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[M] (4) Daedalus

Forum Index > SC2 Maps & Custom Games
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lefix
Profile Joined February 2011
Germany1082 Posts
October 28 2011 14:06 GMT
#1
Daedalus
by lefix

[image loading]

This was kind of my last minute submission for TLMC I wanted to give rotational 4p maps a try. The goal was to create something different from the usual 16 base ones. Instead i wanted something smaller and more compact while still having interesting terrain features on the map. I am personally pretty happy with the result. Credits also go to samro who originally came up with the idea of the 3ramp highground middle.

Angeled View:
+ Show Spoiler +
[image loading]


Stats:
Main to Main distance: Cross: 157.0 / Close: 130.3
Natural to Natural distance: Cross: 136.1 / Close: 106.5
Tileset: Braxis Alpha/Avernus
Bases: 12
Gold Bases:0
Xel'Naga Towers: 4

Analyzer:
+ Show Spoiler +
[image loading]


Screenshots:
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
Map of the Month | The Planetary Workshop | SC2Melee.net
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
October 28 2011 14:17 GMT
#2
Ironically lately for 4P rotationally symmetrical maps, small 12 base versions have been much more usual than the original 16 base ones. Btw. I dont like how far away the 3rd base is. Seems like 12 bases is too few for a map big as this. Ofcourse im not sure as you did not mention the map size.
Duvon
Profile Joined October 2011
Sweden2360 Posts
October 28 2011 14:41 GMT
#3
The Xel'naga towers seem really sheltered, and the thirds counter-clockwise as well.
Nothing is impossible, only some things for some people.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
October 28 2011 14:46 GMT
#4
Lefix you love your space tileset hey?
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
a176
Profile Blog Joined August 2009
Canada6688 Posts
October 28 2011 14:47 GMT
#5
needs more rocks! really though, 106 rush is very short. im assuming this goes through the third's ramp. if you rock it, the rush has to go through the middle and will lengthen initial rush distance.
starleague forever
lefix
Profile Joined February 2011
Germany1082 Posts
October 28 2011 14:52 GMT
#6
On October 28 2011 23:46 prodiG wrote:
Lefix you love your space tileset hey?

i sure do
Map of the Month | The Planetary Workshop | SC2Melee.net
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
October 28 2011 15:24 GMT
#7
Squaryspacytileset Lefix signaturedish
KCCO!
lefix
Profile Joined February 2011
Germany1082 Posts
October 28 2011 15:48 GMT
#8
i actually thought about doing a temple theme. but due to lack of time i decided to stick to something i know well.
Map of the Month | The Planetary Workshop | SC2Melee.net
Samro225am
Profile Joined August 2010
Germany982 Posts
October 28 2011 16:17 GMT
#9
good use of that 3way-highround, solid layout and very clean visuals with nice details. too bad that i do not have time to test it cause i have to do some mapping now
lefix
Profile Joined February 2011
Germany1082 Posts
October 28 2011 17:27 GMT
#10
to correct myself again, the very first idea was to reuse some textures from titanis and use a selfmade skybox that i was working on. but again i decided against it because of the limited time and also because it wouldn't be very blizzardish. will have to do that in another map then
Map of the Month | The Planetary Workshop | SC2Melee.net
Zurroh
Profile Joined June 2011
Canada12 Posts
October 28 2011 18:34 GMT
#11
you could send this version in to TL contest and then have another version with YOUR skybox and stuff to upload to sc2
Athox
Profile Joined July 2011
Norway64 Posts
Last Edited: 2011-10-29 03:54:02
October 29 2011 03:50 GMT
#12
Interesting map... There are so many things that are "imba" that I think it may even itself out

Especially if you force cross position. (the third is impossible to hold against your clockwise spawn)
NewSunshine
Profile Joined July 2011
United States5938 Posts
October 29 2011 04:05 GMT
#13
On October 29 2011 12:50 Athox wrote:
(the third is impossible to hold against your clockwise spawn)

Actually, it looks similar to nerazim crypt, where if you spawn CCW to someone you take the third in the other direction. If you think it through, supposed imbalances like this on a lot of maps are actually balanced in interesting ways.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
October 29 2011 07:34 GMT
#14
On October 29 2011 12:50 Athox wrote:
Interesting map... There are so many things that are "imba" that I think it may even itself out

Especially if you force cross position. (the third is impossible to hold against your clockwise spawn)


I dont think that is a problem. Both of the thirds seem to be about equally far from the natural meaning wherever you spawn, the third is impossible to hold.
Athox
Profile Joined July 2011
Norway64 Posts
October 29 2011 13:22 GMT
#15
On October 29 2011 16:34 Sea_Food wrote:
Show nested quote +
On October 29 2011 12:50 Athox wrote:
Interesting map... There are so many things that are "imba" that I think it may even itself out

Especially if you force cross position. (the third is impossible to hold against your clockwise spawn)


I dont think that is a problem. Both of the thirds seem to be about equally far from the natural meaning wherever you spawn, the third is impossible to hold.


No, they're only impossible if you put your third next to your opponent's natural... It's a question of how fast your opponent can reinforce during an attack, and if it's right next to his base, then the answer is "pretty fast".
Drolla
Profile Joined September 2010
United Kingdom389 Posts
October 29 2011 13:33 GMT
#16
Wasn't Daedualus the main villian in Resistance 2.

Map's tileset is really nice.
lefix
Profile Joined February 2011
Germany1082 Posts
October 31 2011 12:11 GMT
#17
the way it is laid out, both thirds are almost exactly the same distance from your natural choke.
so both players can expand away from their opponent in close spawns. additionally, the towers at the thirds should help defend it as well. each tower fully covers the highground in front of it and some of the lowground around it, which hopefully should make it much easier to move your defenses over in time.
at the same time, the tower between 2 spawns in close position is at exactly half of the distance between the spawns.

on an additional note, siege tanks only hit the workers at the third base from behind the wall, the nexus/hatchery will be safe.
hope that helps
Map of the Month | The Planetary Workshop | SC2Melee.net
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