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[M] (2) Odyssey

Forum Index > SC2 Maps & Custom Games
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lefix
Profile Joined February 2011
Germany1082 Posts
Last Edited: 2012-01-03 19:24:34
July 02 2011 14:38 GMT
#1
[image loading]

TPW Odyssey
Version 1.1:
[image loading]

Version 1.0
+ Show Spoiler +
[image loading]


TPW Odyssey
by Lefix

Several years ago, during an encounter with the swarm, the Omega-12 supply station has taken critical damage. The crew has been able to repair most of the damage, but the communication and navigation systems were lost. Since then the station has been floating around in space without orientation.

Map Info:
Servers: EU, US
Playable Size: 142x120
Bases: 10
Xel'naga Towers: 2
Titleset: Braxis Alpha/Titanis on highround
Ulaan/Ulnar on lowground
Lighting: New Folsom

Changelog:

Update (december, 29th):
- Changed/moved Xel'Naga Towers and LoS blockers a little. This was mostly because alot of people seemed to be confusing the doodad above the tower with the actual tower. That doodad was removed.
- Slightly enlarged Main size.
- Moved the natural a bit closer to the ramp.
- Moved the third base closer to the Natural and made it little easier to defend.
- Reshaped and moved the 4th and 5th base accordingly to space out bases evenly.
- Replaced the gold base with a regular blue mineral base. Also changed the choke in front of it a bit for aesthetic reasons.

Update (july 3rd):

+ Show Spoiler +
- 5th base is now gold
- moar aesthetic detail



Detail Shots:
[image loading]
[image loading]
[image loading]

Wall example (Requires 3 buildings):
+ Show Spoiler +
[image loading]


Creep connect example (Requires 1 tumor):
+ Show Spoiler +
[image loading]


Analyzer:
+ Show Spoiler +

Main2Main:
[image loading]

Nat2Nat:
[image loading]

Summary:
[image loading]



Replays:
VTWhiplash vs MaestroSAGA - MOTM
Map of the Month | The Planetary Workshop | SC2Melee.net
WniO
Profile Blog Joined April 2010
United States2706 Posts
July 02 2011 14:51 GMT
#2
finally someone uses straight lines for terrain right
Monkeybacon
Profile Joined March 2011
Canada26 Posts
July 02 2011 14:55 GMT
#3
Wow the terrain looks amazing just with the straight edge platforms! Looks great, don't know about the balance but I can't really see any big exploits :D

Great map
Icetoad
Profile Joined May 2010
Canada262 Posts
July 02 2011 14:55 GMT
#4
Nice map and good job for the texturing and doodad. Also, this is the best usage of straight line.
Map Maker of Nimbus
Antares777
Profile Joined June 2010
United States1971 Posts
July 02 2011 15:43 GMT
#5
Nice map, the layout is simple, and the aesthetics are great! The straight edged platforms really make this map shine, and the tower placement is superb as well.

As far as balance goes, Zerg might be slightly underpowered because of how easy it is for the other races to fast expand and because the third seems rather difficult to expand to and defend, because of all of the routes into that area and the fact that it would be easier for your opponent to attack into it than the natural because it is closer.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 02 2011 16:22 GMT
#6
@Antares I don't see it that way at all, the 3rd only has one entrance besides the path from the natural which will have a creep connection. All the bases going clockwise are about the same distance from the enemy natural, so zerg could easily get to 4 bases that are all a major commitment to attack if an opponent does an FE with a wall.

I also reiterate the straight edges love. Lefix you used corners so well to create so many subtle interesting places sprinkled throughout the main areas. I am seriously drooling over the proportions around this map.

The only thing I can find fault with is that the 5th is kind of boring, and doesn't fit the character of the last base available. I sort of want it to be gold to spice things up, or tucked into a pocket like the 12 and 6 bases on Matchpoint. This would make it appear "safer" but also a lot harder to get over there and defend if your opponents units got in there before you could cover it with your army from center.

omg NA nao plz
Comprehensive strategic intention: DNE
lefix
Profile Joined February 2011
Germany1082 Posts
July 02 2011 17:08 GMT
#7
map should be uploaded on NA now thanks to EatThePath
Map of the Month | The Planetary Workshop | SC2Melee.net
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
July 02 2011 17:24 GMT
#8
lefix, I give this map the prodiG aesthetics seal of approval

I just invented it now.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2011-07-02 17:31:15
July 02 2011 17:26 GMT
#9
On July 03 2011 02:08 lefix wrote:
map should be uploaded on NA now thanks to EatThePath


As soon as it stops giving me a name taken error!!

[edit] doh I had to change it in both locales. It's up now! Who wants to play? ;D

Map uploaded on NA under the name Odyssey by Lefix
Comprehensive strategic intention: DNE
monitor
Profile Blog Joined June 2010
United States2404 Posts
Last Edited: 2011-07-02 18:35:48
July 02 2011 18:20 GMT
#10
Wow, that looks really nice! I love the way you used the straight lines. The decals on the ramps also make it look very man-made, which is good.

The open space vs. chokes is a really nice balance; there's enough room for surrounds in places, but there's also room for Protoss to exploit the force fields. I also like how there's so many options for unit pathing- this will greatly help map movement, including harass and run-bys.

The only real thing I'm concerned about is the expansion pattern. Right now, there is only one option for a 3rd - 4th- 5th base progression. One key to making a map have varied game play and cater to different styles depending on the Match Up is to allow different choices for expansions. It's nice for Zerg to be able to expand away from the opponent, but its also nice for Terran to expand aggressively.

To allow for more flexibility in the expo layout, a lot of maps add a mineral only or 1-gas expansion against the main. I think this would be a nice addition to this map, to allow Protoss and Terran to expand towards the opponent. Here's what I mean:

[image loading]

[edit] If you're going to do this, you should actually bring the main back a little bit, and extend it downwards. That would allow the 1-gas expo to have some more room, and make it less turtley.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
hobbidude
Profile Joined December 2010
Canada171 Posts
July 02 2011 18:27 GMT
#11
The 5th or the far top right and bottom left bases need to be gold. That could encourage someone to expand either way.
KaBoom300
Profile Joined January 2011
United States225 Posts
July 02 2011 18:35 GMT
#12
i love this map! the straight lines look so cool against the rough organic rock. my one concern is it may be a little small, do you have any mapalyzer pics?
Liquid Dota Fighting!
lefix
Profile Joined February 2011
Germany1082 Posts
July 02 2011 19:50 GMT
#13
@prodiG:
i feel honored to be the first person awarded with this

@monitor:
i did just try your suggestion. i took out a chunk out of the main highground, and also moved the 2 ramps to the middle. but i wasn't able to create enough space there without it looking awkward/ruining the flow of the map. the only other option i can think of is further increasing the map size. but i might look into this option.

i also don't think a more straight forward expansion layout is neccessarilysuch a bad thing. some of the best maps out there are pretty straight forward in one way or another. it's nice to have a more dynamic map, and i usually try to do so, but i think it is not worth trying to force it if it seems to just not work with the maps concept. personally, i like the middle of the map as it is right now, and i'd hate to make any drastic changes to it
also, test gamess have shown that quite a few players have been building hidden expos at the fifth base successfully
Map of the Month | The Planetary Workshop | SC2Melee.net
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2011-07-03 05:05:37
July 03 2011 05:02 GMT
#14
I like it, looks solid.

Two things from me:
You can activate the XWT without going into the smoke. Not sure if you want that so either move the smoke out a square or two or move the XWT closer to the walls.

I also agree with Monitor, adding a base where he suggested could be a very good idea. I mean, come on, who doesn't like to have a choice where to expand to. :D Yes you could get a hidden expo someplace but if it gets scouted it'll be so far out of the way it'll be too tough to defend most likely.

All in all great map bud, you keep on making them better and better. :D

ps. your map description with the omega 12 & swarm stuff..........................i love you. Maybe I'm just a sucker for people that add a little story behind their map. Makes it feel more "real".
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.
epikAnglory
Profile Blog Joined April 2011
United States1120 Posts
Last Edited: 2011-07-03 08:22:57
July 03 2011 08:22 GMT
#15
I really like the introduction, adds a new feel when viewing the map!

This map looks a lot better than Terminus, hope it becomes as great as Testbug, or even better!
710+ Posts with a Probe Icon =D
lefix
Profile Joined February 2011
Germany1082 Posts
July 03 2011 10:46 GMT
#16
[image loading]

here is a rough new version with the requested changes.
the ramp to ramp and nat2 nat distances are almost unchanged

the up and down ramps at the xel naga tower have moved towards the middle by 1 cliff square, which also chokes the middle of the map a little more

a alternate third base has been added towards the middle of the base, and closer to the new gold at the former 5th base

the cons:
map size has increased to something like 144x120, which is pretty large for a 1v1 map.
extending the main to the back has created more unused air space in the map corners.
siege tanks can cover a huge area of the opponents base from the new third as well as hit the main mineral line from the natural. i might need to extend the map to the back even more which i would hate to do.

Map of the Month | The Planetary Workshop | SC2Melee.net
lefix
Profile Joined February 2011
Germany1082 Posts
July 03 2011 11:25 GMT
#17
[image loading]

this my current favorite version, with a gold at the 5th base. this should encourage players to maybe skip an expansion or 2 and go straight for the gold.

the map just feels more solid and compact to me in this version, compared to the enlarged one. it doesn't cause as many problems either
Map of the Month | The Planetary Workshop | SC2Melee.net
Chargelot
Profile Blog Joined December 2010
2275 Posts
July 03 2011 11:28 GMT
#18
I am in love with both the original and the revised versions of this map. Submit it to MotM7?
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
eTcetRa
Profile Joined November 2010
Australia822 Posts
July 03 2011 14:10 GMT
#19
Very impressed with this map, and the latest version ( 2 posts up) looks like a lot of futo play on, would love a SEA release!
Retired Mapmaker™
monitor
Profile Blog Joined June 2010
United States2404 Posts
July 03 2011 14:57 GMT
#20
On July 03 2011 20:25 lefix wrote:
[image loading]

this my current favorite version, with a gold at the 5th base. this should encourage players to maybe skip an expansion or 2 and go straight for the gold.

the map just feels more solid and compact to me in this version, compared to the enlarged one. it doesn't cause as many problems either


I agree, that expansion in your other version really doesn't fit. It messes up the flow of the map.

I think you should still try adding an expo in the way I had drawn it, because I believe it would help the map. Almost all of the maps I can think of have options for expanding- XelNaga Caverns has the gold or low ground third. Shakuras Plateau has a high ground 3rd or the low ground 3rd. Shattered Temple has the gold or the high ground third, or even the empty natural. The only good map I can think that doesn't have options for a third is Terminus- however, it has many options for a 4th base.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
lefix
Profile Joined February 2011
Germany1082 Posts
July 03 2011 15:18 GMT
#21
i've tried what you had drawn on the original version, but i thought there just wasn't enough space for it, the ramp would lead right into the mineral line and cc, without any space for armies to move past it. and i don't want to make the third closer than the natural either
Map of the Month | The Planetary Workshop | SC2Melee.net
lefix
Profile Joined February 2011
Germany1082 Posts
Last Edited: 2011-07-03 22:24:44
July 03 2011 20:17 GMT
#22
Uploaded v1.0 as 'TPW Odyssey' on EU and NA
and submitted for motm#7
Map of the Month | The Planetary Workshop | SC2Melee.net
Chargelot
Profile Blog Joined December 2010
2275 Posts
July 04 2011 01:11 GMT
#23
On July 04 2011 05:17 lefix wrote:
Uploaded v1.0 as 'TPW Odyssey' on EU and NA
and submitted for motm#7


Good! Definitely a contender for #1 this month.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
Soluhwin
Profile Joined October 2010
United States1287 Posts
July 04 2011 04:37 GMT
#24
Love the way expanding works on this map. The concept that all expos are close by but each additional one creates a new path you have to cover. I also like the proper use of a gold base, how you can take it early but effectively open every single vulnerability that having every expo would present. Plus, if I can shake off the delta quadrant nightmares it gives me, it is so beautifully put together aesthetically. I'll be rooting for this next MotM! ♥
I put the sexy in dyslexia.
WniO
Profile Blog Joined April 2010
United States2706 Posts
July 04 2011 04:58 GMT
#25
visually, this map is really clean and simple. so good work on that. i dont like how far out the expansions go, since it would be hard to defend those, but i could be wrong since it has the potential to create interesting path routes for counters and such. id say this is my fav for motm7 gl!
lefix
Profile Joined February 2011
Germany1082 Posts
July 29 2011 11:39 GMT
#26
sorry for the bump, but here is a great replay from motm, which i wanted to share for anyone who missed it
VTWhiplash vs MaestroSAGA - MOTM
Map of the Month | The Planetary Workshop | SC2Melee.net
Ragoo
Profile Joined March 2010
Germany2773 Posts
August 25 2011 17:09 GMT
#27
Congrats on making it into ESL September map pool with this map! (link)

I never liked how standard this map is and how you can only really expand in one direction but anyway this is great news for the map making community and I will enjoy every match played on your map!
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
lefix
Profile Joined February 2011
Germany1082 Posts
August 25 2011 18:14 GMT
#28
hehe thanks. if you'd like to see more of the map, it is also in the map pool for xilence cup and the stim.tv weekly events
Map of the Month | The Planetary Workshop | SC2Melee.net
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
August 25 2011 18:38 GMT
#29
This is a tremendous start for TPW! Odyssey is our leading map that is the doorway to more experiences in the future. We hope many enjoy it :D
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Ragoo
Profile Joined March 2010
Germany2773 Posts
September 12 2011 13:02 GMT
#30
I just noticed some cliff bugs while watching a rep on this map:

In many places units glitch up on a cliff

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


For the most part this just looks very weird but with the colossus it's different:

+ Show Spoiler +
[image loading]

In this picture there is a complete wall-in, and if you tell the colo to move to the other side he will go through the main but if you manually move him across the cliff he can circumvent the wallin and move across the cliff.

+ Show Spoiler +
[image loading]

This walking on cliffs also sometimes causes the Colossus to get stuck for 1-2 seconds.

Also this reaper stair on the bottom main
+ Show Spoiler +
[image loading]

is quite hard to distinguish from the lowground behind it. I just saw a Protoss pro (monchi) accidentally warp in some Zealots there and I didn't even realize it was a reaper stair until I played the map myself and looked further into it^^
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Johanaz
Profile Joined September 2010
Denmark363 Posts
September 12 2011 17:53 GMT
#31
On September 12 2011 22:02 Ragoo wrote:
I just noticed some cliff bugs while watching a rep on this map:
+ Show Spoiler +

In many places units glitch up on a cliff

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


For the most part this just looks very weird but with the colossus it's different:

+ Show Spoiler +
[image loading]

In this picture there is a complete wall-in, and if you tell the colo to move to the other side he will go through the main but if you manually move him across the cliff he can circumvent the wallin and move across the cliff.

+ Show Spoiler +
[image loading]

This walking on cliffs also sometimes causes the Colossus to get stuck for 1-2 seconds.

Also this reaper stair on the bottom main
+ Show Spoiler +
[image loading]

is quite hard to distinguish from the lowground behind it. I just saw a Protoss pro (monchi) accidentally warp in some Zealots there and I didn't even realize it was a reaper stair until I played the map myself and looked further into it^^


lefix has shown us (TPW Team) this bug, and we´ve talked about what to do with it. As it turns out it´s a general bug related to Braxis Alpha Cliffs (manmade), and not restricted to this map. You can find the same weird unit behaviour on Scrap Station. We can only hope Blizzard will notice this, cuz there´s really nothing we can do about it without changing pathing, which in turn, will mess up the cliffs for reapers and Colossi.
TPW Map Maker - theplanetaryworkshop.com
funcmode
Profile Joined June 2010
Australia720 Posts
September 12 2011 19:14 GMT
#32
From patch 1.4 notes;

Fixed an issue where units would seem to pop when travelling along cliffs.


@funcmode - TPW Mapmaking Team - theplanetaryworkshop.com
lefix
Profile Joined February 2011
Germany1082 Posts
December 29 2011 10:36 GMT
#33
Update bump

This map has been around for a while and played in various tournaments. As a candidate map for NASL Season 3, we have agreed on a few changes. The most noticable ones are the safer third base and the removed gold. But I also reshaped some other parts of the map. So anyway, I made a super cool gif animation to go with the changelog

[image loading]


Changelog:
- Changed/moved Xel'Naga Towers and LoS blockers a little. This was mostly because alot of people seemed to be confusing the doodad above the tower with the actual tower. That doodad was removed.
- Slightly enlarged Main size.
- Moved the natural a bit closer to the ramp.
- Moved the third base closer to the Natural and made it little easier to defend.
- Reshaped and moved the 4th and 5th base accordingly to space out bases evenly.
- Replaced the gold base with a regular blue mineral base. Also changed the choke in front of it a bit for aesthetic reasons.

New HQ Overview image:
+ Show Spoiler +
[image loading]
Map of the Month | The Planetary Workshop | SC2Melee.net
iGrok
Profile Blog Joined October 2010
United States5142 Posts
December 29 2011 14:11 GMT
#34
On December 29 2011 19:36 lefix wrote:
- Changed/moved Xel'Naga Towers and LoS blockers a little. This was mostly because alot of people seemed to be confusing the doodad above the tower with the actual tower. That doodad was removed.

Why are people dumb.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
December 29 2011 14:15 GMT
#35
Really good map, the changes make it even better
Administrator~ Spirit will set you free ~
SidianTheBard
Profile Joined October 2010
United States2474 Posts
December 29 2011 19:50 GMT
#36
Good changes! Still my favorite map you've ever made! :D
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.
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