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[M] (2) Isle of the Ancients

Forum Index > SC2 Maps & Custom Games
Post a Reply
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
Last Edited: 2012-02-10 23:39:17
November 05 2011 00:13 GMT
#1
Another update?! MADNESS!


Info-mation:
+ Show Spoiler +
Texture: Bel'shir
Bounds: 139x139
Doodads: 1501
Bases: 14 blue (8M2G), 1 gold (6HYM2G)
Watchtowers: 2


Changelog:
+ Show Spoiler +
0.1 Basic layout.
0.2 Watchtowers placed.
0.3 12 of the 13 bases placed, 1 watchtower adjusted, minor aesthetics.
0.4 Texture work.
0.5 2 watchtowers adjusted, 1 and 2 o'clock bases changed from 8M2G to 7M1G, ridge added above natural.
0.6 More aesthetics.
0.7 13th base added, trees placed at ridges above naturals, ridges aforementioned made unpathable.
0.8 1 watchtower adjusted. (Same one as 0.3 and one of 0.5, man was that one hard ) Also more texture work and ridge above the 13th base I mentioned made unbuildable.
0.9 Hundreds of doodads, along with LoS blockers, added.
1.0 Published!
1.1 Aesthetic work.
1.2 Got rid of pod above bottom nat, replaced it with pod above third.
1.3 Got rid of really ugly terrain in top right.
1.4 Added an extra path to make navigating around the middle easier.
1.5 Changed all blue bases to 8M2G, fixed pathing.
1.6 Added another base, moved pod to 4th.
1.7 Added trees, fixed pathing. (current version)

1.8-1.19: Bunch of aesthetic changes+made thirds easier.


Side note:
+ Show Spoiler +
Note that asymmetrical maps are difficult to balance, so I could use as much feedback as possible to make this map amazing.


Here's the map!
[image loading]

ModeratorI am still alive, somehow
TL+ Member
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2011-11-05 00:54:38
November 05 2011 00:53 GMT
#2
asymmetric, very cool.

That pod outside of south's natural is weird though. It will give that player, especially zergs imo, a much greater challange I think.
This is it... the alpaca lips.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
November 05 2011 01:15 GMT
#3
On November 05 2011 09:53 Namrufus wrote:
asymmetric, very cool.

That pod outside of south's natural is weird though. It will give that player, especially zergs imo, a much greater challange I think.



Asymmetric maps are really unexplored imo.
Regarding the pod above the south natural, should I move it farther away from the natural to give players an opportunity to either defend the natural or "camp" the pod, or should I remove it, or should I align it with something, or something else?

+ Show Spoiler +
That concept was inspired by brood war maps.
ModeratorI am still alive, somehow
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
November 05 2011 01:33 GMT
#4
Added analysis of the map from my perspective and balance changes for the next update.
ModeratorI am still alive, somehow
TL+ Member
Namrufus
Profile Blog Joined August 2011
United States396 Posts
November 05 2011 01:40 GMT
#5
On November 05 2011 10:15 TehTemplar wrote:
Show nested quote +
On November 05 2011 09:53 Namrufus wrote:
asymmetric, very cool.

That pod outside of south's natural is weird though. It will give that player, especially zergs imo, a much greater challange I think.



Asymmetric maps are really unexplored imo.
Regarding the pod above the south natural, should I move it farther away from the natural to give players an opportunity to either defend the natural or "camp" the pod, or should I remove it, or should I align it with something, or something else?

+ Show Spoiler +
That concept was inspired by brood war maps.


I think it would be fine if the map was symmetrical, but as it is, one spawn has the super-standard shakuras-type choke on the natural, while the other has to defend off of the funky high-ground thing quite a bit farther away (and the highground advantage probably being nullified by the watchtower anyways), or defend at a disadvantage from the lowground.

imo, if you make it a little harder to defend the northern natural, it would be better. or make the southern one easier to defend, like making the pod a little less long or slightly wider near the nat ramp, and/or give the player some way to escape if they are being contained at the pod, like a rock/mineralblocked backdoor. That's just my thoughts though.
This is it... the alpaca lips.
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
November 05 2011 03:57 GMT
#6
I can see the concern about the pod and there should probably be something done with it. My main concern though is the 9 o'clock 3rd/4th? that looks like it is just sitting in the middle of a major attack path. If the land were extended "west" and the 9 were pushed back I think it would flow better.
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 05 2011 04:09 GMT
#7
On November 05 2011 10:40 Namrufus wrote:
Show nested quote +
On November 05 2011 10:15 TehTemplar wrote:
On November 05 2011 09:53 Namrufus wrote:
asymmetric, very cool.

That pod outside of south's natural is weird though. It will give that player, especially zergs imo, a much greater challange I think.



Asymmetric maps are really unexplored imo.
Regarding the pod above the south natural, should I move it farther away from the natural to give players an opportunity to either defend the natural or "camp" the pod, or should I remove it, or should I align it with something, or something else?

+ Show Spoiler +
That concept was inspired by brood war maps.


I think it would be fine if the map was symmetrical, but as it is, one spawn has the super-standard shakuras-type choke on the natural, while the other has to defend off of the funky high-ground thing quite a bit farther away (and the highground advantage probably being nullified by the watchtower anyways), or defend at a disadvantage from the lowground.

imo, if you make it a little harder to defend the northern natural, it would be better. or make the southern one easier to defend, like making the pod a little less long or slightly wider near the nat ramp, and/or give the player some way to escape if they are being contained at the pod, like a rock/mineralblocked backdoor. That's just my thoughts though.


This, I noticed immediately. The third bases begin to make up for it but not nearly enough. Once you decide how to balance the asymmetric naturals, we can better judge the rest of the map. The first expansion is where the majority of the action will be, so it has to be good.
Comprehensive strategic intention: DNE
TheAmazombie
Profile Blog Joined September 2010
United States3714 Posts
November 05 2011 04:33 GMT
#8
I like the layout overall. Those middle expos are close together and each hard to hold, but I can see PFs there and maybe at choke to hold a large area. I dig it.
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
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
November 05 2011 04:49 GMT
#9
Nice Terran map!! Doesn't even matter where you start and that it's asymmetrical, the gold will always be the quick 3rd and from there on, smooth sailing ahead. Also the part that I'd consider the bottom part contains 5 bases, while the top part got 7 (HY excluded in both). Also not really sure what that random cliff nibble is doing next to the 12 o'clock HY ramp.

You have now officially replaced our old buddy baskerville at making totally ludicrous maps^^
I guess you could also say that, probably thanks to funcmodes texturing tutorial, you're making baby turtle steps towards better aesthetics

Btw. I think you forgot to include some stuff in your changelog like when you open the map to look at it or play vs AI.

Looking forward to more of your work!
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
November 05 2011 12:45 GMT
#10
@Namrufus:
I will work on balancing the pod idea.
@HypertonicHydroponic: The 9 o'clock base is one of 2 possible 3rd/4th bases for the top player.
I guess I can push that land west, as the base probably makes attacking through that path difficult as it is.
@EatThePath: Yes sir!
@TheAmazombie: I agree with the expos in the middle being hard to hold and close together.
My concerns are that there are only two attack paths that are close to each other and North has like 3 free bases between 1 o'clock and 3 o'clock.
Should I add another path to make the expansions harder?
@FlopTurnReaver: That gold is not nearly as easy as it looks. If the top takes it then the bottom player can harass it very easily as any race. If the bottom player takes it then he is exceedingly open to attack around the sides.
The cliff nibble was my pathetic attempt at making overlord spotters, I will change them to make them more useful.
Who is baskerville?
I was also unaware of any texture tutorial. I'm actually teaching myself how to texture.
I only forgot the design phase in my changelog (I don't consider testing to be an update).
@All TY for feedback!
ModeratorI am still alive, somehow
TL+ Member
Duvon
Profile Joined October 2011
Sweden2360 Posts
November 05 2011 13:35 GMT
#11
It seems a player on bottom spawn will want to take the gold quickly, and position his army at the top of the north ramp in the middle. His army will be protecting the choke to the left, and the high ground easily.
Getting there will be the hard part though..
Nothing is impossible, only some things for some people.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
December 30 2011 23:29 GMT
#12
Can you say "update?"
Messed around with a bunch of things people suggested.
Hope it's better now.
ModeratorI am still alive, somehow
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
February 10 2012 23:40 GMT
#13
update
aesthetic changes
thirds easier to take
couple of places slightly more chokey
ModeratorI am still alive, somehow
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
February 11 2012 04:32 GMT
#14
Cmon, someone's got to care!
ModeratorI am still alive, somehow
TL+ Member
DYEAlabaster
Profile Blog Joined August 2011
Canada1009 Posts
February 11 2012 07:44 GMT
#15
This map is just so different and crazy, i completely have to test it before passing on any suggestions. Pretty cool idea though, that's for sure. Not too sure about the balance, but again, with asymmetry, it's just something you have to test because you will never be able to predict it right.

The biggest thing I can see is that the left spawn gets more "free" bases than the right spawn. But yea.... mind=blown
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
February 11 2012 12:01 GMT
#16
On February 11 2012 16:44 DYEAlabaster wrote:
This map is just so different and crazy, i completely have to test it before passing on any suggestions. Pretty cool idea though, that's for sure. Not too sure about the balance, but again, with asymmetry, it's just something you have to test because you will never be able to predict it right.

The biggest thing I can see is that the left spawn gets more "free" bases than the right spawn. But yea.... mind=blown

More bases yes, but are they not significantly harder to defend?
ModeratorI am still alive, somehow
TL+ Member
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