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[M] (2) Chupung-Ryeong

Forum Index > SC2 Maps & Custom Games
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Ragoo
Profile Joined March 2010
Germany2773 Posts
Last Edited: 2011-11-25 21:51:27
November 23 2011 21:12 GMT
#1
Hey guys,

this is my remake of the BW map Chupung-Ryeong:

Version 1.1 up on EU!
[image loading]
+ Show Spoiler [top view] +
[image loading]


Starting positions: 2
Playable size: 112x166
Bases per player: 5 full bases, 1 base with 4 minerals and 1 gas
Towers, golds, LoS blockers, rocks: None
Textures used: + Show Spoiler +
Agria Grass Yellow
Tarsonis Grass
Tarsonis Dirt
Tarsonis Cracks
Tyrador Grass
Monlyth Bricks
Agria Dirt
Agria Dirt Rough


I tried to stay as true to the original as possible, since I feel this map transitions quite well to SC2.
Only things that changed is: 1) added gas to the mineral only base 2) standardized amount of mineral patches at full bases 3) adjusting proportions to fit SC2

Analyzer Pictures:
+ Show Spoiler [Analyzer Pictures] +
+ Show Spoiler [Overview] +

[image loading]

+ Show Spoiler [nat2nat] +

[image loading]

(Pathing isn't done yet)


This map has some similar concepts to Crossfire (BW Peaks of Baekdu) with a third in the corner that's a bit farther away but the overall map being quite choky.
The rushdistance is as much as Terminis close, a bit less than Meta cross.
The nat and the third are very easy to completely wall off at the choke, or from main ramp to nexus:
+ Show Spoiler [wall-off examples] +
[image loading]
nat
[image loading]
third


While the fourth is quite easy to take after your fourth the fifth is a bit more contested.
Additionaly you can take a small middle base if you hold the middle with your deathball.

I believe this map will make for dynamic gameplay with a lot of movement to attack/defend the different bases.

I need to do the pathing and improve aesthetics more, then I'll upload this to EU (and probably NA as well).

Some closeups:

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



___
Until I can think of any truly good and innovative layout myself I'll continue to remake some BW maps that I think are good and transition well to SC2.
I have a list of maps I want to do already but if you have any suggestions feel free to tell me here.
Also I want to do Loki II next, if you think that's a bad idea tell me now
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
November 23 2011 21:14 GMT
#2
I don't know if you're aware but this map was ported way back in the beta and played extensively alongside Fighting Spirit and Match Point on iCCup.TV. We discovered that the map didn't work super well, but the times have changed and maybe the proportions on this map play out a little bit better. I look forward to seeing the results ^_^
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
Last Edited: 2011-11-23 21:39:07
November 23 2011 21:36 GMT
#3
Just compared it with the Blinn one and the proportions are definitly better. What already bothered me in BW about the map though is the expanding possibilities. I think I've never seen a game go past 3 bases, because the 4th is such a pain. Also I'm not a fan of the aesthetics, looks so brown and ugly^^

Ok I should've checked out the other pictures before commenting, it's only the overview that's ugly, ingame it looks way better
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Ragoo
Profile Joined March 2010
Germany2773 Posts
November 23 2011 21:57 GMT
#4
On November 24 2011 06:14 prodiG wrote:
I don't know if you're aware but this map was ported way back in the beta and played extensively alongside Fighting Spirit and Match Point on iCCup.TV. We discovered that the map didn't work super well, but the times have changed and maybe the proportions on this map play out a little bit better. I look forward to seeing the results ^_^


Oh, hm, I didn't know that at all.
But yeah times have changed a lot, so it could be quite different now.

Lets hope there are any results at all, normally nobody plays my maps except for me against computer maybe...^^
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
November 23 2011 23:35 GMT
#5
On November 24 2011 06:57 Ragoo wrote:
Show nested quote +
On November 24 2011 06:14 prodiG wrote:
I don't know if you're aware but this map was ported way back in the beta and played extensively alongside Fighting Spirit and Match Point on iCCup.TV. We discovered that the map didn't work super well, but the times have changed and maybe the proportions on this map play out a little bit better. I look forward to seeing the results ^_^


Oh, hm, I didn't know that at all.
But yeah times have changed a lot, so it could be quite different now.

Lets hope there are any results at all, normally nobody plays my maps except for me against computer maybe...^^

Ha! Same here~
I liked the complexity of this map, which might not work that well in sc2.
Moderatorshe/her
TL+ Member
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
November 24 2011 00:02 GMT
#6
omg ramps chokes imba imba
Oh wow this is interesting, not sure how to play as T or P without getting a really mobile or air-supported army (Take the 9/6, sit on the high ground between that third and the natural?). Might actually be something to wait on for HotS if races are getting better harassment and ground control options.

Certainly looks interesting though.

Also, I love the textures and colour. It's warm and relaxing, very peaceful.
monitor
Profile Blog Joined June 2010
United States2408 Posts
November 24 2011 00:17 GMT
#7
Good work. I love the proportions on this, and the layout is nearly perfect. My only conceptual concern is that the 1gas expansions could be too close to the opponent. Combined with being extremely open, I really can't imagine any players taking these expansions except when the entire map is mined out (which practically will never happen). The only other time you could take it is if you're already very far ahead, in which case you could probably win the game anyway. I think they should probably just be removed, since they won't be taken and don't help gameplay imo.

My only balance concern is the third. The natural backdoor is fine, but taking a third as Protoss or Terran is difficult since it is so far away and pretty open to attacks. As it is, most games will probably only get to a 2base protoss because the third is so hard. I could be wrong, but you might need to make the third easier by choking it or moving it closer to the natural.
https://liquipedia.net/starcraft2/Monitor
a176
Profile Blog Joined August 2009
Canada6688 Posts
November 24 2011 00:21 GMT
#8
something about the water ... just doesnt look right in the overall aesthetics
starleague forever
Ragoo
Profile Joined March 2010
Germany2773 Posts
November 24 2011 00:36 GMT
#9
On November 24 2011 09:21 a176 wrote:
something about the water ... just doesnt look right in the overall aesthetics


You think it looks to unnatural yellow? Think it should be more brown or brown-red maybe?

@monitor thx, I think the third might be the biggest problem as well ( just like Crossfire), at the same time it's an interesting design part. It's a thin line I guess, maybe we should play some games on it ; )
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
zeehar
Profile Blog Joined July 2010
Korea (South)3804 Posts
Last Edited: 2011-11-24 00:40:29
November 24 2011 00:37 GMT
#10
this is a great map in bw, and looks great + very faithful here. great job!

i don't mind there being quicker maps that aren't necessarily macro based, it should lead to games where taking a third is a vital point in the overall game rather than being standard like it is now.

i recall one of the best bisu vs stork games ever took place on this map.
I AM THE UNIVERSAL CONSTANT
RumbleBadger
Profile Joined July 2011
322 Posts
November 24 2011 02:44 GMT
#11
The aesthetics are beautiful.

But, if you wanted to make a couple small changes but still keep the integrity of the map, I think adding a low ground path to the third would be good and maybe making the center bases high yield and rich vespene:
+ Show Spoiler +
[image loading]


Here's some crazy changes that probably totally change the map and might not work out as well as I think they would in my head, but maybe a few ideas if you're up for it:
+ Show Spoiler +
[image loading]
Games before dames.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 24 2011 04:24 GMT
#12
Even though I love this map from BW and I think this version is slightly better for sc2 than the first one that prodig mentioned, PvZ is still a nightmare. I don't see how you're supposed to get a 3rd safely, and that's just a result of the shortcomings of base layout options in sc2 currently.
Comprehensive strategic intention: DNE
monitor
Profile Blog Joined June 2010
United States2408 Posts
Last Edited: 2011-11-24 04:56:56
November 24 2011 04:55 GMT
#13
As RumbleBadger said, I think bridges to the fifth would be really nice. Also the minerals could be rotated 180 degrees to make it less vulnerable from the central highground. Something like this:

[image loading]

And if the third expansion proves to be too difficult to hold, you could always do this to cut off attack paths:

[image loading]

[edit] However this second option would really hurt army movement around the outside of the map. Its probably a bad idea, since its already pretty limited.
https://liquipedia.net/starcraft2/Monitor
docvoc
Profile Blog Joined July 2011
United States5491 Posts
November 24 2011 07:30 GMT
#14
I'm really confused how a game would play out on this map, it seems like seige tanks would completely dominate this map O.o maybe any form of seige unit would infact destroy bases and most anything on the map considering the ledges and closed nature.
User was warned for too many mimes.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
November 24 2011 07:52 GMT
#15
wow looks great!

like docvoc though I'm confused as well haha

I guess this is what real map genius is, something completely strange and new

i bet some will cry: "The third is even harder to take than on the old blizzard maps!"

but it probably isn't ?
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
November 24 2011 08:05 GMT
#16
On November 24 2011 16:30 docvoc wrote:
I'm really confused how a game would play out on this map, it seems like seige tanks would completely dominate this map O.o maybe any form of seige unit would infact destroy bases and most anything on the map considering the ledges and closed nature.


On November 24 2011 13:55 monitor wrote:
As RumbleBadger said, I think bridges to the fifth would be really nice. Also the minerals could be rotated 180 degrees to make it less vulnerable from the central highground. Something like this:

[image loading]

And if the third expansion proves to be too difficult to hold, you could always do this to cut off attack paths:

[image loading]

[edit] However this second option would really hurt army movement around the outside of the map. Its probably a bad idea, since its already pretty limited.


Btw, I think you mean third base, second expansion?
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Samro225am
Profile Joined August 2010
Germany982 Posts
November 24 2011 10:30 GMT
#17
first congratulations on finding a very nice style in general. texturing, doodads really add to the geometry. While they might not be super detailed, thex work very well.

imo monitor and rumblebadger are right that an additional path to a potential third would help a lot.
in addition i suggest you take the space from cutting off the NW/SE base to stretch the highround a bit to the sides and possibly take that space to rething some ramp areas to have clearer chokes and open areas.
also you cpould try to move the ramp from nat to middle a bit to the nat so that you have more openness in the direction of an attack to allow easier surrounds of bigger armys. I did no play the map, but it seems like stimmed marines can go rather quick from ramp to ramp.
this would also give more space for the half bases.
EffectS
Profile Joined May 2010
Belgium795 Posts
November 24 2011 10:48 GMT
#18
[image loading]

high res: + Show Spoiler +
[image loading]


Here's the changes I'd make. The center expansions are pretty absolete, so I'd just remove both of them. There's a bit of a void with them gone, but it's not really a space that can effectively be filled up with something imo. I'd add a path going to the upper third base but maybe blocking them with rocks, don't really see the rocks as a neccesity but it'll force people to go to to high ground early or take out the rocks early. I'd really add rocks to the bottom third expo though, as I zerg I'd prefer taking the bottom third over the top one but it's really open to attacks because it's so far from the main. Maybe rocks can give a Zerg time to respond accordingly.
TEEHEE
Ragoo
Profile Joined March 2010
Germany2773 Posts
November 24 2011 12:55 GMT
#19
Thanks for all the feedback guys!! Appreciate that a lot!

I see a lot of people want bridges to the fifth. That changes the map A LOT imo. T and P would probably take that base as a third and against Z the Z would then take his own fifth as third cos the normal third (the corner base) would be too close to the T/P's third.
That changes the flow of the map a lot and I'm not sure I like this (since this isn't my own map I don't understand everything about it that well, and I didn't test it yet either^^).
Also I think that just makes it that much harder to go from 3 to 4 bases, cause in the normal layout when you defend the third you are already set up very well to defend the fourth.

I'd rather move the third closer to the nat to fix the problem (if there is one).

Also the middle bases don't rly harm the map as far as I can see, so they stay for now.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
chuDr3t4
Profile Joined April 2010
Russian Federation484 Posts
November 24 2011 13:23 GMT
#20
I think introducing these bridges is a bad idea because it would break the idea of holding highground to secure space.
I live in Russia. I wear the fufaika, valenoks and the shapka-ushanka with the red star. I drink vodka straight from the samovar, and my riding bear plays on the balalaika.
Camlito
Profile Blog Joined July 2007
Australia4040 Posts
November 24 2011 13:53 GMT
#21
I just realised how little bridges there are in SC2, if any. Always a nice aesthetic feature T_T. Love the map too, very unique BW map (i found ZvT quite fun on it)
sAviOr...
Samro225am
Profile Joined August 2010
Germany982 Posts
November 24 2011 14:53 GMT
#22
On November 24 2011 21:55 Ragoo wrote:
Thanks for all the feedback guys!! Appreciate that a lot!

I see a lot of people want bridges to the fifth. That changes the map A LOT imo. T and P would probably take that base as a third and against Z the Z would then take his own fifth as third cos the normal third (the corner base) would be too close to the T/P's third.
That changes the flow of the map a lot and I'm not sure I like this (since this isn't my own map I don't understand everything about it that well, and I didn't test it yet either^^).
Also I think that just makes it that much harder to go from 3 to 4 bases, cause in the normal layout when you defend the third you are already set up very well to defend the fourth.

I'd rather move the third closer to the nat to fix the problem (if there is one).

Also the middle bases don't rly harm the map as far as I can see, so they stay for now.


then test it and get it tested. imo it is great to have the option to expand against a primary pattern and by doing so emphasize decisions by both players to expand here or there in order to effect the opponent's pattern depanding each matchup.
Holgerius
Profile Blog Joined January 2009
Sweden16951 Posts
November 24 2011 16:03 GMT
#23
There is no sneaky spot behind the nat, like in the original. O_o
I believe in the almighty Grötslev! -- I am never serious and you should never believe a thing I say. Including the previous sentence.
Ragoo
Profile Joined March 2010
Germany2773 Posts
November 24 2011 16:19 GMT
#24
On November 25 2011 01:03 Holgerius wrote:
There is no sneaky spot behind the nat, like in the original. O_o


True... part of me wants to put it in so it's more like the original, but then again I don't know why it should be there...

Also in the originial Chupung-Ryeong there just highground from the main behind the natural, in Sin Chupung-Ryeong there was a small highground and behind it the that sneaky spot.
In my version there's neither.. which might also make it harder to defend mutas, which might prove problematic in tests and then I'd change it.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 25 2011 07:24 GMT
#25
On November 25 2011 01:19 Ragoo wrote:
Show nested quote +
On November 25 2011 01:03 Holgerius wrote:
There is no sneaky spot behind the nat, like in the original. O_o


True... part of me wants to put it in so it's more like the original, but then again I don't know why it should be there...

Also in the originial Chupung-Ryeong there just highground from the main behind the natural, in Sin Chupung-Ryeong there was a small highground and behind it the that sneaky spot.
In my version there's neither.. which might also make it harder to defend mutas, which might prove problematic in tests and then I'd change it.


Making it easier to catch mutas here would be only good, the 3rd is already very difficult PvZ or TvZ. (This is from the perspective of trying to make it playable in the current sc2 style.)
Comprehensive strategic intention: DNE
Baseic
Profile Joined March 2011
Netherlands310 Posts
November 25 2011 09:46 GMT
#26
Very original map, would love to play on this one.
I don't dare to comment on the balance because it's so original.
Etc.
Ragoo
Profile Joined March 2010
Germany2773 Posts
November 25 2011 21:57 GMT
#27
Updated to version 1.1!

- third made easier: closer to your nat, farther away from the opponent, mineral line rotated 90°
- now there is the area behind the nat like on the original Sin Chupung-Ryeong; you can use it for some sneaky attacks and harrassements or to defend air (especially mutas) easier; also allows faster reinforcement for Colossi to the third and an additional reaperpath
- cos of the changes the mapsize changed to 112x166

The new version is uploaded on EU. I'll get it on NA asap (just bought an NA account today) !
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Ragoo
Profile Joined March 2010
Germany2773 Posts
December 02 2011 20:23 GMT
#28
Uploaded new Version to EU and NA.

Changes:
- added fish, birds and critters

How could I ever upload this map without animals!?
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
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