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Active: 23621 users

[M] (2) WIP Palm Valley

Forum Index > SC2 Maps & Custom Games
Post a Reply
Ragoo
Profile Joined March 2010
Germany2773 Posts
Last Edited: 2011-10-29 11:34:24
October 19 2011 18:23 GMT
#1
Hey guys,

this is Palm Valley, a 2p map with rotational symmetry that's intended for competitive use. This is one of the maps I will submit to TL map contest.

Version 1.1 up on EU!
[image loading]
- Size 120x134
- heavily inspired by Monte Cristo.
- middle bridge is unbuildable
- tileset: Mar Sara with some Bel'Shir Grass, Aiur Bricks and Haven Grass Rocky

+ Show Spoiler [Angled Overview] +
[image loading]


Analyzer Pictures:

+ Show Spoiler +
+ Show Spoiler [rush distance nat-nat] +
[image loading]

+ Show Spoiler [summary] +
[image loading]



Ingame pictures:

+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]



Feel free to comment
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
TexasToast
Profile Joined March 2011
United States82 Posts
Last Edited: 2011-10-19 19:00:04
October 19 2011 18:57 GMT
#2
I really like how you can tell which player the gold bases "belong" to, but at the same time they are situated on the opponents starting half of the map.

On second thought...I can see the map being split horizontally, vertically, or a mix of the two. I like it.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
October 19 2011 19:13 GMT
#3
I dislike the corner expos. They are too far away from anything to be used for any purpose besides a hidden expansion and are too small.
Moderatorshe/her
TL+ Member
Ragoo
Profile Joined March 2010
Germany2773 Posts
October 19 2011 19:27 GMT
#4
On October 20 2011 04:13 TehTemplar wrote:
I dislike the corner expos. They are too far away from anything to be used for any purpose besides a hidden expansion and are too small.


Since there is only one small ramp leading to them they are actually really easy to defend. Think of them like islands
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
RumbleBadger
Profile Joined July 2011
322 Posts
October 19 2011 19:33 GMT
#5
I really like it. Although, it seems like a zerg player would really have trouble moving across the map. The 3 ways past the center are pretty choky... But overall, very cool map.
Games before dames.
Callynn
Profile Joined December 2010
Netherlands917 Posts
Last Edited: 2011-10-19 20:59:30
October 19 2011 20:51 GMT
#6
On October 20 2011 04:33 RumbleBadger wrote:
I really like it. Although, it seems like a zerg player would really have trouble moving across the map. The 3 ways past the center are pretty choky... But overall, very cool map.


I'm not biased as a Zerg player, but I can tell you two things: Overlords and Nydus Worms

Also for 1v1 it's hard to quickly control and contain all three ground chokes and like I said even if it does happen there is always two other options to get behind. I'm leaving air out of the picture because that's obvious.

I think the gold bases are, as mentioned in the first reply, extremely well placed. They are best defended from the opposite side of their location on the map, which is absolutely brilliant. However, I feel that by the time they can be claimed, the opponent is too fast with either taking them out or has already lost the macro game anyway, because the gold is really quite close to the enemy's main ramp. Still awesome to see some base trading going on an allowing both players to hit gold XD.

When you upload it on EU let me know, and I will gladly help you test how it all works out.

Edit: I did some thinking on your map, and a way to approach the chokeyness of your map for Zerg encounters is by adding two more open spaces near the center, also near the gold base, which makes it a bit harder to defend (as gold bases should be hard to defend).

It would then look something like this:
[image loading]
Remove or decrease the size of these pools. You could even add a tiny bit of high ground with a XWT on it.
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.
Ragoo
Profile Joined March 2010
Germany2773 Posts
October 19 2011 21:14 GMT
#7
There was a bit of highground with a XTW in a previous version. The problem I saw with that is that Terran has a really easy time sieging up at the tower then and reinforcing attacks on the opponents gold.
This would make it even harder to hold the gold

The size of those pools is a good point, one of the things I'm constantly thinking about is whether or not it's too choked around them.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
FlaShFTW
Profile Blog Joined February 2010
United States10107 Posts
October 19 2011 21:14 GMT
#8
OMG MONTE CRISTO REMAKE!!! :D

i love monte, because of how many ways you can split the map. vertically, horizontally, or 3 base play, they are all amazing games to watch. very nice map sir, this should go up on korean weekly or a pro-map.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
harman
Profile Blog Joined January 2011
35 Posts
October 24 2011 13:31 GMT
#9
looks like blizzard is officially remaking this map

its in the http://www.teamliquid.net/forum/viewmessage.php?topic_id=277762
3rd map under Some new multiplayer maps in HotS: tag

I thought i saw something similar when i was looking at it
Ragoo
Profile Joined March 2010
Germany2773 Posts
Last Edited: 2011-10-28 15:56:18
October 28 2011 15:53 GMT
#10
Updated description and pictures in OP to Version 1.0!

Enjoy and feel free to comment! I will submit this to TL contest.

edit: Mods please remove the "WIP" thx.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Athox
Profile Joined July 2011
Norway64 Posts
Last Edited: 2011-10-29 03:04:19
October 29 2011 02:55 GMT
#11
How wide is the ramp on the natural? Like shakuras or less?

And is is possible to go through the trees below the natural? Either with colossus or for getting close enough for ranged hits when you have vision...

My main concern is that it's TOO easy to defend a fast expansion. Only if the ramp is too narrow though... I feel like maybe a crevasse style ramp would be better...

I'd love to see this map get some serious play, because other than that it looks like a lot of fun, very nice with 3 possible paths that aren't obstructed by rocks... *cough*...
FlaShFTW
Profile Blog Joined February 2010
United States10107 Posts
October 29 2011 03:05 GMT
#12
natural ramp wider. if ur going to make this play like monte, ur going to need to at least give players opportunities to punish FE builds that can't just wall off the ramp quickly.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Ragoo
Profile Joined March 2010
Germany2773 Posts
October 29 2011 09:58 GMT
#13
Wow some really useful feedback this time around!

I was thinking about making that ramp wider from the beginning and yesterday (after I updated this thread -__-) I decided to do it. Makes me happy to see that you think the same! : )
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Ragoo
Profile Joined March 2010
Germany2773 Posts
October 29 2011 11:35 GMT
#14
Ok yet another update, added critters and birds!

Oh and made nat ramp wider and choke at third a bit wider (rocks are more meaningful).

Enjoy!
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Apom
Profile Blog Joined August 2011
France655 Posts
October 29 2011 11:43 GMT
#15
Stupid question, but... Why would there be so many trees in the desert ?
Mashmed
Profile Joined September 2010
Sweden198 Posts
October 29 2011 11:44 GMT
#16
The contrast between the tree part and desert part is too big I think. Have you thought about looking for some other tile that could work as transition from sand to grass?
Gosh Digglydarnit
Ragoo
Profile Joined March 2010
Germany2773 Posts
Last Edited: 2011-10-29 12:01:52
October 29 2011 11:55 GMT
#17
On October 29 2011 20:43 Apom wrote:
Stupid question, but... Why would there be so many trees in the desert ?


I don't know, tell me why

+ Show Spoiler +
[image loading]


Also there's lots of water on this map like an oasis

+ Show Spoiler +
[image loading]


And while the contrast is harsh, I think it's interesting
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Apom
Profile Blog Joined August 2011
France655 Posts
October 29 2011 12:23 GMT
#18
Your first picture clearly showcases two important things :

- there is some yellowish grass all around, it's not just rock transitions into lush foliage. Green grass is actually sparse on that picture.
- the trees are typical of dry environments (in particular, not a single palm tree). They are nowhere near as tall or as green as the models you used, which are more reminiscent of a tropical rainforest.

Regarding the second picture, all vegetation in an oasis is on the waterside. You don't have trees spouting out of the ground because there is an oasis nearby, it really has to be in contact with the water.
Athox
Profile Joined July 2011
Norway64 Posts
Last Edited: 2011-10-29 13:37:34
October 29 2011 13:32 GMT
#19
I like it as it is now. I vote that you don't change the vegetation. This is on a different planet after all...
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