
Canada39 Posts
June 09 2011 14:27 GMT
#17
WOW, this look great! I especially apreciate the overall openess of this map, while still keeping the rush distance longer. The textures especially look fantastic and there are no freaking rocks completely blocking paths! I'm definitely looking forward to seeing something similar (or maybe even this exact map :D) in the pool
zerg fanboy to the core Dark | soO | Hydra
Larsin
Profile Joined April 2011
Netherlands162 Posts
June 09 2011 15:01 GMT
#18
Really like the map. Good job. i just dont think the base u labeled 3rd will be the 3rd.
Maybe vs zerg. but siege tanks/colussus will harass that base way to hard.
Mammel
Profile Joined November 2010
Finland189 Posts
June 09 2011 15:44 GMT
#19
"3rd" is pretty vulnerable and will probably never be taken. Meaby switching 3rd and gold around or something? Though gold isn't exactly the safes expo either. Choosing between risky gold and more safer blue as 3rd makes more interesting gameplay however.
And can tanks hit any of mineral patches at natural? Looks that it's pretty close.
NullCurrent
Profile Joined November 2010
Sweden245 Posts
June 09 2011 18:57 GMT
#20
The label "Third" is applied by the Map Analyzer, which uses the distance and openness to calculate what is easier to hold, and that does not always reflect what you would choose. The point here is that you have a choice between the bottom right expansion (which is farther away and also has a large open area on the path to it) and the center oriented expansion (which is closer to your enemy and is easier to harass).

The thing is, if you try to siege tank harass the center "third", your tanks will be out of position to do anything if your opponent decides to attack. Also, you have to move some parts of your army to protect the tanks, and then you will be weaker where you need them, that is, close to the two open areas on your side.

And I've specifically made the chasm between the natural and the far 3rd so you can't hit the mineral line, but turrets and buildings behind it towards the far third are fair game.
The Planetary Workshop - TPW - Mapmaking Team
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