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[M] (4) Arid Mesa

Forum Index > SC2 Maps & Custom Games
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1 2 Next All
sCnDiamond
Profile Joined January 2011
Germany340 Posts
Last Edited: 2011-08-05 02:32:17
July 13 2011 22:21 GMT
#1
[image loading]

Introduction
Hi, welcome to my second map. I wanted to create a map that got some sort of "Dune" feeling with it. So i fiddled around quite a bit, but i didn't like the results. My first shot at it got quite to large (rush distances cross-pos around 225+) and it wasn't satisfied with the colors so i scraped it, and started all over again. This next try got also got too big in the first place, but i was able to make it smaller with keeping the (imo) cool parts of the layout. So here it is: Arid Mesa! I think the shakuras temple walls and mar sara textures fit very well together, even tough the contrast might be a bit to harsh.
The map is still very much work in progress, atm the layout and textures are done, doodads are completely missing yet. Each main has the shape of a sickle. My idea was that one can drop there (even without LOS-Blockers) or hide tech (from a scan for example, also the downside of this: It's very vulnerable to air attacks!). I hope you like it, please give feedback!

General: [4] Arid Mesa
.: 4 player map, spawns at 2, 5, 7 and 10 o'clock.
.: 162x142 playable
.: mar sara / shakuras tilesets
.: two viable options to place 3rd expansion
.: four Xel'Naga watchtowers
.: uploaded to EU-Server

Overview
1.16 (current)
[image loading]
1.7 + Show Spoiler +
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pre 1.7 + Show Spoiler +
[image loading]


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


Analyzer-Pictures
+ Show Spoiler +
pre 1.7 + Show Spoiler +
[image loading]

[image loading]

[image loading]

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[image loading]
formerly spinnaker.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 13 2011 22:23 GMT
#2
From a glance, I love this. I'll be back later with more. =)
Comprehensive strategic intention: DNE
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
July 13 2011 22:57 GMT
#3
The blocked off high grounds at 12 and 1 o'clock are pointless. Take those out and just add ramps that go up to the center from those expansions while keeping the one pointing toward the natural.

The high grounds all around the center appear pathable in the analyzer. This is siege tank/colossi heaven all around the golds.

You only have 2 textures... you should work on adding more.

Rush distance is very short on close spawns. Needs to be addressed.

The bases at 9 and 3 o'clock should just be on low ground. There's too many ramps in those areas.

SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
dmasterding
Profile Blog Joined January 2011
United States205 Posts
July 13 2011 23:34 GMT
#4
I'm gonna be honest, when I saw this in the sidebar I immediately clicked because of the Mtg card xP. Otherwise it looks like a pretty good map :D
No tears now, only dreams.
Reptilia
Profile Joined June 2010
Chile913 Posts
July 14 2011 00:05 GMT
#5
rush distance is fine. 144 is more than enough.
Looks like a good map balance wise, i would work more on aesthetics tho, try adding more doodads.
The secret to creativity is knowing how to hide your sources
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 14 2011 13:05 GMT
#6
On July 14 2011 08:34 dmasterding wrote:
I'm gonna be honest, when I saw this in the sidebar I immediately clicked because of the Mtg card xP. Otherwise it looks like a pretty good map :D


inorite? =D I really want to make a series of maps based on the fetchlands now
Comprehensive strategic intention: DNE
TibblesEvilCat
Profile Joined March 2010
United Kingdom766 Posts
July 14 2011 13:39 GMT
#7
[image loading]

is my sugguestions for this map
Live Fast Die Young :D
sCnDiamond
Profile Joined January 2011
Germany340 Posts
July 14 2011 19:46 GMT
#8
Thank you for your feedback, I really appreciate it!

On July 14 2011 07:57 IronManSC wrote:
The blocked off high grounds at 12 and 1 o'clock are pointless. Take those out and just add ramps that go up to the center from those expansions while keeping the one pointing toward the natural.
I'm not really sure these high grounds at 12 and 0 o'clock are entirely pointless. Sure, they are pretty far away from the action, but i thought it would be kind of cool that not all possible attack paths go right through the middle. Another option would be to have just a single rock there. That would allow Protoss to place a pylon and warp stuff in on the other side, but it would also disallow reapers to get across. The Idea i had with it kind of also covers this whole 3rd base issue.
now:
[image loading]
3 Bases can be easily defended by just positioning the army in front of the natural. But this possible path down the 3rd makes it kind of inconvenient, because our army has to walk quite a bit to defend stuff coming from there. So holding the watch tower right next to the 3rd becomes important. On the other hand, we could just position part of our army over there, thus splicing our unit blob a bit. Removing it would make it to easy to get a 3rd up.

possible change: adding a blocked path from 3rd to middle. Removing the back door while doing this would it make easier to take a 3rd there, since base vulnerabity now resembles a "V" instead of a "\". Moving the ramp closer towards the middle would be an option to increase the area the army has to cover, but would also make slow pushes from the middle choke into the 3rd a lot easier. Another issue: removing it makes West/East Map splits easier. Another option: just 1 rock down there. That would allow to build a pylon on the one side to warp stuff in on the other. But also makes it unusable for reapers. So i'm pretty unsure about it. Please post your opinions!
[image loading]

On July 14 2011 07:57 IronManSC wrote:
The high grounds all around the center appear pathable in the analyzer. This is siege tank/colossi heaven all around the golds.
I'm pretty sure it doesn't turn it into a heaven for them. Walking/Dropping them onto it I placed it there to force the middle path into the XNWT's vision range, create a moderate choke which seperates both open areas from each other. I guess it requires some testing, but at the moment i can't imagine how to really abuse it with tanks and colossi to make it broken.

On July 14 2011 07:57 IronManSC wrote:
You only have 2 textures... you should work on adding more.
Actually i used several shades:
impassable low: Mar Sara Dirt Cracked + Mar Sara Blackened Rock
low ground: Mar Sara Sand + Mar Sara Rocky + Mar Sara Dirt
middle ground: Mar Sara + Mar Sara Dirt
high ground: shakuras concrete + shakuras hexiles
impassable high: Mar Sara Rocky + Mar Sara Dirt Cracked
+ Mar Sara Blackened Rock on the cliffs to gently add additional shading.
For the screenshots above i removed the Mar Sara Dirt on the low ground. I added it to brighten it up a bit, because i thought it was to dark in the first place.

On July 14 2011 07:57 IronManSC wrote:
Rush distance is very short on close spawns. Needs to be addressed.
More oppinions on this? I chatted with dezi a while ago and he said 120-160 is a good range to be in, so that's what i aimed for. Close ground North-South was around 120 for the mains and only 90 for the naturals, so i removed it.

On July 14 2011 07:57 IronManSC wrote:
The bases at 9 and 3 o'clock should just be on low ground. There's too many ramps in those areas.
I tried that while creating the map, but makes placing a ramp for the XNWT much harder. I would have to do two ramps right after another, making the position very chokey, look weird and also force units to walk closer towards the 3rd to use this path, making PFs in that position much stronger. I fiddled around with it for quite a while, but i think this solution is the best without having to move the XNWT.

On July 14 2011 08:34 dmasterding wrote:
I'm gonna be honest, when I saw this in the sidebar I immediately clicked because of the Mtg card xP. Otherwise it looks like a pretty good map :D
Glad i'm not the only (former) MtG Nerd around. I picked "Arid Wastelands" first, just to remember that Blizzard made "Arid Wastes". That's when i had a sudden inspiration to just name it after MtG land cards :D.

On July 14 2011 22:39 TibblesEvilCat wrote:
[image loading]

is my sugguestions for this map
How would widening the cliff help harassement? Sure, the overlord would be unspotable from the low ground, but i think it's safe either way. Please help me out
formerly spinnaker.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 14 2011 19:55 GMT
#9
spin I promise I will share my two cents in a bit, I can't give you all the in depth critical thinking I want to until I get some things done first
Comprehensive strategic intention: DNE
PandaBlunt
Profile Joined September 2010
United States292 Posts
July 14 2011 20:02 GMT
#10
After a quick glance I feel like (as a zerg) this map somewhat has the shakuras effect with the high ground rocks at the third. Just a thought tho ^_^. If you upload to NA I'll help/test play it ^_^.
(╮°-°)╮┳━┳
sCnDiamond
Profile Joined January 2011
Germany340 Posts
July 14 2011 22:50 GMT
#11
On July 15 2011 04:55 EatThePath wrote:
spin I promise I will share my two cents in a bit, I can't give you all the in depth critical thinking I want to until I get some things done first
Looking forward to your input

On July 15 2011 05:02 PandaBlunt wrote:
After a quick glance I feel like (as a zerg) this map somewhat has the shakuras effect with the high ground rocks at the third. Just a thought tho ^_^. If you upload to NA I'll help/test play it ^_^.
Hey, with Shakuras effect you mean the push over the backdoor, right? Zerg can avoid it on this map, because they have two options to place a 3rd. If they both spawn North for example, Zerg can just expand away downwards instead of towards the terran. I'll give it to a clanmate of mine, to upload it with his NA-smurf and post here once it's up.
formerly spinnaker.
PandaBlunt
Profile Joined September 2010
United States292 Posts
July 15 2011 01:50 GMT
#12
On July 15 2011 07:50 spinnaker wrote:
Show nested quote +
On July 15 2011 05:02 PandaBlunt wrote:
After a quick glance I feel like (as a zerg) this map somewhat has the shakuras effect with the high ground rocks at the third. Just a thought tho ^_^. If you upload to NA I'll help/test play it ^_^.
Hey, with Shakuras effect you mean the push over the backdoor, right? Zerg can avoid it on this map, because they have two options to place a 3rd. If they both spawn North for example, Zerg can just expand away downwards instead of towards the terran. I'll give it to a clanmate of mine, to upload it with his NA-smurf and post here once it's up.


Ah I see. Didn't think of that, I guess that is a good way to avoid it. Please pardon my comment then
(╮°-°)╮┳━┳
SilverSkyLark
Profile Blog Joined April 2008
Philippines8437 Posts
Last Edited: 2011-07-15 02:31:16
July 15 2011 02:30 GMT
#13
Tap, Pay 1 life, Sacrifice Arid Mesa: Search your library for a Mountain or Plains card and put it onto the battlefield. Then shuffle your library.

Did I win?
"If i lost an arm, I would play w3." -IntoTheWow || "Member of Hyuk Hyuk Hyuk cafe. He's the next Jaedong, baby!"
FlaShFTW
Profile Blog Joined February 2010
United States10347 Posts
July 15 2011 02:59 GMT
#14
damn, a really great map.

only prob is the 3/9 should be on low ground. i dont get y you need an extra ramp set.

but i like the idea of backdoor at the 12/6. keep as is.

9/10
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Xorpzor
Profile Joined January 2011
Netherlands3 Posts
July 15 2011 19:56 GMT
#15
hi guys

first of i wanted to say this is a great looking map. i dicided to play a game on this map with a friend and it turned out to be quite a nice fight. ( il put the replay in at the end.) please dont rage to much over some failures in the game im not GM . my friend gabbek said he ahd a hard time trying to attack me. and the same goes for me when i was at his 4th and saw some cannons.

here is the replay

hpe you enjoy and, i hope this map gets used more :D
[]Phase[]
Profile Joined September 2010
Belgium927 Posts
July 15 2011 21:02 GMT
#16
I like the map, but could you perhaps put some fancy stuff on the field? Like some cracks in the ground, maybe some foliage, etc. The plains look really empty and non-realistic. I dont give a crap about it during a match I want to win, but I can really feel something is missing. Blizzards maps might not be the best on architectural side, with annoying 3rds and such, they do polish them really well and give it a realistic feel, which I can appreciate.
sCnDiamond
Profile Joined January 2011
Germany340 Posts
Last Edited: 2011-07-15 21:25:59
July 15 2011 21:21 GMT
#17
On July 16 2011 04:56 Xorpzor wrote:
hi guys

first of i wanted to say this is a great looking map. i dicided to play a game on this map with a friend and it turned out to be quite a nice fight. ( il put the replay in at the end.) please dont rage to much over some failures in the game im not GM . my friend gabbek said he ahd a hard time trying to attack me. and the same goes for me when i was at his 4th and saw some cannons.

here is the replay

hpe you enjoy and, i hope this map gets used more :D
hey
Thanks for playing, just watched your replay. Seems like the two of you had a pretty long match :D. What gave you a hard time when you wanted to attack? To open? To chokey? Map overall to big?


On July 15 2011 11:30 SilverSkyLark wrote:
Tap, Pay 1 life, Sacrifice Arid Mesa: Search your library for a Mountain or Plains card and put it onto the battlefield. Then shuffle your library.

Did I win?
Indeed .


On July 15 2011 11:59 FlaShFTW wrote:
damn, a really great map.
only prob is the 3/9 should be on low ground. i dont get y you need an extra ramp set.
but i like the idea of backdoor at the 12/6. keep as is.
9/10
i tried some more options with the 3/9 o'clock expos, and how to make it low-ground. Here's what i got:
+ Show Spoiler +
[image loading]
No1: uses to much space

[image loading]
No2: looks pretty weird

[image loading]No3: straight ramp into straight ramp? I dunno, i don't really like the look of it.
What do you guys think?


On July 16 2011 06:02 []Phase[] wrote:
I like the map, but could you perhaps put some fancy stuff on the field? Like some cracks in the ground, maybe some foliage, etc. The plains look really empty and non-realistic. I dont give a crap about it during a match I want to win, but I can really feel something is missing. Blizzards maps might not be the best on architectural side, with annoying 3rds and such, they do polish them really well and give it a realistic feel, which I can appreciate.
Don't worry, this map isn't finished yet and is almost completely missing doodads at this point in time. I will add those and give the map a polished feel once the layout is final. It sucks to do all the details, spend a lot of time just to recognize half a week later that the layout doesn't work out or there are major flaws that force huge changes and ruin a lot of previous work.
formerly spinnaker.
fuzzytoad
Profile Joined September 2010
Canada57 Posts
Last Edited: 2011-07-15 21:46:01
July 15 2011 21:45 GMT
#18
On July 15 2011 11:30 SilverSkyLark wrote:
Tap, Pay 1 life, Sacrifice Arid Mesa: Search your library for a Mountain or Plains card and put it onto the battlefield. Then shuffle your library.

Did I win?


No, you don't need to tap to sacrifice arid mesa. They would suck if you did.
zturchan
Profile Joined January 2011
Canada156 Posts
July 15 2011 21:51 GMT
#19
Yeah you do - RTFC. http://magiccards.info/query?q=arid mesa&v=card&s=cname for anyone who's wondering.

On topic - Map looks awesome. Gonna try it out when I get home.
Xorpzor
Profile Joined January 2011
Netherlands3 Posts
July 15 2011 21:53 GMT
#20
i tried some more options with the 3/9 o'clock expos, and how to make it low-ground. Here's what i got:
+ Show Spoiler +
What do you guys think?

maybe if you move the 3 abit to the right you can create more space.
which makes your first option more viable. as for the second option i think it will be easy for any ranged army to make a good choke there. denying a 3th/4th.
so imo the 3th option is the best. might not look as good but its better gameplay wise

hey
Thanks for playing, just watched your replay. Seems like the two of you had a pretty long match :D. What gave you a hard time when you wanted to attack? To open? To chokey? Map overall to big?

well the first 3 expansions can be guarded with 1 area. (just infront of the nat). but overall there is nothing wrong with the attack path, they are just different from waht im used to from blizz maps.

im off to italy tomorrow :D, il be back in a week and il definatly play some more on this map
glhf
~Xorp
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