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[M] [W.I.P] (4) Hipster Heaven

Forum Index > SC2 Maps & Custom Games
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1 2 Next All
Mashmed
Profile Joined September 2010
Sweden198 Posts
Last Edited: 2011-10-11 12:30:43
October 06 2011 16:17 GMT
#1
Hipster Heaven!
[image loading]
I have gotten many complaints of my maps being too ordinairy. So I figured I'd go into unchartered waters and try something completally wack. So it will be fun to see what people think.

IT HAS 3000+ TREES IN IT

Overview
+ Show Spoiler +
[image loading]


It looks huge I know, it is huge aswell. Here is more or less what I had planned for the map and some illustration!

Explanation!!!
+ Show Spoiler +
[image loading]
Lets say you spawn at 4/5'o clock. Then the 3'o clock and the 6/7'o clock spawns are not options for your opponent to spawn at. Only 1o'clock, 11o'clock and 9o'clock are the available spawns. Since this is a map with 6 main spawns it is obviously rediculously large, this is my preposed fix to that: At all the spawns where there no player there are rocks covering the natural spawn which shortens the scouting distance.

Ignore the in-base Xel'naga towers it was an old idea.


Beauty Pics
+ Show Spoiler +
[image loading]
[image loading]
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Analyzer
+ Show Spoiler +
1o'clock
+ Show Spoiler +
[image loading]

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3o'clock
+ Show Spoiler +
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5o'clock
+ Show Spoiler +
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7o'clock
+ Show Spoiler +
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9o'clock
+ Show Spoiler +
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11o'clock
+ Show Spoiler +
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I will also, if I deem it worth it, trim it down alot. The closer to the middle mains are a bit too large and the third in between mains is also too large.

This map is obviously heavily a Work In Progress, just trying out wierd things and such.
Gosh Digglydarnit
Gfire
Profile Joined March 2011
United States1699 Posts
October 06 2011 17:26 GMT
#2
I actually was doing something similar to this in order to convert that 8-spawn map to 1v1... I forget the name, it's bel'shir and is used for 2v2 and 4v4. It wasn't very successful, but that's because that map wasn't right to begin with.

I've been thinking about watchtowers in the mains... It's an interesting idea.

Very odd map, at any rate.
all's fair in love and melodies
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2011-10-06 18:44:39
October 06 2011 18:42 GMT
#3
If 1. the rocks indicate whether someone has spawns there or not, and 2. the distance to the rocks is comparable to the scouting distances on a normal map, then...

Isn't the scouting situation functionally that of a normal map? In which case, why do you need any special features (the towers) to handle proxies? If someone wanted to proxy, they would have to gamble that they'd find their opponent first try or be way behind, just like a normal multi spawn map.

The rocks is a great way to adjust for scouting length while affecting ease of expanding, so thumbs up there.

The map is just so big. I would remove the lowground 3rd entirely. If you can't spawn close, there's no reason it needs to be there as a distinct base--the natural of the next door spawn can serve just as well. I know it's meant to be a 3rd without rocks, but I think the close main can serve that purpose. Then you have 12 bases and not 15, which means you could put some "towards the opponent" expansions somewhere around the middle, if you want. Then you have a sort of 3-sided Shakuras Plateau, which would be neat I think because players could actually split the unused wing equally and somewhat stably.

I think ideally you should have a tower in the center with sidepaths like on Shattered Temple so tower control doesn't give total ground security to the unused wing.

Really like the novelty.
Comprehensive strategic intention: DNE
Mashmed
Profile Joined September 2010
Sweden198 Posts
October 06 2011 18:52 GMT
#4
On October 07 2011 03:42 EatThePath wrote:
+ Show Spoiler +
If 1. the rocks indicate whether someone has spawns there or not, and 2. the distance to the rocks is comparable to the scouting distances on a normal map, then...

Isn't the scouting situation functionally that of a normal map? In which case, why do you need any special features (the towers) to handle proxies? If someone wanted to proxy, they would have to gamble that they'd find their opponent first try or be way behind, just like a normal multi spawn map.

The rocks is a great way to adjust for scouting length while affecting ease of expanding, so thumbs up there.

The map is just so big. I would remove the lowground 3rd entirely. If you can't spawn close, there's no reason it needs to be there as a distinct base--the natural of the next door spawn can serve just as well. I know it's meant to be a 3rd without rocks, but I think the close main can serve that purpose. Then you have 12 bases and not 15, which means you could put some "towards the opponent" expansions somewhere around the middle, if you want. Then you have a sort of 3-sided Shakuras Plateau, which would be neat I think because players could actually split the unused wing equally and somewhat stably.

I think ideally you should have a tower in the center with sidepaths like on Shattered Temple so tower control doesn't give total ground security to the unused wing.

Really like the novelty.


The thought behind the towers was, unless you go really fast expansion you will allways see the scouting worker, if so, for a second if it turns around when it spots you. If there are no rocks the worker knows you are there and you do not have a chance to know if he scouted or not. That would ofcourse only happen if he scouts you first or second because otherwise he knows where you are anyhow but yea perhaps the towers is a bit too much.
Gosh Digglydarnit
Chargelot
Profile Blog Joined December 2010
2275 Posts
Last Edited: 2011-10-06 19:22:42
October 06 2011 19:21 GMT
#5
I'm torn. I actually like the design, but calling it hipster makes me want to burn it to the ground in a fit of pure rage. Any chance of a 2v2 or 3v3 fixed-position version?
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 06 2011 19:49 GMT
#6
On October 07 2011 03:52 Mashmed wrote:
Show nested quote +
On October 07 2011 03:42 EatThePath wrote:
+ Show Spoiler +
If 1. the rocks indicate whether someone has spawns there or not, and 2. the distance to the rocks is comparable to the scouting distances on a normal map, then...

Isn't the scouting situation functionally that of a normal map? In which case, why do you need any special features (the towers) to handle proxies? If someone wanted to proxy, they would have to gamble that they'd find their opponent first try or be way behind, just like a normal multi spawn map.

The rocks is a great way to adjust for scouting length while affecting ease of expanding, so thumbs up there.

The map is just so big. I would remove the lowground 3rd entirely. If you can't spawn close, there's no reason it needs to be there as a distinct base--the natural of the next door spawn can serve just as well. I know it's meant to be a 3rd without rocks, but I think the close main can serve that purpose. Then you have 12 bases and not 15, which means you could put some "towards the opponent" expansions somewhere around the middle, if you want. Then you have a sort of 3-sided Shakuras Plateau, which would be neat I think because players could actually split the unused wing equally and somewhat stably.

I think ideally you should have a tower in the center with sidepaths like on Shattered Temple so tower control doesn't give total ground security to the unused wing.

Really like the novelty.


The thought behind the towers was, unless you go really fast expansion you will allways see the scouting worker, if so, for a second if it turns around when it spots you. If there are no rocks the worker knows you are there and you do not have a chance to know if he scouted or not. That would ofcourse only happen if he scouts you first or second because otherwise he knows where you are anyhow but yea perhaps the towers is a bit too much.


Well, to hold the temporary in-base tower, you have to put a worker on it. You could just put that worker outside if you're concerned about not seeing their scout, which would require a little more minimap vigilance, but... more skill, more gg, right? Hehe.
Comprehensive strategic intention: DNE
SaltyDog
Profile Joined January 2011
Uganda73 Posts
October 06 2011 20:00 GMT
#7
Clever map.
I can see you're trying to explain a concept more than a map here so without over-analysing this; I like it, it's naughty but nice. I want to see games played on a finished version of it.
If I were you I would take the awesome terrain structure, lose the XNT gimmick and just polish up the layout: More reasonable proportions, something in the middle obvious stuff really.
GJ
I'm unemployed, so I make maps.
Mashmed
Profile Joined September 2010
Sweden198 Posts
October 06 2011 20:00 GMT
#8
Yea I guess you could put a random worker there instead.
Gosh Digglydarnit
Mashmed
Profile Joined September 2010
Sweden198 Posts
Last Edited: 2011-10-06 21:52:30
October 06 2011 21:21 GMT
#9
Fixed some stuff. Removed the third, added a "third" closer to the middle. Removed the in-base XNT and added 3 closer to the middle from the 3 big peninsulas.

Made a new overview
+ Show Spoiler +
[image loading]


Did some analyzer pictures (it was gruesome...) It seems the distance to a rock would be somethiing like 150-165 depending on where you spawn. Which I'd think is pretty ok I guess.

1o'clock
+ Show Spoiler +
[image loading]

[image loading]

[image loading]


3o'clock
+ Show Spoiler +
[image loading]

[image loading]

[image loading]


5o'clock
+ Show Spoiler +
[image loading]

[image loading]

[image loading]


7o'clock
+ Show Spoiler +
[image loading]

[image loading]

[image loading]


9o'clock
+ Show Spoiler +
[image loading]

[image loading]

[image loading]


11o'clock
+ Show Spoiler +
[image loading]

[image loading]

[image loading]



Also if someone would be willing to help me with the rocks only spawning at the spots where players aren't I would be very glad. Because the data/trigger editors are like chinese to me.




Gosh Digglydarnit
Mashmed
Profile Joined September 2010
Sweden198 Posts
Last Edited: 2011-10-07 14:44:33
October 07 2011 13:28 GMT
#10
I managed to import my own texture after alot of 'how the f...' Figured I might aswell try it out on a map I'm working on so i did some texture work in this map.

Note: My tile is still a bit wierd in reflecting lights at distances but closer up it looks great.

Overview:
+ Show Spoiler +
[image loading]

[image loading]

[image loading]


edit: oh.... triple post, someone is gonna hate me for that:/

Gosh Digglydarnit
Gfire
Profile Joined March 2011
United States1699 Posts
October 07 2011 13:50 GMT
#11
How dare you triple post? I hate you.

+ Show Spoiler +
Textures look good. (: I love you
all's fair in love and melodies
Mashmed
Profile Joined September 2010
Sweden198 Posts
October 07 2011 16:23 GMT
#12
On October 07 2011 22:50 Gfire wrote:
+ Show Spoiler +
How dare you triple post? I hate you.

+ Show Spoiler +
Textures look good. (: I love you


How else could I shamelessly bump my thread!

I've done some additional texturing and added loads of doodads. Also trying out some fog settings. Let me know what you think, personally I absolutally love it.

Overview:

For some reason the fog dissapeared when I did these images 0o. Watch the 'Good looking shot' to see what the fog looks like.
http://i.imgur.com/pjKpu.jpg

Good looking shot:
http://i.imgur.com/ySKej.jpg


Gosh Digglydarnit
Antares777
Profile Joined June 2010
United States1971 Posts
October 07 2011 22:52 GMT
#13
Hipsters... Don't get me started with them...

Other than the map name, immense size, asymmetrical layout, and extremely unusual watchtower + rocks idea... good map.

I think you are trying to do too many things at one time. Balancing this and weeding out imbalances will be near impossible. You also have a fortress effect going on (assuming players cannot spawn adjacent to one another on the plateau) on an already massive map. The naturals are practically impossible to attack because of the distance from the opponent and the bridge-like choke.

Sorry, but I really think that you should abandon this concept and work on something else.
Mashmed
Profile Joined September 2010
Sweden198 Posts
Last Edited: 2011-10-07 23:42:09
October 07 2011 23:41 GMT
#14
On October 08 2011 07:52 Antares777 wrote:
+ Show Spoiler +
Hipsters... Don't get me started with them...

Other than the map name, immense size, asymmetrical layout, and extremely unusual watchtower + rocks idea... good map.

I think you are trying to do too many things at one time. Balancing this and weeding out imbalances will be near impossible. You also have a fortress effect going on (assuming players cannot spawn adjacent to one another on the plateau) on an already massive map. The naturals are practically impossible to attack because of the distance from the opponent and the bridge-like choke.

Sorry, but I really think that you should abandon this concept and work on something else.


The fact of the matter is:

Cross map on this map is shorter than on Tal'darim altar. Finding your opponent in this map, assuming you scout them last on both maps, you actually scout them 1 minute faster on my map. The natural is no harder attacking into than naturals with ramps e.g. Shakuras plateau, Antiga Shipyard. In fact I think a natural wall that is on the same level as you would be something that makes it easier to attack into.

The rocks have been fixed now so they should despawn if someone is in the main. If you want to try the map out it has been uploaded to EU.

Overview:
[image loading]
Gosh Digglydarnit
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2011-10-08 04:13:12
October 08 2011 04:10 GMT
#15
When I envisioned the rocks I thought it would be blocking the CC spot on the natural, not walling it off. What is your reasoning behind the wall instead? It makes it necessary for zerg to take that intermediate base (closer to opponent) as their 3rd, which I would say you should avoid if you could.

However, it's really cool that the unused side of the map is a pair of semi island double expos. I'm not sure when you'd have time to go take out the rocks over there, so it seems like terran drops would be really strong, especially vs zerg (if they had nydus'd in or something).

If you haven't already, I recommend blocking the NW and NE corners with no fly zones to reduce the obscene air space there.

Also the center base is tankable from one "outer" main, which exacerbates that ZvT problem in certain spawns.
Comprehensive strategic intention: DNE
BeeNu
Profile Joined June 2011
615 Posts
October 08 2011 04:24 GMT
#16
This is actually a really sick concept for a map.

You might need to work out a way to connect the three large segments of the map more though since through the center is the only way to approach the enemy cuz essentially, each player can easily take 5 bases and only have to defend two ramps that are in close proximity to each other.
Mashmed
Profile Joined September 2010
Sweden198 Posts
Last Edited: 2011-10-08 14:14:10
October 08 2011 09:30 GMT
#17
I changed the ramps a bit. Making the distance between the two larger. There's not much else I can do now though since the map is so far along.

Also changed the mains closer to the middle so that tanks shouldn't be able to bombard the thirds.

Not sure why rocks on a safer third would be a problem, if they really need to take a super quick third you can take the riskier one. Like Tal'Darim more or less.

The thing about having a main close to you that you are not using also opens up another path to your bases. Protoss can use blink stalkers over there and then come in through the back, Terrans can do bio drops and Zergs can do ol drones to come in from the back.

Overview
+ Show Spoiler +
[image loading]


Also, if you check this picture you'll see that defending both those spots if you have taken that third. Will spread you pretty thin.

http://i.imgur.com/5jX0u.jpg

Changed the middle a bit aswell, feel it was a little to open.

+ Show Spoiler +
[image loading]
Gosh Digglydarnit
oberhofer
Profile Blog Joined July 2011
Germany98 Posts
October 09 2011 23:03 GMT
#18
Why is this thread not getting any more attention? I've been lurking this thread for a while without commenting because I didn't really have anything substantial to add to the comments, but I feel this map deserves a bit more feedback. And then a bit more, as soon as this is actually close to being finished


I really love the aesthetics though and the fact that the tile is custom made. A bit more effort laid into it and it could be really really fun.
SC2 catchphrase.
Chargelot
Profile Blog Joined December 2010
2275 Posts
October 10 2011 01:00 GMT
#19
I intensely love the changes you have made.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
Mashmed
Profile Joined September 2010
Sweden198 Posts
October 10 2011 15:18 GMT
#20
On October 10 2011 08:03 oberhofer wrote:
Why is this thread not getting any more attention? I've been lurking this thread for a while without commenting because I didn't really have anything substantial to add to the comments, but I feel this map deserves a bit more feedback. And then a bit more, as soon as this is actually close to being finished


I really love the aesthetics though and the fact that the tile is custom made. A bit more effort laid into it and it could be really really fun.


Thanks, and this is exactly how I feel lol...

I get really sad when I see maps that in my opinion isn't as "creative" as mine just get 30+ posts when mine seem to just die after 10 posts.

Should I assume my map is perfect and that is why I'm getting no response?
Gosh Digglydarnit
1 2 Next All
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