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[M] (2) TPW Loki II

Forum Index > SC2 Maps & Custom Games
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Ragoo
Profile Joined March 2010
Germany2773 Posts
Last Edited: 2012-02-12 11:19:10
December 02 2011 20:00 GMT
#1
Hey,

I'm here with another BW remake, this time it's Loki II, MotM finalist for January 2012!

All the beautiful aesthetics you can see are done by my TPW companion Samro225am (with some fine tuning by Nullcurrent). Thanks! : )

Uploaded on EU and NA!
[image loading]
Overview of the original

+ Show Spoiler [Overview] +
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Size: 144x126 (which is about Daybreak size)

Notable features:
- full backdoor base
- very easy third
- very small middle choke (at the moment every unit can pass, may change)
- long rushdistances
- you can always get flanked and outmaneuvered
- middle unbuildable (for creep tumors as well)

Analyzer images:
+ Show Spoiler [analyzer images] +
+ Show Spoiler [Summary] +
[image loading]

+ Show Spoiler [nat2nat distances] +
[image loading]


And now some close-ups:

+ Show Spoiler +
[image loading]
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Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
KoBlades
Profile Joined April 2011
Austria248 Posts
December 02 2011 20:10 GMT
#2
wow this map looks really nice ^.^ did you upload it to any servers yet? would really like to test it out
"What do you know about fear?" -"Everything."
KoBlades
Profile Joined April 2011
Austria248 Posts
December 02 2011 20:12 GMT
#3
On December 03 2011 05:10 KoBlades wrote:
wow this map looks really nice ^.^ did you upload it to any servers yet? would really like to test it out


sorry i seem to have overlooked that notice right on the beginning^^
"What do you know about fear?" -"Everything."
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
December 02 2011 20:50 GMT
#4
Really happy that more people are making 2 player maps again.

Interesting design, and looks quite tidy nonetheless. The choke in the centre means there's a slightly shorter rush distance for small groups, such as early pushes and ling counterattacks, but but a proper army will want to take the side routes, no?

I'm worried that people are going to complain about all the ramps.
SidianTheBard
Profile Joined October 2010
United States2474 Posts
December 02 2011 21:04 GMT
#5
The middle of your map is probably one of the most creative middles I've seen in a map.

Good work!
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
Zaphid
Profile Blog Joined April 2010
Czech Republic1860 Posts
December 02 2011 21:24 GMT
#6
This looks so good.
I will never ever play Mech against Protoss. - MVP
SiaBBo
Profile Joined February 2011
Finland132 Posts
December 02 2011 21:25 GMT
#7
Nice to see some old school BW remake! Nice work.
Inside.Out
Profile Blog Joined December 2010
Canada569 Posts
December 02 2011 21:27 GMT
#8
no xel-naga towers?


and the very center is really really tight, thats horrible for zerg.
kedarking
Profile Joined August 2011
Netherlands98 Posts
December 02 2011 22:03 GMT
#9
Did they use this is the IPL Map-Makers Tournament? It looks familiar, with the inbase expo and all...
"There's nothing more awesome, than being proud of the things you love." The most inspirational man I've ever known, also knon as Day[J]
SigmaFiE
Profile Blog Joined October 2011
United States333 Posts
December 02 2011 22:11 GMT
#10
Taking notes!! Awesome work
https://johnemerson.artstation.com/
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
December 02 2011 22:58 GMT
#11
Mother FFFFFFFFFFFFFFFffffffffffffff!!!!
10%
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
December 02 2011 23:06 GMT
#12
Love this map. Even looks kinda brood-war-ish. My only concerns are that taking a fourth base vs zerg could be quite difficult, and that the in-base expo may be able to be sieged across the game.
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
monitor
Profile Blog Joined June 2010
United States2404 Posts
December 02 2011 23:09 GMT
#13
On December 03 2011 08:06 Yonnua wrote:
Love this map. Even looks kinda brood-war-ish. My only concerns are that taking a fourth base vs zerg could be quite difficult, and that the in-base expo may be able to be sieged across the game.


It is a remake of a Brood war map.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
OminouS
Profile Joined February 2010
Sweden1343 Posts
December 02 2011 23:48 GMT
#14
This map is one of the reasons I watch Starcraft. Bisu vs Stork, 5th game on MSL finals. Best. Game. Ever. Gj!
On the 6th day JF made Reavers and on the 7th day JF put his opponent to rest
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2011-12-03 02:23:57
December 03 2011 00:07 GMT
#15
--- Nuked ---
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
Last Edited: 2011-12-03 00:56:19
December 03 2011 00:55 GMT
#16
Hard third. No? (Just asking.)

Edit: missed the outside base natural. Check.
I love.
Exigaet
Profile Joined May 2010
Canada355 Posts
December 03 2011 01:28 GMT
#17
On December 03 2011 06:27 EcstatiC wrote:
no xel-naga towers?


and the very center is really really tight, thats horrible for zerg.


You obviously don't get the point of the tight choke in the center do you? It is perfect for Zerg. While Protoss and Terran are taking their 200/200 armies through either the left or the right, taking the long way around, Zerg has a great Zergling counterattack path.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2011-12-03 02:22:39
December 03 2011 02:19 GMT
#18
--- Nuked ---
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
December 03 2011 02:21 GMT
#19
--- Nuked ---
TheAmazombie
Profile Blog Joined September 2010
United States3714 Posts
December 03 2011 02:35 GMT
#20
This is a good remake. I am cannot wait to try 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
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
December 03 2011 04:37 GMT
#21
Has the third proven too difficult to take and hold? I like a lot about this map, but that third looks impossibly far away.
XenoX101
Profile Joined February 2011
Australia729 Posts
December 03 2011 04:49 GMT
#22
The layout looks really solid, I can definitely see this being used for tournament play. Also I like the choice of blue sand and red man-made cliffs, a bit different from what we normally see.
Exigaet
Profile Joined May 2010
Canada355 Posts
December 03 2011 04:51 GMT
#23
On December 03 2011 13:37 FoxyMayhem wrote:
Has the third proven too difficult to take and hold? I like a lot about this map, but that third looks impossibly far away.


I think you're mistaking the 3rd for the 4th.
CortoMontez
Profile Joined October 2010
Australia608 Posts
December 03 2011 06:35 GMT
#24
I can see burrowed banelings being amazing on this map, especially in the middle choke :O

Also, how much of a difference does it middle choke make upon the time it takes a large army to move through it? I remember in BW due to the pathing that the difference was massive, but I'm not sure how that will pan out in sc2...
"Creator was doing a really good job trying to win without storm but it was like eating spaghetti with a screwdriver." -Severian
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
December 03 2011 17:54 GMT
#25
Full backdoor base. 3rd choke about 15 grids wide. Mid passage choky. 4th base very far. No air space behind main or natural, but a little behind 3rd.
Basically nothing more than a 2 player version of Calm Before the Storm.

I hope that its not possible to get highground vision to main by placing a unit in the nearby highground base. That would make blink stalkers in pvp really stupid.
Ragoo
Profile Joined March 2010
Germany2773 Posts
December 03 2011 18:00 GMT
#26
Thx good point about the blink stalkers Sea_Food. You can't blink into main/backdoor nat directly but you can give vision, I will fix this by adding LoS blockers.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Rostam
Profile Blog Joined December 2008
United States2552 Posts
December 03 2011 18:02 GMT
#27
On December 03 2011 13:49 XenoX101 wrote:
The layout looks really solid, I can definitely see this being used for tournament play. Also I like the choice of blue sand and red man-made cliffs, a bit different from what we normally see.


It has been used for tournament play

http://www.teamliquid.net/tlpd/korean/maps/158_Loki_II

Good remake, it would be cool to see how it plays out in SC2. It was a really fun map in BW.
BW forever || Thall
Ragoo
Profile Joined March 2010
Germany2773 Posts
December 03 2011 21:06 GMT
#28
Updated the map. Improved the aesthetics overall, added critters and made a wall between main and middle base highground to prevent units from giving vision to the main (for blink stalkers and warpins).

I can see what you mean Sea_Food, the three first bases are the same and thus the fourth is a bit farther away.
Other than that i don't think it's just like Calm Before the Storm...

Thanks everyone else for compliments. The BW mapmakers are true geniuses and I'd love to see maps like this being played in SC2
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
ArcticRaven
Profile Joined August 2011
France1406 Posts
December 03 2011 21:54 GMT
#29
I love the layout of the middle area, the flank possibilities and everything, but.... full inbase expo ? AND natural easy to defend ? That's gonna be hard in ZvP and TvP - Giving Toss a free third base is gonna be very very hard on every other race.
[Govie] Wierd shit, on a 6 game AP winning streak with KOTL in the trench. I searched gandalf quotes and spammed them all game long, trenchwarfare247, whateva it takes!
chocopaw
Profile Blog Joined May 2011
2072 Posts
January 17 2012 12:28 GMT
#30
Just saw this map in the MotM January thread and am already a fan of it. :D Just looks great!
http://twitter.com/lechocopaw
Glioburd
Profile Joined April 2008
France1911 Posts
January 17 2012 15:03 GMT
#31
Nice work ! I liked to play this map on BW.
"You should hate loosing, but you should never fear defeat." NaDa.
digmouse
Profile Blog Joined November 2010
China6329 Posts
January 17 2012 15:31 GMT
#32
a bit concern here, is the in-base natural siege-able from the upper platform?
TranslatorIf you want to ask anything about Chinese esports, send me a PM or follow me @nerddigmouse.
WniO
Profile Blog Joined April 2010
United States2706 Posts
January 17 2012 15:57 GMT
#33
nice clean look. i like that.
Ragoo
Profile Joined March 2010
Germany2773 Posts
January 17 2012 17:06 GMT
#34
On January 18 2012 00:57 WniO wrote:
nice clean look. i like that.


Good that you didn't see the unlcean version I submitted...

... aesthetics will be improved a lot by someone more capable than me very soon ; )
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Ragoo
Profile Joined March 2010
Germany2773 Posts
January 29 2012 14:05 GMT
#35
Updated with pictures of newest version. No layout changes but an aesthetic overhaul by Samro225am!

Also be sure to tune in when the MotM replays with this map are casted on ESL TV soon!
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
eTcetRa
Profile Joined November 2010
Australia822 Posts
January 29 2012 14:49 GMT
#36
New aesthetics look nice but I was a fan of the contrasting sand & man-mades.
Retired Mapmaker™
erazerr
Profile Joined March 2011
Australia86 Posts
Last Edited: 2012-01-29 16:15:02
January 29 2012 16:14 GMT
#37
this is one of the best (aesthetically-wise) maps ive ever seen that are playable. Awesome stuff.
Gfire
Profile Joined March 2011
United States1699 Posts
January 29 2012 17:04 GMT
#38
Not a fan of water marking the boundaries, since water is typically pathable and doesn't really represent unpathable space very well, and it's all rounded while pathing boundaries and geometric. Otherwise, it looks really great.
all's fair in love and melodies
Qegixar
Profile Joined May 2011
United States46 Posts
January 29 2012 17:58 GMT
#39
I love the layout... but there's water on the map! Why must every other map have water spilling over the edges? It was an interesting creative touch at first, but now it is just overused to an extreme. Plus, whenever you place buildings on the sloped terrain, it warps and looks unsightly. It can work for some maps, but here the water seems out of place with this tileset.
Ragoo
Profile Joined March 2010
Germany2773 Posts
January 29 2012 19:00 GMT
#40
On January 30 2012 02:58 Qegixar wrote:
I love the layout... but there's water on the map! Why must every other map have water spilling over the edges? It was an interesting creative touch at first, but now it is just overused to an extreme. Plus, whenever you place buildings on the sloped terrain, it warps and looks unsightly. It can work for some maps, but here the water seems out of place with this tileset.


It's a reef, basically water is a key part of the whole thing.
Also, correct me if I'm wrong, but since Bel'Shir Beach was remade with snow theme , ESV Ohana used by NASL is the only competitive map with water going over the edges. So I don't see how we have too many of these maps^^
In wc3 many more maps had water on the map, and it was awesomeee!
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Gfire
Profile Joined March 2011
United States1699 Posts
January 29 2012 19:05 GMT
#41
In WC3 and on Bel'Shir Beach, water didn't mark pathable bounds. They were still marked with cliffs, and the water had no impact on whether an area was pathable. In this map it seems like sometimes the edge of the terrain is where the cliffs end, but other places (behind the nat) you can't walk past the water to the edge of the cliff.
all's fair in love and melodies
Samro225am
Profile Joined August 2010
Germany982 Posts
January 29 2012 19:14 GMT
#42
On January 30 2012 02:04 Gfire wrote:
Not a fan of water marking the boundaries, since water is typically pathable and doesn't really represent unpathable space very well, and it's all rounded while pathing boundaries and geometric. Otherwise, it looks really great.


we discussed this (NullCurrent made the finishing touches) and in the end making the waterlevel as the pathable-area's boundary was not most logical, but easiest way to read and play.
FlaShFTW
Profile Blog Joined February 2010
United States10149 Posts
January 29 2012 19:24 GMT
#43
OH MAH GOD ITS LOKIIIIIIIIIIIIIIIIIIIIIIIIII!!!!!

holy crap i love this map.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Gfire
Profile Joined March 2011
United States1699 Posts
January 29 2012 19:55 GMT
#44
On January 30 2012 04:14 Samro225am wrote:
Show nested quote +
On January 30 2012 02:04 Gfire wrote:
Not a fan of water marking the boundaries, since water is typically pathable and doesn't really represent unpathable space very well, and it's all rounded while pathing boundaries and geometric. Otherwise, it looks really great.


we discussed this (NullCurrent made the finishing touches) and in the end making the waterlevel as the pathable-area's boundary was not most logical, but easiest way to read and play.

You're saying it's easier to read and play using some pathable water and some unpathable water, than it is use cliffs through the whole thing like it is on part? I'm not sure I understand.
all's fair in love and melodies
Samro225am
Profile Joined August 2010
Germany982 Posts
January 29 2012 22:57 GMT
#45
On January 30 2012 04:55 Gfire wrote:
Show nested quote +
On January 30 2012 04:14 Samro225am wrote:
On January 30 2012 02:04 Gfire wrote:
Not a fan of water marking the boundaries, since water is typically pathable and doesn't really represent unpathable space very well, and it's all rounded while pathing boundaries and geometric. Otherwise, it looks really great.


we discussed this (NullCurrent made the finishing touches) and in the end making the waterlevel as the pathable-area's boundary was not most logical, but easiest way to read and play.

You're saying it's easier to read and play using some pathable water and some unpathable water, than it is use cliffs through the whole thing like it is on part? I'm not sure I understand.


i am unsure if i understand your question (:

the point is that the visual design uses steep cliffs as well as flat beaches (already before the redesign). The waterlevel and shoreline were quite unnatural looking, so terrain was changed in a few spots.

How could a deign signify where the pathable area begins, when you use flat beaches? Where the surf meets the dry sands is the only clearly readable signal if you are on terrain or not. The only other solution would be to have a flat beach, then the surf (pathable), then a steep shallow that signifies unpathable terrain (below water level). But this leads to oher problems, like visibility of units.

therefore water=unpathable is the most simple solution really that works really well. the fact you could actually walk a few metres in the water is a little bit of realism that we do not need. i rather have it easy to read.
Gfire
Profile Joined March 2011
United States1699 Posts
January 29 2012 23:32 GMT
#46
Oh. I see your point. Certainly, if you are going for flat beaches, with no cliffs nearby, it makes sense to put edge of pathability right on the waterline, compared to somewhere else. I'd just prefer to have an underwater cliff (dropoff) marking the line. That would be even more clear.

So is all the water on this map unpathable?
all's fair in love and melodies
RenSC2
Profile Blog Joined August 2011
United States1057 Posts
January 30 2012 09:04 GMT
#47
Looks quite faithful to the original and very beautifully textured/doodaded.

As for the structure fo the map, I like the way the middle of the map is designed. For future designs, I'd be interested in seeing it taken to an even larger extreme by making outer paths ever longer. As it is, they are only slightly longer than the middle path.

Now for the real crticism, I don't have the experience with the map from BW that you guys have, but I don't like it for SC2 at the current time. The fourth looks to be very difficult to take. Meanwhile, the full backdoor expo + the reasonable to hold natural makes three base play very easy. Why would anyone try to put pressure on a third that is as easy to hold as many nats? Why would anyone risk taking a difficult fourth when they can turtle on three?

This map looks like 15 minutes of buildup followed by one major engagement. I can't imagine too many good SC2 games coming from it.

The full backdoor expo just doesn't seem to work well in SC2 and tends to heavily favor P/T vZ. If I was trying to turn this into a competitive map and not just remake for nostalgia purposes, I'd cut the backdoor to zero or one gas and probably also cut mineral patches down to six. With those changes, it'd have a better chance of being balanced.
Playing better than standard requires deviation. This divergence usually results in sub-standard play.
NullCurrent
Profile Joined November 2010
Sweden245 Posts
January 30 2012 10:15 GMT
#48
On January 30 2012 18:04 RenSC2 wrote:
Now for the real crticism, I don't have the experience with the map from BW that you guys have, but I don't like it for SC2 at the current time. The fourth looks to be very difficult to take. Meanwhile, the full backdoor expo + the reasonable to hold natural makes three base play very easy. Why would anyone try to put pressure on a third that is as easy to hold as many nats? Why would anyone risk taking a difficult fourth when they can turtle on three?

This map looks like 15 minutes of buildup followed by one major engagement. I can't imagine too many good SC2 games coming from it.

The full backdoor expo just doesn't seem to work well in SC2 and tends to heavily favor P/T vZ. If I was trying to turn this into a competitive map and not just remake for nostalgia purposes, I'd cut the backdoor to zero or one gas and probably also cut mineral patches down to six. With those changes, it'd have a better chance of being balanced.


Calm Before the Storm also has a layout like that (8 mineral 2 gas inbase expo + relatively safe natural, but also rocks on the potential 4th), so I think that map might be worth looking at to see if it would work or not (as a concept, might be that the rest of the layout is favoring one race over the other).
The Planetary Workshop - TPW - Mapmaking Team
RenSC2
Profile Blog Joined August 2011
United States1057 Posts
Last Edited: 2012-01-30 10:56:24
January 30 2012 10:48 GMT
#49
On January 30 2012 19:15 NullCurrent wrote:
Show nested quote +
On January 30 2012 18:04 RenSC2 wrote:
Now for the real crticism, I don't have the experience with the map from BW that you guys have, but I don't like it for SC2 at the current time. The fourth looks to be very difficult to take. Meanwhile, the full backdoor expo + the reasonable to hold natural makes three base play very easy. Why would anyone try to put pressure on a third that is as easy to hold as many nats? Why would anyone risk taking a difficult fourth when they can turtle on three?

This map looks like 15 minutes of buildup followed by one major engagement. I can't imagine too many good SC2 games coming from it.

The full backdoor expo just doesn't seem to work well in SC2 and tends to heavily favor P/T vZ. If I was trying to turn this into a competitive map and not just remake for nostalgia purposes, I'd cut the backdoor to zero or one gas and probably also cut mineral patches down to six. With those changes, it'd have a better chance of being balanced.


Calm Before the Storm also has a layout like that (8 mineral 2 gas inbase expo + relatively safe natural, but also rocks on the potential 4th), so I think that map might be worth looking at to see if it would work or not (as a concept, might be that the rest of the layout is favoring one race over the other).

Yes, Calm Before the Storm is the primary map I was thinking of when I posted. It was pretty cool that CBtS was accepted into the GSL, but it only lasted one season. From what I understood from Artosis in State of the Game (ep61), the problem was the three-base turtle and 15 minutes of dead-time until the game actually started. Loki looks to have that same problem and possibly even worse with its hard 4th.

In the one season in GSL, CBtS seemed to favor P/T vZ. In Code S+A+U/D combined, PvZ was 3-0 (100%) on CBtS and 23-20 (53.5%) excluding CBtS. TvZ was 4-3 (57.1%) on CBtS and 32-32 (50%) excluding CBtS. Nothing is too conclusive with the small numbers (although it looks like Zerg tended to avoid CBtS), but there is an indication of anti-zerg bias and my guess is the three base formation is the culprit and the reason why I'm pointing it out on Loki II.

Interestingly, PvT was 7-7 (50%) on CBtS, but 29-41 (41.4%) excluding it. Protoss metagame tended to favor 2 or 3 base deathballs during that time and could explain why their win% (balanced, hah!) was higher on that map.

Only thing that I could see making Loki II more likely to not turn into a 3-base turtle than CBtS is that taking the 4th (counter-clockwise) nearly guarantees a 5th, so people may be more willing to take that risk.
Playing better than standard requires deviation. This divergence usually results in sub-standard play.
Sinedd
Profile Joined July 2008
Poland7052 Posts
January 30 2012 13:41 GMT
#50
woah... this looks sweet !
T H C makes ppl happy
CaptainCrush
Profile Blog Joined November 2010
United States785 Posts
January 30 2012 16:01 GMT
#51
I'm not usually a fan of 2 player maps since they tend to promote cheeze but this looks fantastic, I will have to try it out tonight!
Proko
Profile Joined February 2011
United States1022 Posts
January 30 2012 17:22 GMT
#52
This is a great looking map. The mapping community is getting really good.
Caster duos should compliment each others' strengths. "You look very handsome today, Tasteless."
FeyFey
Profile Joined September 2010
Germany10114 Posts
January 30 2012 17:59 GMT
#53
oh i like this map, and i guess no xel naga tower fits the map pretty well to make those nasty middle pushes even more evil. Need to play heh.
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