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[M] (2) Stella

Forum Index > SC2 Maps & Custom Games
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fenX
Profile Joined February 2011
France127 Posts
Last Edited: 2011-07-26 11:22:37
July 25 2011 22:39 GMT
#1
Woops, I did it again.
Another big 1v1 map with long rush distances and lots of expansions.
You may think it's too big for a 1v1 map, but it's not bigger than any 4p GSL map when you spawn cross positions on those and they're played in 1v1.
Making such a big map 2 players instead of 4 players has 3 big advantages :
- no positionnal imbalance
- expansions pattern and terrain shape is only repeated twice (while it's 4 times the same on 4 players maps) so you can have more differences in expansions shapes
- removes the random factor of the first scout. On maps like Shakuras it's not really a big deal, but on maps like Taldarim it can make a huge difference if your opponent scouts you first or last.

Playable size : 152x152
Bases : 16 blue + 1 gold
Available on EU

+ Show Spoiler [Overview] +

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+ Show Spoiler [Analyzer] +

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+ Show Spoiler [Before 6/12 changes] +

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+ Show Spoiler [Details] +

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My map thread : http://www.teamliquid.net/forum/viewmessage.php?topic_id=195518
FlaShFTW
Profile Blog Joined February 2010
United States10151 Posts
July 25 2011 23:29 GMT
#2
too many bases.... ugh... i love macro games, but this is over doing it...

there are many bases too close to each other... the 5/11 bases (not the mains) should be removed as they serve no really purpose. tanks could easily siege that anyways. i suggest taking that out, and moving the 6/12 more to that location.

7/1 seem too close to the 3rd. suggested that moved more to 6/12 if changes are made to the 5/11 position bases as mentioned above.

dislike center regular bases. too close to the high yield. or take out the high yield, and it will be fine.

small qualms about the inner 3/9... but its fine for now.

otherwise, a very sexy map, i love the textures and everything. i look forward to more maps from you.

Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
dudecrush
Profile Joined August 2010
Canada418 Posts
July 26 2011 00:24 GMT
#3
This map is great, but as the poster above me said, that's just a few too many expansions. Don't get me wrong, I play zerg and love expansions, but even I can tell that's too many. I would either:

A) Remove the bases immediately to the north and south of the gold (although the weird gas placement is kind of cool) or

B) Remove the 6 and 12 o'clock bases (preferable).

That's really my only complaint.
Summerfield
Profile Blog Joined November 2010
Sweden88 Posts
July 26 2011 00:29 GMT
#4
Is this map named after the Kashiwa Daisuke song Stella?
"And this queen is like F-u darkshrine you are dying like the bitch you are!" - PsYstarcraft
emc
Profile Joined September 2010
United States3088 Posts
July 26 2011 01:53 GMT
#5
the random 4 blue bases in the middle of the map should be removed, they don't look safe and they aren't gold bases, Why take those when there are better ones practically every where? Also remove the 1 blue base on each side that is above the west main and is below the east main.
fenX
Profile Joined February 2011
France127 Posts
July 26 2011 09:53 GMT
#6
I don't really get why you want to remove expansions, having lots of possible expansions doesn't mean you need to take them all and mine out the map before ending the game, it just mean you have more choice for your 4th and 5th, and it can be different choices for different races or for different styles of play.

On July 26 2011 09:29 Summerfield wrote:
Is this map named after the Kashiwa Daisuke song Stella?

No, it means "star" in latin, that's all.
My map thread : http://www.teamliquid.net/forum/viewmessage.php?topic_id=195518
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
July 26 2011 09:57 GMT
#7
If you have a spare textureslot, try and get another rocky one and blend it with the general lowgrounds. Its very much all the same looking at the moment, while the rest has very nice details to it.
KCCO!
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 26 2011 10:16 GMT
#8
I recently thought a lot about why 2 spawn maps should be much smaller than the big 4spawn GSL maps and I don't really have an answer (well okay you can do cheesy stuff without scouting the enemy's location, but I don't think that will be too bad).
So thank you for trying this out.

I have to agree with FlashFTW tho, the 5/11 bases are too close to the other base and serve no purpose other than giving you a free double expo at the end of the usual expansion path. I would definitely remove them.

Other than that I don't have any major concerns right now.

The aesthetics are top notch!
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
fenX
Profile Joined February 2011
France127 Posts
July 26 2011 11:59 GMT
#9
I moved 6/12 farther away from 5/11, making it more open (updated analyzer pics)

On July 26 2011 18:57 ihasaKAROT wrote:
If you have a spare textureslot, try and get another rocky one and blend it with the general lowgrounds. Its very much all the same looking at the moment, while the rest has very nice details to it.

I already use 8 textures and 3 cliffs, we need to ask Blizzard for 2 more texture slots
My map thread : http://www.teamliquid.net/forum/viewmessage.php?topic_id=195518
fenX
Profile Joined February 2011
France127 Posts
Last Edited: 2012-08-27 09:22:20
August 27 2012 04:16 GMT
#10
Updated version :

[image loading]

Removed the center gold base and changed the 12' and 6' to rocked gold bases. Opened the middle, changed the 5' and 11' access, and many other small changes to balance the map.
For some reason I couldn't edit the topic, so I had to bump it, sorry.
My map thread : http://www.teamliquid.net/forum/viewmessage.php?topic_id=195518
Insomni7
Profile Joined June 2011
667 Posts
August 27 2012 07:31 GMT
#11
Actually glad you bumped this, I havent seen it before. I think in the modern metagame it has to be a bit easier to FFE; perhaps if you pushed the natural back it would help. The one other criticism is that this map is the embodiment of circle syndrome. If I were you I would take out the highground 4ths at 1 and 7 oclock to encourage players to either expand more riskily (to the base behind the main) or more agressively (towards the center).
Never Forget.
eTcetRa
Profile Joined November 2010
Australia822 Posts
August 27 2012 12:19 GMT
#12
I've always thought that if you want a large 2-spawn macro map with more than the standard amount of bases then go with 7 bases per player.
Retired Mapmaker™
AssyrianKing
Profile Blog Joined August 2011
Australia2111 Posts
August 29 2012 10:18 GMT
#13
Just an idea, you should get rid of the 2 mining bases on the outskirts of the middle and put them inside the middle, and instead of lowground it should be highground, it would make a nice idea for something different
John 15:13
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