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[M] (2) Fractured - Page 2

Forum Index > SC2 Maps & Custom Games
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a176
Profile Blog Joined August 2009
Canada6688 Posts
November 27 2011 20:02 GMT
#21
On November 27 2011 22:43 Barrin wrote:It's not only the distances from the nat entrance to each base, it's also the distance from each tertiary base to each other tertiary base (obviously with emphasis on which is who's). Way too spread out.


Could you explain what this [effect] has to do with anything?
starleague forever
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
November 27 2011 20:13 GMT
#22
I don't see why this is necessarily a bad thing. I think if I remove the ramps in the top right and bottom left (the ones that go to the 12 and 6 bases) that might fix the aggression thing.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
November 27 2011 20:17 GMT
#23
For example... what if i just removed these ramps, as shown in the picture

+ Show Spoiler +

[image loading]
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
dezi
Profile Blog Joined April 2010
Germany1536 Posts
November 27 2011 20:38 GMT
#24
I actually like the idea to just remove those ramps (just reshape the cliff a bit to make it look nicer).
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2011-11-27 23:31:32
November 27 2011 23:31 GMT
#25
@Barrin
On November 27 2011 12:47 Barrin wrote:
<3 IronManSC

I'm just gonna be blunt here, because I feel really strongly about this. I choose to write about this here because this map is a ridiculously prime example.

There is a particular style/combination of proportions, base flow, and distances that I feel is profoundly hindering balanced, defenders-advantage-oriented but back-and-forth macro games. I can probably think of a better name, but for now I will call it "Circle Syndrome".

Every symptom in the following picture adds to the problem (indeed it is all synergistic, all of them together is IMO basically a formula for disaster - interestingly enough this map has all of them together). However, most maps that have the Circle Syndrome don't have all of the symptoms.

[image loading]
Use this picture as a guideline for diagnosing the Circle Syndrome.

+ Show Spoiler [...] +


didn't want to quote the rest of those images, see previous page for full text




OK, so I don't think I am completely understanding this.

Is the situation you are trying to avoid (by eliminating "circle syndrome") something like this?:
[image loading]
red and blue circles are bases (for players red and blue)
lines to defend are red and blue, lines to attack are green.
late game situation, all bases have been taken.

because the distance to attack accross the map from any point are so short and the distances of defense are so long, it will be very unlikly for a player to attack or defend the farthest bases without severely endangering their main-nat-third, making such a lategame scenario very unstable.

when you say that the cure for circle syndrome is an easy third base, you want mappers to include an easy third base far away from the enemy expansion pattern as a "core" main-nat-third of bases that can be easily defended, even as the number of taken bases grows large.

or am I completely not getting the point?
This is it... the alpaca lips.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
November 28 2011 03:35 GMT
#26
I will be streaming for map-making tomorrow and I will work on the solution to the circle syndrome. If you are interested, you can tune in tomorrow on my stream

Stream Thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=285931
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Meltage
Profile Joined October 2010
Germany613 Posts
November 28 2011 11:30 GMT
#27
What time do you stream?

I was a bit disappointed seeing Barrin enter our skype chat to discuss this syndrome (even though I wasn't awake at that early hour) and his last comment was

"dont hurt me plz
i am harmless"
- Andrew C*******n, Today 4:51 AM

And then the chat went dead, appearently. And now he is offline. Are you planning to show off his corpse on stream tonight?
http://mentalbalans.se/aggedesign
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
November 28 2011 11:51 GMT
#28
RIP Barrin
??/??/???? - 11/29/2011
Administrator~ Spirit will set you free ~
Chargelot
Profile Blog Joined December 2010
2275 Posts
November 28 2011 12:28 GMT
#29
I just wanted to say something:
This thread has some of the most analytical discussion of a map ever. I'm very impressed.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
Wi-Fi
Profile Joined November 2011
Korea (South)7 Posts
November 28 2011 16:10 GMT
#30
hi it's my first TeamLiquid comment

Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
November 28 2011 17:00 GMT
#31
--- Nuked ---
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
November 28 2011 17:47 GMT
#32
@Meltage: 11:00am Pacific.

@Chargelot: It's what we do! There are a few other map threads that have the same amount of analytical discussions and suggested changes/screenshots. Without this type of feedback, map-makers are doomed.

@Wi-Fi: Welcome to teamliquid! Odd comment, but welcome nonetheless!

@Barrin: Thanks for asking the question for me
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
November 28 2011 19:26 GMT
#33
--- Nuked ---
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-11-28 20:43:58
November 28 2011 20:43 GMT
#34
Barrin, I understand what you're saying and how removing one ramp can drastically change gameplay. However, I worked on something myself and created a typhon peaks concept.

[image loading]

The difference is obvious. The bases are removed and there is now low-ground blocked by rocks. Why do I feel this is better? For one, the bases are removed, so the distance between the central 3rd to the enemy's 4th (or 5th) is significantly longer. Secondly, you can re-inforce that base. If I went with your idea on just removing the ramp, the base is still vulnerable to reapers/drops/colossi/blink stalkers who can simply walk up the cliff, destroy the base, and run back down, and there is nothing you can do about it - you can't even chase them.

In my new image, and my new design, this seems like it would make more sense. To me, this now looks like a XNC/Typhoon peak map.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
November 28 2011 23:04 GMT
#35
--- Nuked ---
lovablemikey
Profile Joined October 2010
264 Posts
November 29 2011 00:38 GMT
#36
Can I marry this map? It's super cool and I think I love it. If you get rid of the destructible rocks blocking the top middle and bottom middle paths, it will be perfect.

It's time for crazy amounts of testing. Theory only goes so far.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
November 29 2011 04:22 GMT
#37
--- Nuked ---
a176
Profile Blog Joined August 2009
Canada6688 Posts
November 29 2011 04:49 GMT
#38
I think I get you now.

But BW also had [Z/P] players who actually set up defence, walls, etc at their expos ... still waiting to see that in sc2.
starleague forever
DE4DhunTer
Profile Joined July 2011
22 Posts
November 29 2011 04:51 GMT
#39
Huh... Kinda reminds me of terminus but 2 spawn.
Life's gud
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
November 29 2011 05:12 GMT
#40
--- Nuked ---
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