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[M](2)Golgotha

Forum Index > SC2 Maps & Custom Games
Post a Reply
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
Last Edited: 2011-11-10 21:54:18
October 03 2011 02:53 GMT
#1
Old post:
+ Show Spoiler +
Golgotha is an aramaic word meaning "the skull".
Made by: Me, duh!
Published on: NA.
Map image:

+ Show Spoiler +
[image loading]

Bounds: 120x124.

10/28 update!

Changes: Smaller nat chokes
Slightly larger rush distance
Bottom base is an island
Top base is a gold
Top base is on high ground
Random aesthetic changes
Bigger mains (not much)
LoS blockers I will probably take out.

[image loading]
ModeratorI am still alive, somehow
TL+ Member
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
October 03 2011 03:01 GMT
#2
So its like scrap but the rocks in the middle have been removed. Because of that further changes really do not matter.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
October 03 2011 03:07 GMT
#3
What if I told you it wasn't like scrap?
ModeratorI am still alive, somehow
TL+ Member
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2011-10-03 16:53:43
October 03 2011 05:20 GMT
#4
--- Nuked ---
Imperfect1987
Profile Joined August 2010
United States558 Posts
October 03 2011 05:59 GMT
#5
This is nothing like scrap station. I am curious where the spawn locations are. I'm assuming the 2 bottom corner locations? I like the heart in the middle. Seems a bit simplistic of a map but could bring about a lot of interest situations in game I think.
The keyboard is mightier than the pen.
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
Last Edited: 2011-10-03 06:04:16
October 03 2011 06:03 GMT
#6
Okay, I am sorry. Maybe its not like Scrap. Still, my point was this map hsa too short rush distances = unplayable.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 03 2011 09:22 GMT
#7
Take out the 12oclock base and connect the highground there instead. If this were 130x134 you'd be golden. Jut the corners out a bit more to make the routes more zig-zaggy and it'll increase the nat-to-nat as well.

This is a good layout. The center tower and the high ground at the lategame side of the map are excellent in concept.

These textures make me want to shower.

Comprehensive strategic intention: DNE
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
October 03 2011 10:54 GMT
#8
Looks like you improved alot in the last couple months when it comes to layout and terrain work. Now it's about time to start improving texture work
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
October 03 2011 12:33 GMT
#9
One of the most defining features of scrap station was the enormous amount of air space on the edges. I see almost none here.

Hard third was another thing, don't see that here.

No double ramp main.

No semi-islands.

Lots of pathing between the 4 lategame bases (which are pretty close together).

No gold base far away.

Base between mains is ground-pathable and fairly open

Being in the 2-base mirror symmetry with close air position mains category does not automatically mean scrap station style.

<3

Summed it up ^^

<3
This is nothing like scrap station. I am curious where the spawn locations are. I'm assuming the 2 bottom corner locations? I like the heart in the middle. Seems a bit simplistic of a map but could bring about a lot of interest situations in game I think.

The spawn locations are in the bottom left and the bottom right.
The heart was almost on accident
And yeah, I was aiming for a very interesting late-game more than a fancy design.

Okay, I am sorry. Maybe its not like Scrap. Still, my point was this map hsa too short rush distances = unplayable.

Apology accepted! I will test the rush distance and report back to you!

Take out the 12oclock base and connect the highground there instead. If this were 130x134 you'd be golden. Jut the corners out a bit more to make the routes more zig-zaggy and it'll increase the nat-to-nat as well.

This is a good layout. The center tower and the high ground at the lategame side of the map are excellent in concept.

These textures make me want to shower.


Can I have the 12 o'clock base there instead?
Rush distance, I think, is a little longer than it looks. I dunno, I'll check.
Layout: I'd never done reflectional symmetry well, so I just mimic'ed a lot of other designs.
Textures:
Looks like you improved alot in the last couple months when it comes to layout and terrain work. Now it's about time to start improving texture work

ty!
Textures:
ModeratorI am still alive, somehow
TL+ Member
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2011-10-03 18:34:06
October 03 2011 18:33 GMT
#10
The reason why I say the dimensions should be slightly increased is because the 3rd and 4th are too close to each other and the natural (just a little). It would also increase the rush distance which looks a bit more (20%) than close positions Shattered Temple.

The 12oclock is incredibly vulnerable, so it's only purpose is "the last base(TM)" which I think the 6oclock serves much better as. If the highground was connected there it would make a more contentious (not campy) fight at the top of the map between the 4th bases. But I'm liking it more the way you have it now actually. I just can't think of a good reason to have that base, but it's just me.

Also, if it was enlarged, the 12oclock wouldnt be so awkward and would serve a much bigger role as a waypoint between the 4ths on top of the map.

This is a very good layout imo, I think you should pursue it.
Comprehensive strategic intention: DNE
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
October 03 2011 18:43 GMT
#11
The reason why I say the dimensions should be slightly increased is because the 3rd and 4th are too close to each other and the natural (just a little). It would also increase the rush distance which looks a bit more (20%) than close positions Shattered Temple.

The 12oclock is incredibly vulnerable, so it's only purpose is "the last base(TM)" which I think the 6oclock serves much better as. If the highground was connected there it would make a more contentious (not campy) fight at the top of the map between the 4th bases. But I'm liking it more the way you have it now actually. I just can't think of a good reason to have that base, but it's just me.

Also, if it was enlarged, the 12oclock wouldnt be so awkward and would serve a much bigger role as a waypoint between the 4ths on top of the map.

This is a very good layout imo, I think you should pursue it.

Dimensions: Correct on rush distances. It's about 135 Main-to-main and about 110 Nat-to-Nat. I guess I could make it a little wider.
12 o'clock. I don't like having maps with fewer than 10 bases, but I could remove that and add 2 extra side bases if I make the map wider. lol@The Last Base™.
I think I will keep that base, just because it's sort of a contested base that can change the game if it is taken late-game. I will make it taller too ^^.
I wonder if anyone noticed the reference(s) in the name of the map?
ModeratorI am still alive, somehow
TL+ Member
FlaShFTW
Profile Blog Joined February 2010
United States10627 Posts
October 03 2011 19:49 GMT
#12
tuck in natural more toward the main, then make the nat choke less. so hard to take natural.

make 12 gold.

nice. this looks like scrap right off the bat, but really it is nothing like it. very nice.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
October 03 2011 19:53 GMT
#13
On October 04 2011 04:49 FlaShFTW wrote:
tuck in natural more toward the main, then make the nat choke less. so hard to take natural.

make 12 gold.

nice. this looks like scrap right off the bat, but really it is nothing like it. very nice.

Ty for feedback!
ModeratorI am still alive, somehow
TL+ Member
Mindcrime
Profile Joined July 2004
United States6899 Posts
October 03 2011 20:38 GMT
#14
reminds me of RoV

+ Show Spoiler +
[image loading]
That wasn't any act of God. That was an act of pure human fuckery.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
October 03 2011 21:10 GMT
#15
On October 04 2011 05:38 Mindcrime wrote:
reminds me of RoV

+ Show Spoiler +
[image loading]

Yeah, that's the inspiration I got for this map ^^
ModeratorI am still alive, somehow
TL+ Member
Antares777
Profile Joined June 2010
United States1971 Posts
October 03 2011 22:56 GMT
#16
Hmm I dislike the top XWT. It reveals the sneakiest and longest path between the bases. I'd think that the map would be more skill orientated if it ceased to exist.

I like the RoV inspiration, I always thought that it was a good map, but was never sure on its SCII compatibility.

Just an idea, but since the 6 o'clock is the most vulnerable location, maybe it could become a semi-island like the original version of Shakuras Plateau and Incineration Zone? I haven't seen that concept used in any maps other than those two, though I think it could work out. Might not be what you want with this map though, because then the mains would have a backdoor into one another.

12 o'clock should be a gold expansion in my honest opinion. I'd think it would spice up gameplay a bit.

Love the <3!

Textures... meh. Fix 'em.

Cool map bro
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
Last Edited: 2011-10-03 23:21:19
October 03 2011 23:21 GMT
#17
On October 04 2011 07:56 Antares777 wrote:
Hmm I dislike the top XWT. It reveals the sneakiest and longest path between the bases. I'd think that the map would be more skill orientated if it ceased to exist.

I like the RoV inspiration, I always thought that it was a good map, but was never sure on its SCII compatibility.

Just an idea, but since the 6 o'clock is the most vulnerable location, maybe it could become a semi-island like the original version of Shakuras Plateau and Incineration Zone? I haven't seen that concept used in any maps other than those two, though I think it could work out. Might not be what you want with this map though, because then the mains would have a backdoor into one another.

12 o'clock should be a gold expansion in my honest opinion. I'd think it would spice up gameplay a bit.

Love the <3!

Textures... meh. Fix 'em.

Cool map bro

Top XWT: That's actually almost an aesthetic easter egg... See if you can find it...... mwahahahahahahaha!
I can remove it though
RoV inspiration: I like that map, despite me never playing broodwar seriously.
Idea for semi-island- It could work. The thing about both mains leading into it is that you have to break down your own rocks (or use air) to break down his rocks. It might make late game completely focused on that one base, with sneaky counter-attacks in the upper area.
12 o'clock: kk
The <3 : Was almost an accident- I was messing with the width of attack paths and noticed an almost-heart shape in it, so I decided to keep it and make it more noticable/heart-shaped.
Textures:
"Going to do that every time someone mentions the textures."
+ Show Spoiler +
What's sad is that this is almost exactly how I wanted it to look. The map is (almost) in the shape of a skull. The cracked char dirt is the bone of the skull, the red lava cracks makes it look more scary (lol) and there is the easter egg I mentioned.

Oh and thanks!
ModeratorI am still alive, somehow
TL+ Member
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
October 04 2011 01:06 GMT
#18
On October 04 2011 05:38 Mindcrime wrote:
reminds me of RoV

+ Show Spoiler +
[image loading]

^This.^

Beat me to it.

I like, but my one complaint... is that the heart should be upside-down to make a proper skull nose.
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
October 29 2011 03:03 GMT
#19
update
ModeratorI am still alive, somehow
TL+ Member
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