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[M] (2) Gaia's Cradle

Forum Index > SC2 Maps & Custom Games
Post a Reply
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
Last Edited: 2011-10-14 22:24:03
September 08 2011 05:32 GMT
#1
Gaia's Cradle 0.5
Looking a lot better now, can start doing some refining before halloween now.
[image loading]
^Links to a high res image.

  • Players: 2 - 1v1 design, 11/5 o'clock starting.
  • Size: 132x130 playable
  • Expansions: 12.
    • 12x 8 minerals expansions. 2 gas.

  • Rush Distance: Shortest path is 126.7, nat to nat.
  • XWTs: 2.
  • Destructible Rocks: Blocks second entrance to nat and makes the third require a little work to get.
  • LoSBs: Plants around XWTs, second entrance to natural (helps defender), near the 9/3s, 6/12s. Could probably cut down.
  • Servers: EU


Concept: In some civilisations, the word for "tree" and "mountain" are the same.

This was for the Blizzard style map requirement for MotM #10.

When I designed this, I wanted a map with an outer ring with expansions, and a low ground centre for more straightforward combat. Overall, it's a little like Bel'shir beach.

When I was drawing up a rough draft on paper, I imagined a hollowed out tree stump. After this, I decided the map would be like a mountainous grove of enormous trees, teeming with life. It's also an excellent excuse to bring in the sunrays I used in a previous map to imply there's leaves above the map, and only some of the light can reach in full force.

When I first drew up the map in the editor, it was a little on the small size. While I liked what I had, I was reminded of Dual Sight, and you don't often get particularly good games on Dual Sight, as much as I like it.

Either way I really like the flavour of what I'm making. Whether or not I can get it to work is another matter.

Overview (See the images in full size! They look a lot better at in-game distance!):
+ Show Spoiler +

[image loading]
Mains.
[image loading]
Natural.
[image loading]
[image loading]
Third options.
[image loading]
NE/SW
[image loading]
Centre passage. Note you can use the high ground to assert some control or contest a tower.
[image loading]
60 degree angle - High Res Image!


Map Analysis and Rush Distances:
+ Show Spoiler +

None lately, might actually bother to unpack this map and analyse it, fairly comfortable with it.


Detail Shots:
+ Show Spoiler [Walling] +

If you wall off from the side of the main-nat ramp (vertically) it's 3 3x3 buildings and a 2x2.
[image loading]
[image loading]
If you wall off from the natural ramp (diagonal) it's 4 3x3 buildings.
[image loading]
Note that the ramp provides vision over the LoS blockers under the rocks.


Changelog:
  • 08/09/2011 - v0.1 - Initial map published!
  • 15/09/2011 - v0.3 - Graphics overhaul, general tweaks here and there.
  • 14/10/2011 - v0.5 - Another graphics change, expansions made tighter and more defendable.


Concerns:
  • Nothing stands out to me right now - what am I missing?



Download:
    None yet.


Other maps by me:
(2) Heartstone Canyon
(2) Heimdall's Sanctuary
(2) Mountain Retreat
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
Last Edited: 2011-09-08 05:58:27
September 08 2011 05:57 GMT
#2
It feels like the center has some wasted space, like the map could be compressed. I don't know if you're done with the texturing or not, but it could use some more love before you submit it. Also, the area outside the natural seem excessively large, at least from what I can tell of the pictures.

The difficulty of holding the third sure does seem Blizzard-like (excluding Antiga) XD.

I think you can get it working. Hope that helps!
eTcetRa
Profile Joined November 2010
Australia822 Posts
September 08 2011 09:54 GMT
#3
If it were really blizzard style the third would have rocks ^.^
Retired Mapmaker™
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
September 15 2011 05:06 GMT
#4
Mmm, small update. All this drama in the MotM thread got me motivated to really put my back into this one.

Screwed a lot with the lighting, but I think I finally have it how I want. Some of the lit-up patches might be a little bright, but that's easy enough to fix without changing the rest of the map.

I really don't know what to do about those towers though. :/
vol_
Profile Joined May 2010
Australia1608 Posts
September 15 2011 07:16 GMT
#5
[image loading]?
Jaedong gives me a deep resonance.
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
September 15 2011 07:26 GMT
#6
Yeah, pretty much. I was talking a housemate that's always playing MtG in an attempt to think of a good name, and this popped into my head, though I'd seen the card like once.

Fit the bill perfectly name-wise as I wanted to make a canopy on top of a mountain.
vol_
Profile Joined May 2010
Australia1608 Posts
Last Edited: 2011-09-15 08:49:46
September 15 2011 08:46 GMT
#7
My nick originated from an MtG card, Magic = infinite source of awesome names for shit.
The map looks awesome and the name really suits it, I especially like the lighting, makes it kinda mystical.
My favorite part about the layout is how wide the natural is which makes FFE harder combined with how many possible counter-attack paths there are on this map will favor zerg I feel in the current meta game, which makes me happy ^_^

Edit: hmm now that I look at it again I wonder, can you wall off the natural with 3 buildings? Looks deceptively wide to me i think haha
Jaedong gives me a deep resonance.
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
September 15 2011 09:27 GMT
#8
If you wall off from the side of the main-nat ramp (vertically) it's 3 3x3 buildings and a 2x2
[image loading]
If you wall off from the natural ramp (diagonal) it's 4 3x3 buildings, but opens up that side-route (vision blocked, but defender has high ground vision from main-nat ramp)
[image loading]

Not sure if a sentry on the main-nat ramp can force field the side-route on its own. Should probably check.
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
October 14 2011 22:25 GMT
#9
Update~
Map should be a good deal less overagressive now.
oOOoOphidian
Profile Joined January 2011
United States1402 Posts
October 15 2011 01:49 GMT
#10
Good map, but please move the high ground raised area further from the natural.
Creator of sc2unmasked.com
Praetorial
Profile Blog Joined May 2011
United States4241 Posts
October 15 2011 02:34 GMT
#11
Other than saying that this is the most beautiful map I have yet seen...
FOR GREAT JUSTICE! Bans for the ban gods!
jsemmens
Profile Blog Joined June 2011
United States439 Posts
Last Edited: 2011-10-15 14:44:04
October 15 2011 14:42 GMT
#12
I think that the three main paths across the map being so far from each other might lead to a large number of base-trade scenarios (could be good or bad, just pointing it out). Sort of reminds me of Metalopolis in that respect, which is a very good map.
Check out the Flash Fanclub! http://www.teamliquid.net/forum/viewmessage.php?topic_id=336995
Ragoo
Profile Joined March 2010
Germany2773 Posts
October 15 2011 15:55 GMT
#13
Fucked up light? Looks distracting.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
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