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[M](2)TPW Iron Curtain

Forum Index > SC2 Maps & Custom Games
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Mereel
Profile Joined February 2010
Germany895 Posts
Last Edited: 2011-12-09 22:46:01
September 19 2011 23:06 GMT
#1
[image loading]


hey guys,
i made a new map. pretty standard stuff. layout work is mostly mine with small fixes from lefix. textures mostly from lefix with fixes from me. doodad work mostly from me with help from lefix, funcmode and johanaz.
The Layout is Influenced by Grand Line SE. It doesnt really look like that anymore but the middle highground is still there.
I chose MarSara Tileset because it really easy on the eye and has a clear lightning for every race.

Samro and lefix are responsible for the questionable rock decision. (i want to point that out^^)

Only on EU for now.

Design Influence:
+ Show Spoiler +
[image loading]

General:
+ Show Spoiler +
Texture: Mar Sara
Playable: 144*139
Expands: 10
Xel'Naga: 2

Overview:
+ Show Spoiler +
[image loading]
HQ: http://i.imgur.com/4NrFs.jpg

Analyzer:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]

Pictures:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
TPW Mapmaking Team
Prog
Profile Joined December 2009
United Kingdom1470 Posts
Last Edited: 2011-09-19 23:31:42
September 19 2011 23:30 GMT
#2
Looks like a very solid map.

The only thing I don't like is the way the watchtowers work. They provide vision of every attack path and thus are a too useful tool for mapcontrol. There should be paths outside of their vision range. Maybe move them a bit closer to the middle of the map?
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
September 19 2011 23:56 GMT
#3
great work. looks beautiful. aw BW maps were the best.
Antares777
Profile Joined June 2010
United States1971 Posts
September 19 2011 23:59 GMT
#4
This is amazing. It's like Bardiche but the contrast between openness and chokes is a lot more standard and acceptable. You can split the map in whichever direction you chose because of the options for a third. I'm looking forward for some great games going down on this!
FlaShFTW
Profile Blog Joined February 2010
United States10351 Posts
September 20 2011 01:05 GMT
#5
wat a beautiful map... GRAND LINE FTW!!! lmao sc2 should just convert sc bw maps to sc2.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
SidianTheBard
Profile Joined October 2010
United States2475 Posts
Last Edited: 2011-09-20 03:01:15
September 20 2011 03:00 GMT
#6
My only problem is I see a 3rd being far too hard to take for protoss especially and even terran a bit (until they get a pfort up). No matter which one you take you'll have to spread yourself out pretty thin. It'll also be really rough because there are so many flanking paths.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
September 20 2011 03:31 GMT
#7
--- Nuked ---
monitor
Profile Blog Joined June 2010
United States2408 Posts
September 20 2011 03:58 GMT
#8
Very nice. I like a lot, especially how the map can be split very nicely either way a player expands to his third.

Right now I think it is possible as others have said that the third base spreads Protoss out too far in PvZ. The distance is quite long- longer than most Blizzard maps. But it's not any longer than a lot of competitive maps like TalDarim and Crossfire. I think testing is needed to determine any imbalance.

I definitely think the rocks seem unnecessary at the fourth. It is pretty easy to defend already; removing the rocks would allow for more harass. If it is too hard to hold, I think it it could be moved a little bit closer to the highground third. Or you could rework it to be a "dead-end" expansion which would work nicely here.
https://liquipedia.net/starcraft2/Monitor
Mereel
Profile Joined February 2010
Germany895 Posts
September 20 2011 04:11 GMT
#9
[image loading]
HQ: http://i.imgur.com/8eWPc.jpg

that looks holdable for me^^
i will talk about all the other things that came up with the guys tomorrow.
TPW Mapmaking Team
GTR
Profile Blog Joined September 2004
51573 Posts
September 20 2011 04:22 GMT
#10
i expected an actual port of iron curtain.
=[
Commentator
empiriaa
Profile Joined December 2010
United States7 Posts
September 20 2011 05:47 GMT
#11
where are the rocks? blizzard will never let this fly
At levels this high its cheesy to play straight up
NullCurrent
Profile Joined November 2010
Sweden245 Posts
September 20 2011 06:11 GMT
#12
On September 20 2011 14:47 empiriaa wrote:
where are the rocks? blizzard will never let this fly


There are rocks blocking one of the ways to the north and south middle expansions. They don't block the expansion though.
The Planetary Workshop - TPW - Mapmaking Team
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2011-09-20 07:50:14
September 20 2011 07:49 GMT
#13
--- Nuked ---
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 20 2011 13:47 GMT
#14
In general I agree to a certain extent with Barrin's conclusion that this lacks the fun-factor, but not any more than a lot of other maps...

However I really disagree with his theoretical analysis of the 3rds, at least for PvZ. I would take the against-main 3rd 90% of the time. Why? You get a tower. You can park your army equidistant between nat choke and 3rd, while strongarming tower control with your nearby army. This feels so much safer than going ccw, lacking a tower, having to wall, and still feeling pulled between two locations (like Tal Darim x10). Additionally, taking the against-main 3rd sets you up for a much nicer 4th, almost automatic once the game gets to that point.

In light of this, the map seems like a top vs bottom game once you get beyond 15 minutes / 2base. This leaves the 5th base at the equator on either side sort of dangling. (It might have been a 3rd but that tower is so desirable personally I doubt it will be used that way very often in "standard" games.) Which way do those 5th bases get split up once the map is top vs bottom? Imo, this makes the map prone to a late game expansion / production facility base trade dynamic.

Compare to Tal Darim (for a different reason than before). That map can also see pretty harsh expo trades, but thats because players arent good enough to control space well like, say, on fighting spirit in BW. The map can be split cleanly in two different directions (4 player rotational hmmm) and as long as both players stay on top of their shit, you aren't forced into ugly counterattacks whenever the opposition pushes you, which I feel like is inevitable once someone is taking a 5th here. This is a style choice though, to be clear I'm not condemning at all. ^^
Comprehensive strategic intention: DNE
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
September 20 2011 13:51 GMT
#15
On September 20 2011 13:22 GTR wrote:
i expected an actual port of iron curtain.
=[

Me too. So disappointed
Administrator~ Spirit will set you free ~
Mereel
Profile Joined February 2010
Germany895 Posts
September 20 2011 14:01 GMT
#16
sorry i didnt know that there was a broodwar map called iron curtain
TPW Mapmaking Team
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
September 20 2011 17:22 GMT
#17
--- Nuked ---
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
September 20 2011 18:18 GMT
#18
Very nice analysis Barrin 8)
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2011-09-20 21:02:06
September 20 2011 20:52 GMT
#19
On September 20 2011 16:49 Barrin wrote:
That all actually ties into this: I'm not really a fan of how so many bases in SC2 maps are so incredibly rounded! What I mean is that they're often kind of like peninsulas with air space on sorta 3 different sides (or a lot on 2 sides). And the minerals are like 2-4 spaces from the edge (the roundness of the terrain is there almost exclusively to wrap around the minerals like this). And each base past the main has very little room in it past the room for minerals and the CC (granted you do want to carefully place the CC spot in relation to the chokes of the base for the purposes of PF's, creep, and defend-harassment distance from choke). WE NEED TO STOP MAKING EVERY BASE LIKE THIS! Yes, in general just barely most bases should be roughly like this; but it's possible to get so much more creative with individual base structure.


quoted for truth!


On September 20 2011 12:58 monitor wrote:
I definitely think the rocks seem unnecessary at the fourth. It is pretty easy to defend already; removing the rocks would allow for more harass. If it is too hard to hold, I think it it could be moved a little bit closer to the highground third. Or you could rework it to be a "dead-end" expansion which would work nicely here.


i understand that there is an anti-symathy against rocks and i would say leave them out whereever you can. you could leave them away here easily. it is safe enough as you state. for me it is not about defensive here, but taking down the rocks as an attacker. to have the extra path, to be able to harass, to take the bridge base as a fourth. the ccw fourth is quite a bit further away. so i think the rocks here are a good decision.

rocks that are not only in your way, but open up new path that are optional are something positiv in my opinion and hopefully entertaining. we need an emancipation movement for rocks really


On September 21 2011 02:22 Barrin wrote: I agree that the end game bases are too close to each other (creating the "winner's expansions" effect). To be blunt be a little more like Odyssey ^^ + Show Spoiler +
[image loading]


4-player format (more expansions) would help this a lot on this map IMO.


i think ody is the wrong example here. i understand that your last base should be in reasonable distance. i remember when this was discussed regarding lefix's map back then. but ody is a strict one-expansion-pattern map, while iron allows expansion in both directions. something i like alot, but it creates difficulties with the last base, sure. possibly you would go in one direction and then swing back to the other to get your last base. also your expansions (in general) could be used to force the other player to take another fifth than he wanted first (something i have seen on cascade).

4player format is an interesting decision. could you elaborate on how you wopuld do this?
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
September 20 2011 21:56 GMT
#20
--- Nuked ---
Maur
Profile Joined March 2010
Spain63 Posts
Last Edited: 2011-09-20 22:28:23
September 20 2011 22:23 GMT
#21
For the port:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=147942

It's pretty shitty and it hasn't the same proportions but if someone wants to update it i can give them the file
monitor
Profile Blog Joined June 2010
United States2408 Posts
September 20 2011 22:27 GMT
#22
On September 21 2011 05:52 Samro225am wrote:

Show nested quote +
On September 20 2011 12:58 monitor wrote:
I definitely think the rocks seem unnecessary at the fourth. It is pretty easy to defend already; removing the rocks would allow for more harass. If it is too hard to hold, I think it it could be moved a little bit closer to the highground third. Or you could rework it to be a "dead-end" expansion which would work nicely here.


i understand that there is an anti-symathy against rocks and i would say leave them out whereever you can. you could leave them away here easily. it is safe enough as you state. for me it is not about defensive here, but taking down the rocks as an attacker. to have the extra path, to be able to harass, to take the bridge base as a fourth. the ccw fourth is quite a bit further away. so i think the rocks here are a good decision.

rocks that are not only in your way, but open up new path that are optional are something positiv in my opinion and hopefully entertaining. we need an emancipation movement for rocks really


I don't really think I agree about the rocks. In this situation, adding rocks in the fashion you stated is a "bandaid" fix for something potentially flawed in my opinion.

On this map, the fourth is almost easier to defend than the third. This is definitely not a great gameplay factor because somebody who has gotten ahead by securing their third earlier gets an even farther lead because of an easy fourth. For example in a hypothetical TvZ, if a three base terran takes out the Zerg's third, they can expand to a fourth easier than the Zerg can re-expand to the third. This makes it so even if the person behind plays much better, he can't necessarily win because the map rewards the player already ahead.

Additionally, encourage harass and attacks is always something good for a map. Turtling up and just sitting is not good gameplay (Terminus is less extreme, but a somewhat good example). The rocks are really just a nuisance to take down when you are trying to harass, infact they almost stop zergling runbys competely. I would encourage army movement instead of nullifying it.

Just simply alter it. Balance can always be attained in any map with just slight modifications- the real problem is getting the gameplay to be good. In this circumstance, I would probably put 6x6 debris blocking half the choke so that it is still easily defended, but harass can still be used. If you want to engage, breaking the rocks won't be a big problem for a large army.
https://liquipedia.net/starcraft2/Monitor
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 21 2011 03:33 GMT
#23
On September 21 2011 07:27 monitor wrote:
Show nested quote +
On September 21 2011 05:52 Samro225am wrote:

On September 20 2011 12:58 monitor wrote:
I definitely think the rocks seem unnecessary at the fourth. It is pretty easy to defend already; removing the rocks would allow for more harass. If it is too hard to hold, I think it it could be moved a little bit closer to the highground third. Or you could rework it to be a "dead-end" expansion which would work nicely here.


i understand that there is an anti-symathy against rocks and i would say leave them out whereever you can. you could leave them away here easily. it is safe enough as you state. for me it is not about defensive here, but taking down the rocks as an attacker. to have the extra path, to be able to harass, to take the bridge base as a fourth. the ccw fourth is quite a bit further away. so i think the rocks here are a good decision.

rocks that are not only in your way, but open up new path that are optional are something positiv in my opinion and hopefully entertaining. we need an emancipation movement for rocks really


I don't really think I agree about the rocks. In this situation, adding rocks in the fashion you stated is a "bandaid" fix for something potentially flawed in my opinion.

On this map, the fourth is almost easier to defend than the third. This is definitely not a great gameplay factor because somebody who has gotten ahead by securing their third earlier gets an even farther lead because of an easy fourth. For example in a hypothetical TvZ, if a three base terran takes out the Zerg's third, they can expand to a fourth easier than the Zerg can re-expand to the third. This makes it so even if the person behind plays much better, he can't necessarily win because the map rewards the player already ahead.

Additionally, encourage harass and attacks is always something good for a map. Turtling up and just sitting is not good gameplay (Terminus is less extreme, but a somewhat good example). The rocks are really just a nuisance to take down when you are trying to harass, infact they almost stop zergling runbys competely. I would encourage army movement instead of nullifying it.

Just simply alter it. Balance can always be attained in any map with just slight modifications- the real problem is getting the gameplay to be good. In this circumstance, I would probably put 6x6 debris blocking half the choke so that it is still easily defended, but harass can still be used. If you want to engage, breaking the rocks won't be a big problem for a large army.


Great post monitor.

Me: "About rocks... are there rocks on this map lol?? In the pictures I'm seeing in the OP there are none and I was basing my thoughts on that. OH THERE ARE ROCKS."

I was looking at the analyzer pics, I thought they were hypothetical in Barrin's picture. >.>

Anyway, imo neither 3rd is that much harder to take than any currently common maps for PvZ. In the current PvZ metagame you generally end up putting up a number of cannons at all bases outside your main and nat, and the way that you need to fight infestors requires adequate space. So, I don't find the space around the cw 3rd to be scary at all, nor the high ground, because you wouldn't engage up there anyway. The reason I personally don't like going ccw is because of exactly what you said about towers, Barrin. They can be used against you. And it's much harder to control the tower up there. However, if it's a game where I'd be comfortable going blind or relying on an observer while I put up the 3rd, then it wouldn't really matter.

Even with a walloff, the ccw 3rd can be attacked by a squad of roaches or whatnot (at the wall) while the main zerg army threatens to push your natural. To fend off a side-attack like that, you need colossus behind the wall or you have to meet the roaches around the other side, or let them break in and hold them there. At the cw 3rd, you don't have this problem of a split path to defend your 3rd, it's just a line with an intersection in the middle (where you park your army).

Regarding the watchtower above the cw 3rd, if they zerg takes it while they're pushing, you know they've committed their army there which is all you need to know to defend your 3rd. Having it is only important to know when and where a push is coming, and they won't be able to take it away from you unless they bring their whole army... which is what the tower is meant to tell you. Otherwise you're on standby with your army at the intersection to meet them if they come ccw.

However with these rocks! It seems either choice is fine depending on what stage of the game you want to be more of a hurdle, and personal preference.

If the ccw 3rd was made into a deadend base per monitor's early post in this thread, it would set the expansion pattern but not the order of where you go when, that would be pretty cool.
Comprehensive strategic intention: DNE
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2011-09-21 03:35:08
September 21 2011 03:34 GMT
#24
oops
Comprehensive strategic intention: DNE
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