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[M] Crux (4)Plains of Despair

Forum Index > SC2 Maps & Custom Games
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LS
Profile Joined March 2011
Korea (South)145 Posts
Last Edited: 2011-10-11 16:49:47
October 01 2011 17:51 GMT
#1
Map Overview
+ Show Spoiler +

Patched
[image loading]


[image loading]

[image loading]

[image loading]

(4)Plains of Despair
Created by LSPrime

Playable 150 150
Published KR

Team CruX
[image loading]
LunaticSounds KeSPA/GSL Map Creator TeamCrux [Twitter @LunaticSound]
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
October 01 2011 18:00 GMT
#2
Close positions?
Moderatorshe/her
TL+ Member
LS
Profile Joined March 2011
Korea (South)145 Posts
October 01 2011 18:00 GMT
#3
On October 02 2011 03:00 TehTemplar wrote:
Close positions?

no
LunaticSounds KeSPA/GSL Map Creator TeamCrux [Twitter @LunaticSound]
Superouman
Profile Blog Joined August 2007
France2195 Posts
October 01 2011 18:01 GMT
#4
Why another altar? there is no many names available
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
LS
Profile Joined March 2011
Korea (South)145 Posts
October 01 2011 18:14 GMT
#5
On October 02 2011 03:01 Superouman wrote:
Why another altar? there is no many names available

I don't have naming sence T.T
Can you recommend to me?
LunaticSounds KeSPA/GSL Map Creator TeamCrux [Twitter @LunaticSound]
Superouman
Profile Blog Joined August 2007
France2195 Posts
October 01 2011 18:17 GMT
#6
If you want something with despair, you can name it Plains of Despair(which is a simple name) in reference to Diablo II. Try to make references to something in your names or something you like.
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
LS
Profile Joined March 2011
Korea (South)145 Posts
October 01 2011 18:24 GMT
#7
On October 02 2011 03:17 Superouman wrote:
If you want something with despair, you can name it Plains of Despair(which is a simple name) in reference to Diablo II. Try to make references to something in your names or something you like.

How about 'Grave of Despair'?
LunaticSounds KeSPA/GSL Map Creator TeamCrux [Twitter @LunaticSound]
monitor
Profile Blog Joined June 2010
United States2408 Posts
October 01 2011 18:24 GMT
#8
Nice work! The name Altar is definitely getting old, but I'm not sure of a different good name.

My only major concern is that the first five bases feel very easy to defend. Since there are only two highground chokes with small ramps to defend, I think the gameplay will be very turtley. In my opinion you should open up the highground area. I suggest widening the ramps, something like this http://i.imgur.com/wy9Iq.jpg.

The middle expansions seem too close to be split between the players, especially since there is a tower between them. Essentially there are going to be 2 or 3 unused expansions every game in the center. Unfortunately I don't know how to fix this- it is just something to avoid in the future.

Glad you're back
https://liquipedia.net/starcraft2/Monitor
Modernist
Profile Joined March 2011
United States89 Posts
Last Edited: 2011-10-01 18:58:12
October 01 2011 18:46 GMT
#9
On October 02 2011 03:24 LSPrime wrote:
Show nested quote +
On October 02 2011 03:17 Superouman wrote:
If you want something with despair, you can name it Plains of Despair(which is a simple name) in reference to Diablo II. Try to make references to something in your names or something you like.

How about 'Grave of Despair'?


lol Grave of Despair sounds weird.... Plains of Despair much better.

Personally I like one word names, so I would say something like "Caldera".
Ragoo
Profile Joined March 2010
Germany2773 Posts
October 01 2011 19:02 GMT
#10
Another interpretation of Shakuras Plateau, interesting

I like how you made the nat more vulnerable and forced the defender to defend more aggressively to abuse highground at the nat.

I'm curious about rush distance. 152x152 with nats and thirds all the way in the corner looks like scary long ones.

I personally dislike how you changed the position of on of the bases compared to Shakuras and I agree with monitor that it seems like you can 5-base turtle way too easy on this one.
Plus the fact that now you can't really take the middle base as a third and follow it up with another middle base as a fourth like you could on Shakuras with T/P.

This is actually the reason I don't like this map very much.
Sorry but imho TPW Overgrown > this map.

Aesthetics are outstanding as always tho!
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
LS
Profile Joined March 2011
Korea (South)145 Posts
October 01 2011 19:41 GMT
#11
On October 02 2011 03:24 monitor wrote:
Nice work! The name Altar is definitely getting old, but I'm not sure of a different good name.

My only major concern is that the first five bases feel very easy to defend. Since there are only two highground chokes with small ramps to defend, I think the gameplay will be very turtley. In my opinion you should open up the highground area. I suggest widening the ramps, something like this http://i.imgur.com/wy9Iq.jpg.

The middle expansions seem too close to be split between the players, especially since there is a tower between them. Essentially there are going to be 2 or 3 unused expansions every game in the center. Unfortunately I don't know how to fix this- it is just something to avoid in the future.

Glad you're back

thx your opinion!!
LunaticSounds KeSPA/GSL Map Creator TeamCrux [Twitter @LunaticSound]
Gl!tch
Profile Joined December 2010
United States573 Posts
October 01 2011 19:48 GMT
#12
I feel like the map would always go to a split map situation, the 5 bases on either side seem to easy to defend. Perhaps widening the two ramps that lead to the middle low ground.
Just a suggestion. Btw if the only complaint you are getting is that the name is overused i would say its a great map
“I mean, they say you die twice. One time when you stop breathing and a second time, a bit later on, when somebody says your name for the last time.” ― Banksy
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
October 01 2011 20:03 GMT
#13
This looks a little too easy to hold your half of the map. I would suggest the low-ground 3rd having an additional attack path facing the center. Just my two cents.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Inside.Out
Profile Blog Joined December 2010
Canada569 Posts
Last Edited: 2011-10-01 20:14:11
October 01 2011 20:13 GMT
#14
it looks like it would be really easy to split the map in half, each player getting 5 bases, or a terran could turtle hard on those 5 bases, and just siege up across the 2 small ramps to the middle and force hour long games.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2011-10-01 20:31:31
October 01 2011 20:26 GMT
#15
On October 02 2011 05:03 IronManSC wrote:
This looks a little too easy to hold your half of the map. I would suggest the low-ground 3rd having an additional attack path facing the center. Just my two cents.


This. + Show Spoiler [Like this:] +
.
.[image loading]


The way it is right now, the alternate attack path is so roundabout, it will only be used as part of a dedicated all-in attack (on 2 bases for that time of game), or it will be used for a 2-prong attack focused on high-mobility units like hellions or zerglings. In that case, it's really hard to hold the highground in front of your natural without letting hellions or zerglings slip by on either side, so it's really hard to "move out" making players turtle even more. With a center path into the 3rd, it actually helps the defender keep a forward defensive position where he can fall back to either the natural or the 3rd easily.

Oh and name ideas:
-Shrine
-Temple
-Throne
-Dais
Comprehensive strategic intention: DNE
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
October 01 2011 20:38 GMT
#16
Easy natural, easy 3rd, easy 4th, easy 5th, easy 6th, easy 7th, impossible 8th. Campy games, especially tvt. Zerg underpowered.
I would probably do this:
[image loading]
LS
Profile Joined March 2011
Korea (South)145 Posts
Last Edited: 2011-10-01 20:45:42
October 01 2011 20:45 GMT
#17
patched!
I always wait your opinion!!
[image loading]
LunaticSounds KeSPA/GSL Map Creator TeamCrux [Twitter @LunaticSound]
SidianTheBard
Profile Joined October 2010
United States2474 Posts
October 01 2011 20:50 GMT
#18
Island bases in the Northwest & Southeast corners!
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.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
October 01 2011 20:52 GMT
#19
You know what I think would be really unique and different? If 2 of the middle bases were gold (either 9 and 3 bases, or 12 and 6). If by luck you spawn closer to your gold base on your half of the map, that would give you a better chance at grabbing the gold. If you spawn on the other side of your map and the gold isn't near you, then the gold would be farther away and harder to obtain.

Just a unique thought, since I know LSPrime likes to experiment.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
LS
Profile Joined March 2011
Korea (South)145 Posts
October 01 2011 20:52 GMT
#20
How can i edit title? I want to change 'Crux (4)Plains of Despair'
LunaticSounds KeSPA/GSL Map Creator TeamCrux [Twitter @LunaticSound]
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
October 01 2011 20:54 GMT
#21
Send a PM to a moderator.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Ragoo
Profile Joined March 2010
Germany2773 Posts
October 01 2011 21:20 GMT
#22
Golds in the location Sea_Food suggested, every middle base gold, island bases. I would take anything to not make this a 5base turtle map ^^
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
LS
Profile Joined March 2011
Korea (South)145 Posts
October 02 2011 07:15 GMT
#23
patched again!
thx for your opinions
[image loading]
LunaticSounds KeSPA/GSL Map Creator TeamCrux [Twitter @LunaticSound]
Bswhunter
Profile Blog Joined May 2010
Australia954 Posts
October 02 2011 09:05 GMT
#24
Wowwwwww. A map where you can easily get 5 bases. Intresting to see how this plays out.
Stop browsing and do whatever it is you're supposed to do. TL will still be here when you get back
LS
Profile Joined March 2011
Korea (South)145 Posts
October 02 2011 10:48 GMT
#25
Easy to defence 5 bases yet?
LunaticSounds KeSPA/GSL Map Creator TeamCrux [Twitter @LunaticSound]
monitor
Profile Blog Joined June 2010
United States2408 Posts
October 02 2011 22:59 GMT
#26
On October 02 2011 19:48 LSPrime wrote:
Easy to defence 5 bases yet?


Not yet, but I'm not sure it's something we really need right now. Terminus is the only thing that comes close- and the turtling isn't great. Maybe you could make it easier to harass on this map?

Like a low cliff at the natural, a highground cliff at the third, main minerals facing backwards, etc.
https://liquipedia.net/starcraft2/Monitor
FlaShFTW
Profile Blog Joined February 2010
United States10196 Posts
October 02 2011 23:49 GMT
#27
ooohh.. interesting map. good thing there is no close spawns. this is a for-sure macro map.

this would be better off as a 2v2 map, imo. just that its TOO easy for people to take bases safely.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2011-10-02 23:59:47
October 02 2011 23:59 GMT
#28
--- Nuked ---
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 03 2011 02:26 GMT
#29
On October 03 2011 07:59 monitor wrote:
Show nested quote +
On October 02 2011 19:48 LSPrime wrote:
Easy to defence 5 bases yet?


Not yet, but I'm not sure it's something we really need right now. Terminus is the only thing that comes close- and the turtling isn't great. Maybe you could make it easier to harass on this map?

Like a low cliff at the natural, a highground cliff at the third, main minerals facing backwards, etc.


Remember when Terminus came out and watching both players 3base before any real attacks was like... never before seen? I think that might be the point of this map and its 5 bases.

That said, I really like the idea of mineral lines in the main with their back to middle. Close air would be very twitchy and cross positions would make the middle more relevant because it watches the fastest air route to main harass.
Comprehensive strategic intention: DNE
LS
Profile Joined March 2011
Korea (South)145 Posts
October 03 2011 17:37 GMT
#30
On October 03 2011 08:59 Barrin wrote:
This thread should have an [M] in the title, but I'm not sure how I should put it there and keep the team tag intact. The other mapmaking teams put the tagafter the (2)

like this:

[M] (2) TPW Artifice

but that doesn't really look right for this map

[M] (2) Crux Plains of Despair

What about this?:

[M] Crux (2) Plains of Despair

[M] needs to be first thing :o

I'll just do "[M] Crux (2) Plains of Despair" unless you wanna give me a different way of doing it.

Sorry!
LunaticSounds KeSPA/GSL Map Creator TeamCrux [Twitter @LunaticSound]
Callynn
Profile Joined December 2010
Netherlands917 Posts
October 03 2011 22:30 GMT
#31
Finally a more zerg-friendly map. Good work!
Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
monitor
Profile Blog Joined June 2010
United States2408 Posts
October 03 2011 22:33 GMT
#32
On October 04 2011 07:30 Callynn wrote:
Finally a more zerg-friendly map. Good work!


To be honest (I can't tell if this is sarcasm), but I think it is much better for Terran and Protoss than for Zerg since they can take 5 bases extremely easy unlike most other maps.
https://liquipedia.net/starcraft2/Monitor
LS
Profile Joined March 2011
Korea (South)145 Posts
October 04 2011 07:41 GMT
#33
[image loading]
patched
LunaticSounds KeSPA/GSL Map Creator TeamCrux [Twitter @LunaticSound]
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 04 2011 07:44 GMT
#34
^ Seems obvious now. Nice.
Comprehensive strategic intention: DNE
Apoo
Profile Joined January 2011
413 Posts
October 04 2011 12:52 GMT
#35
I like the map, especially the new changes.

The 4 bases in the middle seem really open, i do not think we will see them uses very often, besides that, nice work
TolEranceNA
Profile Joined April 2011
Canada434 Posts
October 04 2011 15:16 GMT
#36
This might sound extremely extreme, but is it possible to make an ramp that leads up to the main from the middle and is blocked by invulnerable rocks, and the rocks will explode/be killable at a certain time, to make the map SLIGHTLY less of a 5 base turtle fest. Just some ideas >.>
Arotsis:"Nestea, what do you think about Zerg?" Nestea:"...Sad."
LS
Profile Joined March 2011
Korea (South)145 Posts
October 11 2011 16:50 GMT
#37
patched!
and i pushed to gsl :D
LunaticSounds KeSPA/GSL Map Creator TeamCrux [Twitter @LunaticSound]
turamn
Profile Blog Joined October 2010
United States1374 Posts
Last Edited: 2011-10-11 17:06:01
October 11 2011 17:05 GMT
#38
On October 12 2011 01:50 LSPrime wrote:
patched!
and i pushed to gsl :D


woot! can't wait to see this in gsl :D
Destructicon
Profile Blog Joined September 2011
4713 Posts
October 11 2011 17:08 GMT
#39
Congratulation LS, good luck with your map in GSL and I'm looking forward to seeing your future projects.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 12 2011 02:59 GMT
#40
On October 12 2011 01:50 LSPrime wrote:
patched!
and i pushed to gsl :D


AWESOME----ISLANDS!! ;D
Comprehensive strategic intention: DNE
Crusnik
Profile Joined December 2010
United States5378 Posts
October 12 2011 17:35 GMT
#41
Looks like an interesting map, can't wait to play it with some teammates of mine. Nice job!
Steam: rook492
Arnfasta
Profile Blog Joined December 2010
United States183 Posts
October 12 2011 18:23 GMT
#42
Are those creep tumors on the islands or am I crazy? If so, that's a really fascinating and creative solution to T taking a quick, easily defendable island expo.
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