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[M] (7) Lands Of Twisted Pleasure

Forum Index > SC2 Maps & Custom Games
Post a Reply
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
September 05 2011 18:55 GMT
#1
Lands Of Twisted Pleasure v.1.0

This is now live on NA. Please PM me or email to my gmail address with this handle if you find any bugs. Thanks!


Creation Details:
+ Show Spoiler +
I splattered terrain together and played with the ramps until I found something I liked and looked pretty balanced even if it might require something a little different from the standard metagame. This map was made for the [Mapping Challenge] #1 Asymmetric Maps.



Map Pics:
+ Show Spoiler +

Overview
[image loading]

Analyzer
+ Show Spoiler +

These are probably slightly off since I modified the 12 position slightly since making these. They should not be that different so I'm not going to make new ones at the moment.
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Here are the extracted numbers from the analyzer pics with some analysis of the scouting routes.
+ Show Spoiler +

One base over (Next)
2-4 = 89.7
4-6 = 73.0
6-7 = 88.4
7-9 = 95.3
9-11 = 116.8
11-12 = 107.9
12-2 = 76.3

avg. 92.5


Two bases over (Skip1)
2-6 = 151.0
4-7 = 158.7
6-9 = 83.1
7-11 = 183.9
9-12 = 143.3
11-2 = 172.2
4-12 = 147.8

avg. 148.6


Three bases over (Skip2)
2-7 = 212.7
4-9 = 151.0
6-11 = 193.1
7-12 = 193.1
9-2 = 183.9
11-4 = 218.1
12-6 = 168.5

avg. 188.6


Avg. per base
2 - Next: 83 - Skip1: 161.6 - Skip2: 198.3 - Total: 147.6333
4 - Next: 81.35 - Skip1: 153.25 - Skip2: 184.55 - Total: 139.71667
6 - Next: 80.7 - Skip1: 117.05 - Skip2: 180.8 - Total: 126.18333
7 - Next: 91.85 - Skip1: 171.3 - Skip2: 202.9 - Total: 155.35
9 - Next: 106.05 - Skip1: 113.2 - Skip2: 167.45 - Total: 128.9
11 - Next: 112.35 - Skip1: 178.05 - Skip2: 205.6 - Total: 165.333
12 - Next: 92.1 - Skip1: 145.55 - Skip2: 180.8 - Total: 139.48333


Scout paths (clockwise - parenthesis shows how much more distance than direct by ground):
2 - To4: 89.7 - To6: 162.7 (+11.7) - To7: 251.1 (+38.4) - To9: 346.4 (+162.5) - To11: 463.2 (+291) - To12: 571.1 (+494.8)
4 - To6: 73.0 - To7: 161.4 (+2.7) - To9: 256.7 (+100.1) - To11: 373.5 (+155.4) - To12: 481.4 (+333.6) - To2: 557.7 (+468)
6 - To7: 88.4 - To9: 183.7 (+100.6) - To11: 300.5 (+107.4) - To12: 408.4 (+239.9) - To2: 484.7 (+333.7) - To4: 574.4 (+501.4)
7 - To9: 95.3 - To11: 212.1 (+28.2) - To12: 320 (+126.9) - To2: 396.3 (+183.6) - To4: 486 (+327.3) - To6: 559 (+470.6)
9 - To11: 116.8 - To12: 224.7 (+81.4) - To2: 301 (+117.1) - To4: 390.7 (+239.7) - To6: 463.7 (+380.6) - To7: 552.1 (+456.8)
11 - To12: 107.9 - To2: 184.2 (+12) - To4: 273.9 (+55.8) - To6: 346.9 (+153.8) - To7: 435.3 (+251.4) - To9: 530.6 (+413.8)
12 - To2: 76.3 - To4: 166 (+18.2) - To6: 239 (+70.5) - To7: 327.4 (+134.3) - To9: 422.7 (+279.4) - To11: 539.5 (+431.6)


(this basically just shows that it is optimal scouting to send two scouts, and for one to go three bases clockwise and the other to go three bases counterclockwise. "over" is total distance over sending one scout to each base; "diff" is the difference in distance between the two scouts finishing their routes, I am not sure how to convert this to game seconds.)
2 - 4r/2l over: 174.5 diff: 162.2 - 3r/3l over: 155.5 diff: 49.9 - 2r/4l over: 195.3 diff: 233.6
4 - 4r/2l over: 173.6 diff: 207.5 - 3r/3l over: 155.9 diff: 17.2 - 2r/4l over: 242.4 diff: 229.3
6 - 4r/2l over: 251.6 diff: 245.7 - 3r/3l over: 177.9 diff: 61.5 - 2r/4l over: 254.4 diff: 163.2
7 - 4r/2l over: 186.3 diff: 234.9 - 3r/3l over: 165.3 diff: 68.9 - 2r/4l over: 162.5 diff: 115.3
9 - 4r/2l over: 340.3 diff: 207 - 3r/3l over: 217.2 diff: 44.3 - 2r/4l over: 243.9 diff: 121.7
11 - 4r/2l over: 182 diff: 134.8 - 3r/3l over: 163.2 diff: 26.6 - 2r/4l over: 167.4 diff: 189.3
12 - 4r/2l over: 215.7 diff: 102.7 - 3r/3l over: 197.4 diff: 81 - 2r/4l over: 258.1 diff: 242.4




Map Specifications:
  • Size -- 160x160 playable (184x192 full)
  • # Players -- 7
  • Main Locations -- 2 / 4 / 6 / 7 / 9 / 11 / 12
  • # Bases -- 40
    • 15x 8min, 2gas {high ground} (standard min/gas amount)
    • 25x 6min 1gas {mid ground} (standard min/gas count)
    • 11x 1gas {low ground} (standard gas count)

  • # Xel'Naga Watchtowers -- 0
  • Line of Sight Blockers -- 0
  • Destructible Rocks -- 0
  • Unpathable terrain -- 0



Change Log:
OP -- version 1.0 posted


Final comments:
Try out the map! I think it will be fun. This was all done with Haven tileset for anyone who was wondering. Again, I didn't spend too much time on the visuals, but I did make the ramps a little more noticable.


+ Show Spoiler [PS for mod] +
Hurray! Don't need to resize the images this time. Don't ask my why... :::shrug:::
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
September 05 2011 19:04 GMT
#2
40 bases. Thats alot even for a 7 player free for all. That in a 160X160map. Thats one base for every 25x25 which is more than I have ever seen.
iGrok
Profile Blog Joined October 2010
United States5142 Posts
September 05 2011 19:11 GMT
#3
You require more Vespene Gas.
+ Show Spoiler +
That is a LOT of resources. Where do you build your base? There's no room to do anything here.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 05 2011 21:05 GMT
#4
Soooo many cliffs. How does zerg walk around in the lategame? Or the midgame for that matter?

I like the idea though. ^^
Comprehensive strategic intention: DNE
RyuChus
Profile Blog Joined August 2010
Canada442 Posts
September 05 2011 21:09 GMT
#5
I guess you fight.. within the bases? because theres like no OPEN space.. WHATSOEVER?!!! It's all narrow pathways directed to different places. I think this is kind of bad for big fights because of colossus being able to walk up cliffs really easily and destroy armies that are clumped up in the pathways. I haven't played it yet so i won't be able to say for sure. But it looks like a really really fun map!
I have an announcement to make, "Moo!" That is all.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
September 05 2011 21:29 GMT
#6
My map for that challenge is ALMOST AS INSANE.
But yours is definately MORE insane.





In a good way!
ModeratorI am still alive, somehow
TL+ Member
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
September 08 2011 11:56 GMT
#7
The way I have been playing this map is to wall/choke ramps as I take each new expansion. This allows for more safety and gives you more room to build. It is not that hard to wall/choke off the cardinal direction ramps, it is just a little different. While everything is definately cramped, with good sim city, it's not too bad.

I think zerg will not have too much of a problem getting around since there are at least two routes to almost everywhere on the map. This means splitting the army a lot and sending them down different corridors, but it is hard to have all of those corridors covered at once.

Beyond the early game, I think that things like nydus, warp, drops, siege units, and air will start to play a bigger role than on most maps in determining how the armies move and who will take the upper hand.

While I think colussus by themselves will be strong to a degree, the fact is they need an army with them to protect them. It is harder to keep an army together with them if they run away up a cliff. Same thing for tanks, if you keep them near a ledge to cover the ground paths, they could be more easily sniped by air. Also, colossus cannot walk up two cliff levels and there are a fair number of places on the map where this occurs, even if the surface area of those places are small. So while they will have their place and may be somewhat stronger on this map to a degree, I can't say I see them becoming rediculously strong, but I think more time will tell.
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
Chargelot
Profile Blog Joined December 2010
2275 Posts
September 08 2011 14:09 GMT
#8
On September 06 2011 06:05 EatThePath wrote:
Soooo many cliffs. How does zerg walk around in the lategame? Or the midgame for that matter?

I like the idea though. ^^


The map will heavily favor anyone who goes air, with the exception of Protoss who, in theory, could do fine with Blink Stalker Colossus.
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