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[M] (2) Astro Field

Forum Index > SC2 Maps & Custom Games
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IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-07-11 19:09:51
July 06 2011 08:07 GMT
#1
Astro Field 0.10

(Published on NA atm)


[image loading]


Poll: How would you rate balance on this map?

8-10 (pretty good! I think you're about done) (17)
 
68%

4-7 (Decent, may need a few changes) (7)
 
28%

1-3 (poor, favors one race over another majorly) (1)
 
4%

25 total votes

Your vote: How would you rate balance on this map?

(Vote): 1-3 (poor, favors one race over another majorly)
(Vote): 4-7 (Decent, may need a few changes)
(Vote): 8-10 (pretty good! I think you're about done)



Introduction:

After finishing TPW Antiga Prime, I felt inspired to expand more on the texture sets and see what different types of worlds I can focus on, and so this time I tried to go beyond the sky's limit and what this puny world offers, and created my first space map --- Astro Field (don't get 'astro' confused with 'asteroid'). Hopefully this makes a good run ^^

Screenshots: (updated to version 0.10)
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


Analyzer: (updated to version 0.10)
+ Show Spoiler +

[image loading]

[image loading]

[image loading]


Map Details:
- 2 players
- 12 bases (2 gold)
- 153 x 128
- Avernus textures with Braxis Dark Plates and Braxis Metal Destroyed Plates
- 2 XWT's to cover the flanks (including golds), while the middle high ground is wide open and out of vision.
- There is a small high ground tower at a potential 3rd. This allows any race to utilize it to their defensive advantage, whether it be scouting or putting some kind of siege unit on there. 2 siege tanks can sit on it, so it's very small.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
July 06 2011 09:14 GMT
#2
Its strangely light for a spaceplatformmap ... could be just me
KCCO!
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
July 06 2011 16:28 GMT
#3
It's darker in the game ^^
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
July 06 2011 20:59 GMT
#4
Map updated to 0.2.

I added a small gap with radar fillers at the natural open ground. The problem was that once Terran and Protoss go on 4 base, the open natural is generally wide open and is very difficult to defend on 4-base. Some players including myself felt it needed to be limited slightly.

Lighting was fixed, and lights were added around the map.

Some doodads were worked on.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
eXigent.
Profile Blog Joined February 2007
Canada2419 Posts
July 06 2011 22:48 GMT
#5
The few games I got to play on this map were really enjoyable. Has alot of options for different playstyles and feels korean-esque in the layout and map size. Nice job so far~
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
July 07 2011 07:57 GMT
#6
Map updated to 0.3.

Changes:

1) Changed the pink textures in the main bases to green.

2) Worked on some aesthetics (corners of the maps)

3) Added additional lights

4) Pathing and lighting fixed

Enjoy!
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 07 2011 10:44 GMT
#7
Did you think about removing/blocking these ramps to make it easier to take a third + Show Spoiler +
[image loading]
?

I had other things to say about how I think the choice of a third is trivial cause you'd always go for the tower or that I don't like the gold being a gold etc but I had to realize that it's all very well thought out. I like this map very very much!
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Archvil3
Profile Joined September 2010
Denmark989 Posts
July 07 2011 11:01 GMT
#8
I think I agree with Ragoo about removing those ramps, it is one path too many and it will promote more macro without them.
Let thy speech be better than silence, or be silent.
Exstasy
Profile Joined August 2010
United Kingdom393 Posts
July 07 2011 11:23 GMT
#9
Another great looking map, I love the positions of the 3rd and 4th bases.
The aesthetics also are very nice.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-07-07 18:21:59
July 07 2011 15:45 GMT
#10
Post deleted --- updates are below.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
July 07 2011 16:18 GMT
#11
I am working on some smaller changes, such as aesthetic shadows, and reverting the main-base textures back to avernus panels.

I am also waiting to investigate ragoo's idea concerning the middle ramps.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-07-07 18:24:39
July 07 2011 18:21 GMT
#12
Map updated to 0.6

-Overview only is updated in the OP.

Changes:

1) Fog reduced from 0.06 to 0.01

2) Aesthetics were overhauled and added in various places

3) Lighting and pathing fixed

4) The middle ramp to each natural was removed. This made it too open for T/P players to expand past the natural into the mid-late game, which favored zerg heavily. Players now have the option to expand either way and still maintain a solid defense.

5) Re-verted the main-base textures from green to pink panels again.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 07 2011 18:38 GMT
#13
Very nice changes, I love your map C:
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-07-08 08:09:41
July 08 2011 08:05 GMT
#14
After a Master TvP match, I was told (by the protoss player) that it is a very terran-favored map and that protoss and zerg would have a lot of trouble.

He has suggested that I implement 1 or more of the ideas presented:

1) Add a 3rd XWT in the center (I addressed that it would be praising terran if I did this)

2) Remove the siege tower by the 3rds (or 4ths). He addressed that tanks can abuse it, while I noted that colossi can camp up there as well ^^

3) Get rid of air space in the corners (this would require me to not only shrink the map, but move the terrain closer to the center, throwing off everything including rush distance timings). Air space is not a problem simply because any drops made on your 2-4 bases will have a hard time escaping due to an extremely low amount of air space around those bases.

What do others feel about this? Do any of these changes seem good or should I keep it the way it is? This is the only high level player who has really gave such a extreme comment, while others find it very fun. I have seen protoss and zerg win just as much as terran on this map.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Archvil3
Profile Joined September 2010
Denmark989 Posts
Last Edited: 2011-07-08 08:26:38
July 08 2011 08:26 GMT
#15
There are a lot of people that have to come a point where they think every feature that is usefull to a terran makes the map imbalanced. I highly disagree that this map in particular should be terran favored.

Metalopolis is a map with similair terran features; sieging up at the XWT's not only grants perfect vision, it's chokey and at the same time it controls the gold expansions. On top of it there are just 2 paths through the middle so you effectively shut down one of them with just a few siege tanks. But Metalopolis is not considered a terran map(unless you hit it on the ladder and get close spawns) despite all the terran features; because quite simply put a few features does not decide the balance of a map. You really gotta put it into perspective and look at the map as a whole and given the expansion flow, the openess and the amount of paths that lets you dodge siege lines there is no way I can find the map to be terran favored. At least not as a zerg player, dunno about TvP, but I cant imagine that the mentioned features would be game breaking in any way.
Let thy speech be better than silence, or be silent.
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 08 2011 10:33 GMT
#16
Right now I don't see any obvious imbalances or problems. I think unless players repeatedly tell you about the same problem or one of the best mappers like Superouman, monitor or the GSL guys come in here and tell you xy just can not work, you shouldn't change anything.

One player alone is mostly too biased and not experienced enough in mapmaking to give you an educated and objective view about the map, not even most pros imho.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
dezi
Profile Blog Joined April 2010
Germany1536 Posts
July 08 2011 11:07 GMT
#17
Lately played a Toss that did absolutely amazing Prism Harass - so shrink the air space because it favors Toss ... see to what this leads? I think the map is fine as it is right now. Just playtest it some more (and if you're unsatisfied with sth urself > change it).
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-07-08 15:38:17
July 08 2011 15:37 GMT
#18
No no, I understand it is one player's input. It was about a 20-minute game and he couldn't hold off every terran attack. He was on 4-base, terran was on 6-base. He had observers watching every medivac and every army movement, so he knew where the terran army was at all times. It is a bit ridiculous to think that he would call it terran-favored when perhaps he didn't play correctly. I am presenting what he told me because they are some legitimate changes within reasoning, that is why I am asking everybody. All the other terran, protoss, and zerg players like the map, and as of right now i'm not changing anything unless the majority thinks I should.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
July 08 2011 21:22 GMT
#19
Map updated to 0.8.

Overview updated (previous version overview below it in spoiler)

0.8 CHANGES:

1) Lighting and pathing worked on

2) The center ramp was narrowed down a little to help protoss with force fields

3) The textures were polished on the platforms and dirt

4) There was a bug that air units were flying through certain doodads. This was fixed and tested.

5) There are Nexus/CC/Hatch placement doodads on man-made platforms only, to give a better sense of where to lay your expo.

6) New aesthetics added in front of the naturals.

screenshots won't be up for a while.

IronMan.714 on US.battle.net if you want to try this.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
WniO
Profile Blog Joined April 2010
United States2706 Posts
July 08 2011 21:42 GMT
#20
nice soft texturing, cool style, but try and bring more contrast (especially for the rock/dirt area)
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-07-09 22:30:20
July 09 2011 22:09 GMT
#21
On July 09 2011 06:42 WniO wrote:
nice soft texturing, cool style, but try and bring more contrast (especially for the rock/dirt area)


Could you tell me how to make the contrast different for dirt?

Also guys just a heads up I will be updating the analyzer and aesthetic pics either tomorrow or monday ^^

Poll added on front page too.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Steezysn0brdr
Profile Joined November 2010
United States16 Posts
July 09 2011 22:31 GMT
#22
This map is amazing. Its like a "fixed" and better version of Discord IV.
Despite your pseudo-bohemian appearance and vaguely leftist doctrine of beliefs...
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
July 09 2011 22:37 GMT
#23
Wow, it actually does look similar to Discord IV lol. I made this map not knowing if there was any other like it already ... Guess I lucked out
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
July 11 2011 18:56 GMT
#24
Astro Field 0.10 is now released on NA.

~~The overview, screenshots, and analyzer pics are now updated to the current version!~~

Changes

- Textures polished

- Aesthetics polished

- A small opening was added near the XWT's to make it slightly less open, allowing for Terran and Protoss the ability to forcefield, wall-off, and to avoid getting surrounded wholly.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
July 12 2011 03:34 GMT
#25
Tested this vs a masters offracing. Ton of fun, well balanced, even before the changes. Hope this gets some MotM cred.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
July 12 2011 05:50 GMT
#26
On July 12 2011 12:34 FoxyMayhem wrote:
Tested this vs a masters offracing. Ton of fun, well balanced, even before the changes. Hope this gets some MotM cred.


I plan to submit it next month if possible
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
hobbidude
Profile Joined December 2010
Canada171 Posts
Last Edited: 2011-07-12 07:48:45
July 12 2011 07:46 GMT
#27
Wow this is pretty reminiscent of your other two maps combined.

Heres an idea completely out of left wing. What if you can the fourth (bottem left base next to the analyzers thirds) was on the next cliff up with wide ramps to the third and middle and maybe change it to be the gold; then have what is currently the gold (change to normal mins) on the highest cliff with just a wide ramp down to the fourth i was just talking about. Just a wild idea that might have no merit at all. (id do a bmp rough drawing to explain if you want)

On the other hand i think the middle needs to be changed up. There no reason for units to normally go up on the highland in the center and i don't think the path natural gets units to go there. ONly during big battle would you want to grab it by which time it takes too long to setup or get intro position.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
July 12 2011 07:51 GMT
#28
On July 12 2011 16:46 hobbidude wrote:
Wow this is pretty reminiscent of your other two maps combined.

Heres an idea completely out of left wing. What if you can the fourth (bottem left base next to the analyzers thirds) was on the next cliff up with wide ramps to the third and middle and maybe change it to be the gold; then have what is currently the gold (change to normal mins) on the highest cliff with just a wide ramp down to the fourth i was just talking about. Just a wild idea that might have no merit at all. (id do a bmp rough drawing to explain if you want)


draw please
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
hobbidude
Profile Joined December 2010
Canada171 Posts
Last Edited: 2011-07-12 08:13:38
July 12 2011 08:02 GMT
#29
Here

[image loading]

Again this was just a quite brainstorm and may not be fesiable at all. Theres a few things you'd ahve to check like mineral seiging from the the highground to your opponents optional third. The other things would be to make the third (ie top and bottom middle bases) to be safer but lack the ability to expand in the natural direction of the gold if your know what i mean.

Thinking further what if you used this layout and made it into one of those map with two different types of spawn locations.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-07-13 06:42:04
July 13 2011 06:40 GMT
#30
Well, I could at least save a separate copy of the map and try it I suppose... I don't see it working well especially since you want to block off the corner expansions entirely.

I am also considering putting a 3rd XWT in the center to give it more meaning. Since it's a larger map for 1v1, I don't see what the problem would be having 3 towers ^^ Any input on this idea?
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
hobbidude
Profile Joined December 2010
Canada171 Posts
July 13 2011 10:06 GMT
#31
Unless the center towers radius was wide enough to see the movement paths its not really worth going to the center to capture over the others tower. I don't know what others think but the center highground is really rather useless. Id rather see something like a xelnaga caverns sized space hole in the center with some interesting doodads to make it look like a space station.
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
July 13 2011 10:10 GMT
#32
If you need this on EU lemme know, got a few slots left and not mapping for a long time I think
KCCO!
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
July 14 2011 06:13 GMT
#33
@hobbidude: I updated it to 0.11 and put one tower in the center and removed the other two. The center tower makes the high ground more significant (i think), and does cover the outer edges around it where a-moving scouts/armies will be seen.

@ihasaKAROT: I will finish the map first, then we'll see.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
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