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[M] (4) Xel'Naga's Folly

Forum Index > SC2 Maps & Custom Games
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HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
Last Edited: 2011-11-05 04:27:21
October 14 2011 04:07 GMT
#1
Xel'Naga's Folly v.1.00
This map is intended for the TL Mapping Contest instigated by Blizzard.

This map is published on NA.

+ Show Spoiler [Old] +
This map is intended for the TL Mapping Contest instigated by Blizzard. This map needs a fitting name -- please leave a comment with your suggestions.

This map will be published to NA once it is named. That's really the only thing keeping it from being v.1.0 and published. I will edit this post with notification of when that happens.

+ Show Spoiler [Other Contest Maps] +
http://www.teamliquid.net/forum/viewmessage.php?topic_id=275739 -- Blockbuster
http://www.teamliquid.net/forum/viewmessage.php?topic_id=279838 -- Trillium Toxicodendron


Creation Details:
+ Show Spoiler +
As this map is intended for the TL Map Contest, I obviously could not attempt one of my "index of features" maps that I have a bunch of innovations and features all crammed together. On the other hand, one could not waste the opportunity to try to bring something new to the table. So I settled on one "no-no" and one "interesting new feature" idea that I've had and put them together in this map, while retaining everything as as Blizzard-like as I could.

But then it happened, as I was shaping my terrain, the aethestic for the map that I was creating leaped out at me, previously undetermined, and I could not help but go with the artistic flow that was compelling me, nay, commanding me to bring it to fruition. One might even go so far as to say, it painted itself. And so, what would have otherwise been a most likely hum-drum, unobtrusive, and perhaps mildly tolerable desert turned into a work of art such that I might want to hang it on my wall if it weren't meant for the gruesomely bloody engagements of war.

As I made the final touches, a story for the terrain began to emerge, and now I present to you the story of this terrain:

Long, long ago, when the Xel'Naga were still young in their knowledge and striving for control over the universe, a particularly experiemental facility was created in this region. Before their techniques became as powerful or refined as they would become in later years, this facility engaged in some strange and very unnatural endeavors to increase their understanding of the universal forces. Unknowingly, they tapped into a particularly virulent primal force, one might say could be likened to an intelligence. When it could no longer bear the burdens being laid upon it, this force railed against these beings and their facility, and the land rose up to swallow it all whole. The remnant towers and small surrounding region, for some reason, were the only things that could not be engulfed by this force... perhaps they contain some secrets still. What has brought you to this region? You are not sure, but you have the sensation that your presence is known.

So there it is, as epic and yet as lame as a paragraph could be -- I hope that helps with map name suggestions.

So, enough drama, time to get informative. The very first thing to note about this map is that it is both rotationally and reflectively symmetrical. Fold it, twist it, flip it, everything should match up.

The "interesting new feature" I mentioned is the "checkerboard" middle or "moguls" if you like skiing. As often happens what I think will not take too much space often takes up more space, so there are only nine (9) "moguls" and they are a bit more spread out than one might see on an actual checker board. If there were corner ramps, this might have worked more like I orginally planned, but then, the inspiration for the aesthetic might not have taken shape before my very eyes. Five (5) are actually mogul-like in that they are little hills, and four (4) are actually inverted moguls, or little valleys. The valleys contain the Xel'Naga watchtowers.

This middle area fairly wide open except for the broken corners of the ramps of the moguls. It is also surrounded by a large ravine. This ravine contains a gold base with rocks on the expansion location (as opposed to on top of the resources) at each of the cardinal direction limits of the map (so 3, 6, 9, 12). This ravine is a continuous loop, has eight (8) line of sight blocker walls separating the gold base regions, and twenty eight (28) ramps out of it, twenty (20) into the middle and eight (8) are into the expansions (naturals).

The main bases are located in the very corners of the map. Each main is approximately thirty (30) CC in area, insofar as the orginal land form I started with actually had thirty (30) CCs smooshed into it, and then I shaped it from there. There is not much to say about the main per-se, it most distinguishable feature is the "no-no" which in a way is sort of a two-in-one "no-no". There are two (2) exits out of the main into two (2) identical naturals. The "more than one main choke" is the first part of the "no-no". The second part of the "no-no" is the fact the ramps are cardinal direction ramps. (Part of?) The reason I understand about why the having more than one enterence to the main is a "no-no" is that it makes the early part of the game too accessible for/vulnerable to certain cheese strategies. (Part of?) The reason I understand about why using cardinal driection ramps is a "no-no" is the fact that normal wall-off configurations cannot be applied. The reason that this two part "no-no" is viable (and dare I say, a "yes-yes") is because it solves both objections in one stroke: it is configured such that it essentially comes to one choke point and that choke point allows for a standard wall-off configuration.

The naturals each have one ramp out into the ravine. Almost directly across from these ramps are ramps into the middle section of the map. An interesting thing to note is that the rush distance from the ramp of a natural to the "close natural" of the next base is nearly the same via the ravine and via the middle. This can allow for some very interesting tactics. There are three parallel, single-width, cardinal-direction ramps from the middle directly in front of the gold base, which allows for some intercept play between two passing armies, as well as a means of sneak attacking the gold base.

Finally, the asthetics: after completing the moguls in the middle, I started to work on what would become the ravine. Essentially, I was trying to find some way to make the otherwise straightfoward single pathway from one "close natural" to the next more interesting, and I didn't feel I should expand on the mogul theme any more than had already been done. As the ravine took shape and was copied from one quadrant to the next I noticed the uncanny resemblance of a face in each of the cardinal directions. A few ramps, and a bunch of textures later, voila, the quartet of interlocking beast/demon heads formed by the earth itself. What makes this ever more cool is the fact that the watchtowers have those little eye icons on the mini-map in game, and when you control two adjecent towers, it looks as though that face it looking out at you.

And that's really all there is two it, I hope this goes way beyond what people expect of 16 base rotational map -- in a good way!!!

(All that and I couldn't think up a name, right?)


Map Pics:
+ Show Spoiler +
Overview
(90 degrees)
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+ Show Spoiler [old] +
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(Game angle, full map)
+ Show Spoiler [old] +
[image loading]


Analyzer (not significantly changed by the update, approximately 2 less than shown here for all nat-to-nat distances -- not worth re-posting new pictures)
+ Show Spoiler +

Summary
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Rush distances
+ Show Spoiler +

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Other Rush distances and variant routes (rocks used to force routes)
+ Show Spoiler +

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Details
+ Show Spoiler ['Beauty' shots] +

[image loading]

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+ Show Spoiler [Wall-offs] +

Terran
Main
[image loading]

Nat
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Protoss
Main (Standard block)
[image loading]

Main (full block -- either pylon full blocks)
[image loading]

Nat
[image loading]

Forge Fast Expand (opening toward Main -- 1 zealot block)
[image loading]

Forge Fast Expand (opening away from Main -- 1 zealot & 1-2 probe block)
[image loading]

+ Show Spoiler [Creep connections] +

First tumor
[image loading]

Second tumor (expansion is connected -- you can see the edge of both bases on one screen)
[image loading]

Third tumor (both expansions are connected -- there is even a small strip of creep on the low ground connecting both Nats)
[image loading]

+ Show Spoiler [Siege range] +

Into the Nat
[image loading]

Into the Nat/Main
[image loading]

"Conatining" the Nat(s)
[image loading]

Into the Gold
[image loading]

+ Show Spoiler [Mini Map] +

[image loading]



Map Specifications:
  • Size -- 150x150 playable (176x184 full)
  • Tileset -- All Mar Sara
  • # Players -- 4
  • Main Locations -- 1:30 /4:30 /7:30 /10:30
  • # Bases -- 16
    • 12x 8min, 2gas {main & x2 natural} (standard min/gas amount)
    • 4x 6min, 2gas {wide ravine sections} (standard min/gas amount)
    • Total Resources -- 260,000
    • Saturation -- 11.5555~

  • Rush Distance Timings
    • Close (these will be from the point of view of the 7:30 base to the 4:30 base)
      • Main Clockwise Ramp to Main CCW Ramp -- ~34sec
      • Main Clockwise Ramp to Main Clockwise Ramp (through middle) -- ~41sec
      • Nat CCW Ramp to Nat Clockwise Ramp -- ~27sec
      • Nat Clockwise Ramp to Nat Clockwise Ramp (or CCW to CCW) -- ~33sec to ~36sec depending on the route the pathing takes
      • Nat Clockwise Ramp to Nat CCW Ramp -- ~38sec

    • Cross
      • Main Clockwise Ramp to Main CCW Ramp -- ~51sec
      • Main Clockwise Ramp to Main Clockwise Ramp (through middle) -- ~52sec
      • Nat CCW Ramp to Nat Clockwise Ramp (or CW to CCW) -- ~43sec
      • Nat Clockwise Ramp to Nat Clockwise Ramp (or CCW to CCW) -- ~45sec


  • # Xel'Naga Watchtowers -- 4
    • One in each valley/eye in the middle section

  • Line of Sight Blockers -- 8
    • One on each side of the 3/6/9/12 gold bases separating the area from that in front of the natural ramps

  • Destructible Rocks -- 4
    • Covering each gold base expansion location -- 1

  • Unpathable terrain -- None especially noteworthy


Change Log:
version 0.90 posted -- OP
version 1.00 posted -- map named and published to NA

Final comments:
Once again, this map is heavily influenced by my Brood War affinities, at the very least insofar this map is quite, quite fully square... but I feel it's safe to say that the Brood War map Beltway may have subconsciously influenced the direction of this map now that I step back and look at it. Anyway, I hope you find this map, fun, balanced, and the best in the pool! Please keep all criticism to objective specifics after having playtested and confirmed a potential problem -- speculation will not be considered given what limited time I have (left) to put into these maps (unless it is an obvious oversight, of course). And please suggest a fitting name!!! It has name! (sorry for zigging when you thought I would zag, but I just felt like I had to keep up the Blizzard lore somehow... thanks for all the great suggestions!)

Edit1: (10/15/11) Added Zerg creep connection pictures and Protoss Forge Fast Expand pictures.
Edit2: (10/15/11) See Change Log version 1.00 update.
Edit3: (10/18/11) Added analyzer images
Edit4: (11/05/11) Updated overview picture, added some analyzer notes
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
Gl!tch
Profile Joined December 2010
United States573 Posts
October 14 2011 04:11 GMT
#2
Include analyzer theres alot going on here.

Also, i would include "Skull" or "Skulls" in the name, as they circle the center.
“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
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
Last Edited: 2011-10-14 04:31:30
October 14 2011 04:13 GMT
#3
I would have included analyzer shots, but I have not been able to get the latest versions to work.

Edit: lol, I guess I should give up now, they were supposed to be more like demon/beast heads than skulls. But I'll keep that in mind.

Edit2: here's a pic with the art mostly removed and most of the ramps highlighted. I hope that helps!
+ Show Spoiler +
[image loading]
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
Namrufus
Profile Blog Joined August 2011
United States396 Posts
October 14 2011 05:28 GMT
#4

Long, long ago, when the Xel'Naga were still young in their knowledge and striving for control over the universe, a particularly experiemental facility was created in this region. Before their techniques became as powerful or refined as they would become in later years, this facility engaged in some strange and very unnatural endeavors to increase their understanding of the universal forces. Unknowingly, they tapped into a particularly virulent primal force, one might say could be likened to an intelligence. When it could no longer bear the burdens being laid upon it, this force railed against these beings and their facility, and the land rose up to swallow it all whole. The remnant towers and small surrounding region, for some reason, were the only things that could not be engulfed by this force... perhaps they contain some secrets still. What has brought you to this region? You are not sure, but you have the sensation that your presence is known.


+ Show Spoiler [suggestions] +

Dead Gaze? (watchtower eyes and "your presence is known")
Dread Icon? (land formed into frightening image)
Watchlands?
<something> of Ancients? Ancient <something>
Mark of Transgression? (xel-naga overstep bounds, leaving lasting mark of the pain they have caused)

(or any combination of the above)


I won't comment on the layout too much except to say that the two-natural idea is interesting, it will probably make it very hard to do an FFE on this map though, having to defend those two seperated chokes. how many buildings does it take to block off both one of the main entrances and one of the natural entrances?
This is it... the alpaca lips.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
October 14 2011 05:34 GMT
#5
Skull Mountain~~~~~~~~~~
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Karellen
Profile Joined June 2011
United States50 Posts
October 14 2011 06:39 GMT
#6
Necropolis of the Xel'naga? Or maybe Xel'naga Necropolis? idk, just an idea.
Alpino
Profile Joined June 2011
Brazil4390 Posts
October 14 2011 08:30 GMT
#7
Name it Youkai, it kinda remembered me those japanese demons :D.
20/11/2015 - never forget EE's Ember
TheAmazombie
Profile Blog Joined September 2010
United States3714 Posts
October 14 2011 09:07 GMT
#8
How about Scorched Valley?
We think too much and feel too little. More than machinery, we need humanity. More than cleverness, we need kindness and gentleness. Without these qualities, life will be violent and all will be lost. -Charlie Chaplin
HaXXspetten
Profile Blog Joined October 2009
Sweden15718 Posts
Last Edited: 2011-10-14 09:18:31
October 14 2011 09:18 GMT
#9
Ultimate Chasm of Death and Destruction!!!


+ Show Spoiler +
Now don't take that too seriously
risk.nuke
Profile Joined May 2010
Sweden2825 Posts
October 14 2011 09:42 GMT
#10
Laughing Ravine
Neo.G Soulkey, Best, firebathero. // http://www.teamliquid.net/forum/index.php?show_part=31
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
October 14 2011 10:54 GMT
#11
This map is a bit complicated for blizzard to consider using. Also, your natural is far away from the main choke(s). Also, you are forced to take a fourth with rocks unless you take a distant expo.
I would also suggest pushing all the bases a little closer, removing all the fancy stuff, and making 2 of the golds blue bases with no rocks.
Moderatorshe/her
TL+ Member
mikiao
Profile Joined May 2010
United States161 Posts
October 14 2011 11:08 GMT
#12
Brahma's Valley.

Brahma is a four headed (or faced) god in Hindu. And your map looks like it has 4 faces, to me at least.
"I must rule with eye and claw — as the hawk among lesser birds. "-Duke Leto Atreides
BatCat
Profile Blog Joined November 2010
Austria630 Posts
October 14 2011 11:35 GMT
#13
Skullpunk, 'cause it kinda reminds me of steampunk.
¯\_(ツ)_/¯
Azzur
Profile Blog Joined July 2010
Australia6260 Posts
Last Edited: 2011-10-14 11:58:23
October 14 2011 11:54 GMT
#14
Scorched Ravine
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
October 14 2011 12:25 GMT
#15
@ Namrufus -- I have to get out the door right now (work, you know ) but I will edit in tonight a pic showing a possible FFE configuration. Also, it takes only a single Pylon/Supply Depot to completely block off a main ramp, either at the top or bottom of the ramp (and still leave room to get out the other side!).

@ TehTemplar -- How did I know you would be my example of speculation? You are just mad I used textures. :p Too complicated for what? Early decisions? Attack routes? Winning the game? This is not a specific nor playtested comment. What is wrong with a fourth that has rocks? No one is forcing you to break them. It may not be optimal mining, but it is also a gold base.

And the big one... Natural is too far away for what? FFE as Namrufus said? Zerg fast hatch? I think it is a fine distance for either. Again, I will edit in tonight some zerg pics demonstrating how with two creep tumors you can connect the main to the nat, and with three you can connect all three with even a little strip of creep on the low ground making a second connection of the bases. Why does the main ramp have to be right on top of the nat building?
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
Hassybaby
Profile Blog Joined November 2010
United Kingdom10823 Posts
October 14 2011 13:29 GMT
#16
Bath-tile?

Ber seriously, I like Mark of Transgression that Namrufus suggested
"These guys are mindfucking me into a sex coma" | "Mayonnaise is a must-have lubricant when performing necrophilia"
Asday
Profile Joined November 2010
United Kingdom388 Posts
October 14 2011 16:58 GMT
#17
"Gruntfuttocky McButtockbuttocks".

Not really to do with the map, but if it made it into tournament play and the casters had to say that, I'd die happy.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
October 14 2011 17:51 GMT
#18
@ TehTemplar -- How did I know you would be my example of speculation? You are just mad I used textures. Too complicated for what? Early decisions? Attack routes? Winning the game? This is not a specific nor playtested comment. What is wrong with a fourth that has rocks? No one is forcing you to break them. It may not be optimal mining, but it is also a gold base.

And the big one... Natural is too far away for what? FFE as Namrufus said? Zerg fast hatch? I think it is a fine distance for either. Again, I will edit in tonight some zerg pics demonstrating how with two creep tumors you can connect the main to the nat, and with three you can connect all three with even a little strip of creep on the low ground making a second connection of the bases. Why does the main ramp have to be right on top of the nat building?

Oh come on, I use textures too! The map is too complicated for attacking. If you go from top left to top right, for example, there are like 6 attack routes possible. This heavily favors zerg, in conjunction with how vast and open the center is.
Rocks- In high level play, generally rocks to the gold will be destroyed in the late game, unless it's an insane macro game, which maps like this almost force. Basically, a fast 4th from zerg is annoying to take because you must take a gold. (Don't ask me, this is feedback I have gotten )
The natural is "too far away" in a sense because, to Forge FE or 1 rax expand, etc, you must block all entries into your natural, and the natural does not protect both entrances into the main base, just one. Basically, taking and defending your natural leaves your main open to attack.
Also, if I'm not mistaken, the (both) natural(s) is (are) seigable. (Man it's confusing when you have two naturals ) This is often really bad for zerg. Finally, taking a fast expansion is generally a good idea when the nat to nat distances are far. They are only far when you take the expansion away from your opponent, so in positions that are not across from each other, you must scout your opponent before taking an expansion so you don't take your first expansion near your opponent.

However, this is much less complicated than your previous maps. Good job!
Moderatorshe/her
TL+ Member
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
October 14 2011 23:40 GMT
#19
Thank you all who have doled out their wisdom on map name suggestions so far. I like a bunch of the ideas you have brought to the table and have been considering using some of them.

The top three I am toying with are:

"Brahma's Revenge" - playing more toward the story, the four-faces of Brahma was a great call
"Skullduggery" - playing upon the tricksy-ness of how combat can flow and the skull theme that people seem to see in the map
"Ancient's Transgression" - play toward the story with slightly less reference to a specific religion

I think if there were a Norse version of Brahma I would easily settle on that name given the sway Blizzard allows norse mythology to have in the SC universe (at least as far as naming stuff goes). However, my Norse is a little weak, so I have no idea if there is such a thing. The only thing I think that is stopping me from going with that right away, besides holding out for the Norse version, is the fact that it is religion specific in a sci-fi universe. I could still be pursuaded to go this direction though. What do you think of these three? Is there something better that combines the lore/art and combat flow?

I will have chosen a name and published the map by the end of this weekend.

-----------------------------------------------------------------------------------

@ Asday -- "Well guys, our double map for today is..." ::sigh:: as much as I like to find the humor in life, I can't even bring myself to copy and paste that, much less re-type it, much less really sound out in my head Artosis or someone saying that... Wow, just, wow.

-----------------------------------------------------------------------------------

@ TehTemplar -- so by "far" you really mean "split attention"? I believe that in the little section that you left out in that post of mine that you quoted, I mention the fact that you can wall off that other "enterence to the natural" (which really is the other enterance to the main) with a single Pylon -- this may change the timing slightly for a fast expand, but only testing is going to determine whether its game breaking for that opening on this map. I have other counterpoint I'd like to add, but first I need to update the OP.
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
greggy
Profile Joined October 2010
United Kingdom1483 Posts
October 14 2011 23:43 GMT
#20
Cloverfield.
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