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Active: 1133 users

[M] (2) Ignition Point

Forum Index > SC2 Maps & Custom Games
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SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2011-07-01 21:47:25
June 10 2011 04:39 GMT
#1
[image loading]

Ignition Point is a 2-spawn rotational symmetry map. I've been working on this map for the past couple days and feel it is ready to get some feedback from you amazing TL folk.

Specs:
Availability: US
Map Size: 120x139
Expansions: 10 Blue, 2 Gold
XWT: One, directly in the middle.
Tileset: Tarsonis Cracks/Dirt/Concrete, Char Rocks, Auir Grass, Mar Sara Rocky/Dirt/Dirt Cracked

Ignition Point
[image loading]

Main/Natural:
+ Show Spoiler +
[image loading]


Aesthetics:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]



Any other feedback would be appreciated.

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.
WniO
Profile Blog Joined April 2010
United States2706 Posts
June 10 2011 05:45 GMT
#2
very polished map. i like the duel entrance to the nat. the map might be too plain but then again it might produce really good games ... have you had any people play on it?
SidianTheBard
Profile Joined October 2010
United States2474 Posts
June 10 2011 06:25 GMT
#3
Thanks, I've had a couple friends play on it, I'm on my laptop at the moment so I can't get the replays tonight. I'll post some replays on the map tomorrow when I can.

I decided to keep the map itself pretty plain just to not clutter up the playing field. I put tons of doodads around the outside of the map and in some of the holes and on some of the cliffs thru out the map but I wanted to keep it nice and clean where your army will be running around.
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: 2011-06-10 06:27:01
June 10 2011 06:26 GMT
#4
I like this map, it looks amazing, but part of me feels that some of these ramps need to be widened more.... not sure which ones though.

On a more critical note, some of the blue bases need to be on lower ground... they're all on higher ground which isn't good.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
June 10 2011 06:34 GMT
#5
The green feels out of place. Its very lava-y and dark / dead , but then theres green stuff

Must.... not ... put.... belshir...in map.... aaaaa
KCCO!
Larsin
Profile Joined April 2011
Netherlands162 Posts
June 10 2011 08:13 GMT
#6
I dont like how every expansion(except gold) is on the high ground. lot of ramps to abuse.
Really like the rest of it, nice mix between open spaces and chokes.
edit: if a terran spreads out of a bunch of siege tanks at the xwt, Is there any way to pass?
Phaint
Profile Joined May 2010
Canada211 Posts
June 10 2011 08:18 GMT
#7
Too many ramps = forcefield WIN on 3 base on this map.
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
Last Edited: 2011-06-10 08:43:10
June 10 2011 08:42 GMT
#8
*yawn*

[aggro]
I wish people wouldnt base an entire map critique on the possibility of forcefields, or tanks for that matter ...

yes forcefields and tanks exist
yes people will abuse forcefields and tanks on every map at some point

But that does not mean that 1 siegespot or a few ramps make a bad map. If taldarim altar would be posted here, would you also say the nat is siegable from the lowground? Probably not, same for shakuras (single wide ramp to nat & lowground siege), scrapstation (airadvantage due close spawns). I can name every map and tell something that imba one way or another. Does NOT mean they are bad maps.

People, look further please. Theres alot to maps. Theres structure, looks, flow of the game, strategic points, expansionpaths you take, airpositions, visionblockers and so on.
As much as I like the 'pro gamers' opinion on maps, they never seem to get past forcefields and tanks...

This map has great structure and looks, the expansions are very very well thought out and theres enough room to manouver and flank all paths and bases. Its just a very good map overall.

[/aggro]
KCCO!
Ragoo
Profile Joined March 2010
Germany2773 Posts
June 10 2011 09:57 GMT
#9
On June 10 2011 15:34 ihasaKAROT wrote:
The green feels out of place. Its very lava-y and dark / dead , but then theres green stuff

Must.... not ... put.... belshir...in map.... aaaaa


The green is ingenious, as is the whole stoned part. I'm glad this contrast is in the map, would be way to bland and cliché dark lava map without it.

Since volcanic ash is also very nice for plants to grow on it kinda does make sense to have green plants on natural lavamaps.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
June 10 2011 10:09 GMT
#10
Then again, fire is usually not advised to use for growing plants

I dunno, it just looks out of place, could be the borders they are in, they look to city-ish
KCCO!
OneNutTony
Profile Joined March 2011
Germany12 Posts
June 10 2011 12:15 GMT
#11
i would consider making that backdoor your concerned about a ramp leading upward into your base, so you will have A easier defense posture and B another base on even ground with the gold or watchtower layer.
Also you might consider changing those "plantwalls" at the golds to LoS to create a little bit more moveability around the XWT covered centre area.
Other than that i like the texturing and eventhough green plants might not be the best fitting in a lava-ish map the kind of colour it adds to the whole flaming area all over around makes it a lot more interesting then all those boredom 1colour pattern maps that tend to pop up once in a while.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 10 2011 17:04 GMT
#12
Two of us mentioned all the expansions (except golds) being on high ground and that it wasn't a good idea. Are you considering lowering some of them?
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2011-06-10 19:44:11
June 10 2011 18:40 GMT
#13
@ ihasaKarto: <3 I wanted to put some different color variation in the map because otherwise it did feel a little bland and I thought why not add some alive and dead trees and a little bit of grassy area. Maybe I'll put something else in the place of the squares so they don't look so "city-ish"

@Phaint: It might change if I switch some bases around, we'll see. Although most of these areas take 3 or 4 forcefields to totally choke off an area, but then again most ladder maps are the same way unless you are going thru the middle.

@Ragoo: Glad you agree! :D

@OneNutTony: I've experimented with making the third on the low ground but the way I did it I didn't enjoy how it turned out. I'll possibly keep working on it and see what I can do with it though.

@IronManSC: I'll probably take a look at some of the expansions and see about putting 1 or 2 of them on the same level as the gold. Either the 2 and 8 oclock bases and maybe I'll see about the one by the destructible rocks.

I think many people think the map is full of chokes but you need to realize is that there are TONS of flanking oppurtunties on this map. So the chokes help terran and toss a lot but with all the movement around the entire map zerg can really do a number on their enemy. Plus if T and P are pushing along the sides of the map to stay where it is all choked up, zerg would easily be able to run around a set of lings or mutas to counter attack the main since the T/P army would be so far away.

Thanks for all the feedback so far and I'll mess around with a couple things, mainly seeing if I can move an expansion or two down to the low ground.

Just thought I'd draw up some pictures to show that even though there are a lot of chokes around the sides of the map, zerg has plenty of options:

+ Show Spoiler +
[image loading]
[image loading]
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.
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2011-06-10 20:37:26
June 10 2011 20:37 GMT
#14
Put one of the 3rds (assuming you expand away from your opponent) on low ground. This makes the chokes a little bigger as well.

[image loading]

I could put the 2 & 8 o clock bases on the ground level as well but I think I'll keep it how it is because then you will have vision over the LoS blockers, plus those bases will be tougher to take as is so it'll allow for easier "sneaky" expansions.

OP has been updated with Overviews reflecting this change.
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
June 11 2011 19:49 GMT
#15
This is much nicer looking. However, I am wondering about the golds now and whether or not you should put rocks there, or block them off at the choke. The golds seem really easy to take.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
June 11 2011 21:34 GMT
#16
This map looks baller
MrDonkeyBong
Profile Blog Joined April 2011
Canada103 Posts
June 12 2011 00:17 GMT
#17
Looks really pretty actually lol, I love the colours and the props. It's also a quite good size, maybe a little small but there are too many large maps these days anyway, so good job!
"If you wish to make an apple pie from scratch, you must first invent the universe." -- Carl Sagan
FlaShFTW
Profile Blog Joined February 2010
United States10253 Posts
June 12 2011 02:01 GMT
#18
ghost says: its gettin too hot...

very nice map
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
monitor
Profile Blog Joined June 2010
United States2408 Posts
June 12 2011 04:32 GMT
#19
I definitely like the 3rd on lowground more than highground, nice change. It makes it flow nicer, and it makes a cool visual design!

The backdoor could prove to be too much of an easy option for aggression, since it doesn't have a highground advantage. That'll have to be tested though, not much point in theorycrafting.

Overall looks really solid, way better than when you first showed me :p
https://liquipedia.net/starcraft2/Monitor
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2011-06-13 21:22:14
June 13 2011 21:13 GMT
#20
Could use some feedback on this latest change. I'm testing around with making both 3rd options on low ground. What do you guys think of this change, better, worse, indifferent?

Before:
+ Show Spoiler +
[image loading]


After:
+ Show Spoiler +
[image loading]


Angled Overview:
+ Show Spoiler +
[image loading]


I think I'm liking it on low ground. Doing this makes the natural a little more open and makes it feel a little more safe. With the base on low ground it also makes that 3rd a little more open and a little less safe. To compensate for this I added LoS blockers by the ramp to give some more protection to that base. Since you'll have the high ground you'll be able to see over the LoS blockers and should be able to prepare yourself better if they decide to attack from that side hallway.

Terran is not able to hit anything with siege tanks from behind those rocks. My concern about it still is that with that 3rd on low ground the choke is much smaller if the Terran/Toss decides to attack the zerg through that path it still might be super hard to defend.

Thanks for all the feedback so far and please let me know what you think.
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.
monitor
Profile Blog Joined June 2010
United States2408 Posts
June 13 2011 22:22 GMT
#21
On June 14 2011 06:13 SidianTheBard wrote:
Could use some feedback on this latest change. I'm testing around with making both 3rd options on low ground. What do you guys think of this change, better, worse, indifferent?

Before:
+ Show Spoiler +
[image loading]


After:
+ Show Spoiler +
[image loading]


Angled Overview:
+ Show Spoiler +
[image loading]


I think I'm liking it on low ground. Doing this makes the natural a little more open and makes it feel a little more safe. With the base on low ground it also makes that 3rd a little more open and a little less safe. To compensate for this I added LoS blockers by the ramp to give some more protection to that base. Since you'll have the high ground you'll be able to see over the LoS blockers and should be able to prepare yourself better if they decide to attack from that side hallway.

Terran is not able to hit anything with siege tanks from behind those rocks. My concern about it still is that with that 3rd on low ground the choke is much smaller if the Terran/Toss decides to attack the zerg through that path it still might be super hard to defend.

Thanks for all the feedback so far and please let me know what you think.


I think its better on lowground. Unfortunately, the map I'm currently working on has the same natural set-up, so it'll look like I'm copying Haha oh well, balance is more important.
https://liquipedia.net/starcraft2/Monitor
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2011-06-13 23:21:10
June 13 2011 23:20 GMT
#22
On June 14 2011 07:22 monitor wrote:
Show nested quote +
On June 14 2011 06:13 SidianTheBard wrote:
Could use some feedback on this latest change. I'm testing around with making both 3rd options on low ground. What do you guys think of this change, better, worse, indifferent?

Before:
+ Show Spoiler +
[image loading]


After:
+ Show Spoiler +
[image loading]


Angled Overview:
+ Show Spoiler +
[image loading]


I think I'm liking it on low ground. Doing this makes the natural a little more open and makes it feel a little more safe. With the base on low ground it also makes that 3rd a little more open and a little less safe. To compensate for this I added LoS blockers by the ramp to give some more protection to that base. Since you'll have the high ground you'll be able to see over the LoS blockers and should be able to prepare yourself better if they decide to attack from that side hallway.

Terran is not able to hit anything with siege tanks from behind those rocks. My concern about it still is that with that 3rd on low ground the choke is much smaller if the Terran/Toss decides to attack the zerg through that path it still might be super hard to defend.

Thanks for all the feedback so far and please let me know what you think.


I think its better on lowground. Unfortunately, the map I'm currently working on has the same natural set-up, so it'll look like I'm copying Haha oh well, balance is more important.


@monitor: It's a good setup so I can't wait to see your version!

@sidian: I'm glad you already enacted what I meant to suggest. ^^

Btw this also fixes your warpin problem, which of course you adjusted for by moving the grass. I really like the grass in that spot too.

[edit] addressing, not just confusing pronouns.
Comprehensive strategic intention: DNE
Westabizzle
Profile Joined February 2011
Canada45 Posts
June 14 2011 01:31 GMT
#23
This map is so baller. I love it.
If it's not about me and nobody is naked, I don't care.
d(O.o)a
Profile Blog Joined June 2008
Canada5066 Posts
June 14 2011 01:40 GMT
#24
This is such a beautiful map!
Hi.
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2011-06-30 07:15:13
June 30 2011 06:44 GMT
#25
Due to some recent testing I've changed up both thirds on this map to make them both a little easier to take.

Third expanding towards your enemy: (This one I'm unsure if I like it that much or not. Do you guys think the choke is too small now and the defender has too much of an advantage with the high ground? There are still plenty of flanking opportunities. I might revert the high ground and just make the choke a little smaller then the original)
+ Show Spoiler +
Before:
[image loading]
After:
[image loading]


Third expanding away from your enemy: (This one I am definitely keeping in. It isn't a big change at all and only makes the third a little bit easier to hold.)
+ Show Spoiler +
Before:
[image loading]
After:
[image loading]


Updated Top Down View:
+ Show Spoiler +
[image loading]


I've decided to do this because it seems getting a 3rd especially against Zerg was much harder due to the fact that they are so many paths around the map and plenty of flanking opportunities.

So pretty much my only concern is expanding towards your enemy. Do you guys think that base will be to easy for terran/toss to hold now even though there are still plenty of flanking opportunities? Should I remove the high ground and revert it back to the original but maybe shrink the choke just a little bit? Keep it how it was?

Any feedback would be appreciated.

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.
SaltyDog
Profile Joined January 2011
Uganda73 Posts
June 30 2011 13:24 GMT
#26
I can see you've already made a title image for the post but wouldn't Flashpoint be a better name.

Nice map
I'm unemployed, so I make maps.
Jumbled
Profile Joined September 2010
1543 Posts
June 30 2011 15:21 GMT
#27
Very nice looking map, seems interesting. You should probably fix the description though - the map has rotational symmetry, not reflectional.
Qegixar
Profile Joined May 2011
United States46 Posts
June 30 2011 15:37 GMT
#28
Might I suggest, purely for aesthetics, of course, replacing the green plants closest to lava with dead/brown plants? Just the ones right on the edge, not the whole line.
dc302
Profile Joined December 2010
Australia576 Posts
July 05 2011 01:16 GMT
#29
Reminds me of XelNaga Caverns! So I like :D
...
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