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[M] (3) Neo Aztec

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
Mereel
Profile Joined February 2010
Germany895 Posts
Last Edited: 2011-12-31 23:26:36
December 29 2011 22:49 GMT
#1
[image loading]


I made a new Aztec Map because i didnt like the old one all that much. Also the Textures are now ''equal'' to the original. Only on EU.

Original:
+ Show Spoiler +
[image loading]

General:
+ Show Spoiler +
Texture: Costum
Playable: 151x151
Expands: 15
Xel'Naga: 1

Overview:
+ Show Spoiler +
[image loading]
HQ: http://i.imgur.com/T4BDa.jpg

AnalyzerOverview:
+ Show Spoiler +
[image loading]

Analyzer:
+ Show Spoiler +
[image loading]
[image loading]
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[image loading]
[image loading]
[image loading]

Pictures:
+ Show Spoiler +
[image loading]
[image loading]
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[image loading]
[image loading]
[image loading]
[image loading]

Old:
+ Show Spoiler +
http://www.teamliquid.net/forum/viewmessage.php?topic_id=189869

TPW Mapmaking Team
TibblesEvilCat
Profile Joined March 2010
United Kingdom766 Posts
December 29 2011 23:00 GMT
#2
The Original had a low ground main :/
Live Fast Die Young :D
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
December 29 2011 23:04 GMT
#3
So much air space inside and outside of landmass should make late game mutas and blords very powerful. Also the mid is very open, but necessary to control if you want to gain a 5th base. Those combined could make lategame (past 25min) zerg very powerful.
diLLa
Profile Joined November 2010
Netherlands247 Posts
December 29 2011 23:14 GMT
#4
On December 30 2011 08:00 TibblesEvilCat wrote:
The Original had a low ground main :/


you know what a low ground main in starcraft 2 means right?
Ragoo
Profile Joined March 2010
Germany2773 Posts
December 29 2011 23:14 GMT
#5
On December 30 2011 08:00 TibblesEvilCat wrote:
The Original had a low ground main :/


And guess why we can't do that in SC2...

... exactly: Warp-In. Protoss fucking up SC2 maps since beta.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2011-12-29 23:24:01
December 29 2011 23:17 GMT
#6
I really like the layout...honestly. Also loving the BW feel with the aesthetics. However, I fear this map shares the same issues all three player maps do. After looking at the overview for a while I began to see some mineral lines look easier to cannon rush or bunker rush than others, as well as differences in key choke points such as at the natural. Not to mention the air space imbalance. Seeing that I don't have an EU account I can't be sure about the mineral lines and the choke points, but if issues are present they can certainly be worked out by lots of play testing.

EDIT: When I mean worked out, I don't think they can be fully worked out just due to the nature of three player maps, but I'm sure you can get very damn close to balance at all three spawn points

The issues I have with the layout are minor.
-I'm not really digging the cliffs behind the natural and 3rd. Even if they aren't pathable, I don't like the fact that mutas have free reign from those cliffs. I certainly don't mind small cliffs for overlords and what not, but those are too large for comfort.

-Without the analyzer summary that shows watch tower range, all I can assume at this point is that the tower in the middle is super strong. There are not only lots of overlord spots, but a tower that sees everything. I could be wrong and there could be a way around the tower, but I'm not sure at this point...

Nevertheless, it is certainly a map I would be excited to test out if I were able to! :D
Former ESV Mapmaker | @Timetwister22
Mereel
Profile Joined February 2010
Germany895 Posts
Last Edited: 2011-12-29 23:22:29
December 29 2011 23:21 GMT
#7
there is a analyzer summary picture^^
i think the middle is the only place to place a tower....otherwise i would need 3 and thats way too much
TPW Mapmaking Team
Timetwister22
Profile Joined March 2011
United States538 Posts
December 29 2011 23:26 GMT
#8
oops....i missed it, disregard that then :/ Though, this does go to show that it is way too strong. It sees the entire middle. Maybe make those cliffs in the middle a little bigger so overlords/ observers could chill there and just remove the tower. Towers aren't exactly necessary, plus the original didn't have a watchtower :p
Former ESV Mapmaker | @Timetwister22
Mereel
Profile Joined February 2010
Germany895 Posts
December 29 2011 23:35 GMT
#9
yeah...i think you are right. i will post an update when im done with doodads
TPW Mapmaking Team
SkimGuy
Profile Joined December 2010
Canada709 Posts
December 30 2011 00:52 GMT
#10
On December 30 2011 08:14 Ragoo wrote:
Show nested quote +
On December 30 2011 08:00 TibblesEvilCat wrote:
The Original had a low ground main :/


And guess why we can't do that in SC2...

... exactly: Warp-In. Protoss fucking up SC2 maps since beta.

Maps with an inverted high ground promoted a more aggressive play-style in BW due to not wanting to get contained in your main base.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
December 30 2011 00:57 GMT
#11
On December 30 2011 08:14 Ragoo wrote:
Show nested quote +
On December 30 2011 08:00 TibblesEvilCat wrote:
The Original had a low ground main :/


And guess why we can't do that in SC2...

... exactly: Warp-In. Protoss fucking up SC2 maps since beta.

Wouldn't making the only warpable location at the natural help fix that?
Moderatorshe/her
TL+ Member
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
December 30 2011 02:22 GMT
#12
Wow, no-one complaining about siege tanks behind the natural. Glad that people are starting to read threads more.

For people worried about air units like mutas behind them, as soon as they attack, they're revealed. Probably the scariest thing that can be hidden there are warp prisms, but then Terran and Zerg have overlords and sensor towers while protoss need to tech to Robo or Stargate to really cover from drops.
Otherwise, top right seems far better defended against air and especially broodlords, since they can't wiggle behind the high third. That may be fixable with air pathing blockers though.

That air space is very powerful, I'd like to see how it works out.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
December 30 2011 06:42 GMT
#13
I feel that this map would play out really well.
Administrator~ Spirit will set you free ~
Chargelot
Profile Blog Joined December 2010
2275 Posts
Last Edited: 2011-12-30 11:09:07
December 30 2011 10:54 GMT
#14
Wow, no one complaining that it's not perfectly symmetrical. This is a really nice looking map. The mild asymmetry while maintaining an extraordinarily similar base layout (lets call the difference +/- 10% Distance to next base/area for current base, I shall dub this equation the asymmetry quotient) for every base is very.... Blizzard like. But in a good sense.

A little more airspace at the top/left may be useful, as the right and bottom sides have enough space that a unit could either travel safely, or at least get a chance to breathe between attacks.

But remember, this is what people call Blizzard maps out for. So either call this beautiful map out, or stop calling Blizzard out on mild asymmetry.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
Jayjay54
Profile Blog Joined November 2010
Germany2296 Posts
December 30 2011 11:06 GMT
#15
it's not symmetrical. also, siege tanks behind mineral line.

I like it a lot, might need to play it to see if this setup still makes sense in sc2

Things are laid back in Unidenland. And may the road ahead be lid with dreams and tomorrows. Which are lid with dreams. Also.
Chargelot
Profile Blog Joined December 2010
2275 Posts
Last Edited: 2011-12-30 11:08:44
December 30 2011 11:08 GMT
#16
On December 30 2011 20:06 Jayjay54 wrote:
it's not symmetrical. also, siege tanks behind mineral line.

I like it a lot, might need to play it to see if this setup still makes sense in sc2


You just had to break our little hearts, didn't you? :p
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
Ragoo
Profile Joined March 2010
Germany2773 Posts
December 30 2011 11:44 GMT
#17
On December 30 2011 20:06 Jayjay54 wrote:
it's not symmetrical. also, siege tanks behind mineral line.

I like it a lot, might need to play it to see if this setup still makes sense in sc2



Look at analyzer overview. Cliffs are not pathable.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Chargelot
Profile Blog Joined December 2010
2275 Posts
December 30 2011 11:51 GMT
#18
On December 30 2011 20:44 Ragoo wrote:
Show nested quote +
On December 30 2011 20:06 Jayjay54 wrote:
it's not symmetrical. also, siege tanks behind mineral line.

I like it a lot, might need to play it to see if this setup still makes sense in sc2



Look at analyzer overview. Cliffs are not pathable.

He was poking fun at the two posts that opened with "Wow, no one is complaining..."
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
Last Edited: 2011-12-30 12:27:05
December 30 2011 12:26 GMT
#19
I really want to see some reps of this map, now. I don't know if it's up to SCII's aesthetics currently, but it looks like it could be a lot of fun.
Ragoo
Profile Joined March 2010
Germany2773 Posts
December 30 2011 12:31 GMT
#20
On December 30 2011 20:51 Chargelot wrote:
Show nested quote +
On December 30 2011 20:44 Ragoo wrote:
On December 30 2011 20:06 Jayjay54 wrote:
it's not symmetrical. also, siege tanks behind mineral line.

I like it a lot, might need to play it to see if this setup still makes sense in sc2



Look at analyzer overview. Cliffs are not pathable.

He was poking fun at the two posts that opened with "Wow, no one is complaining..."


Sorry but I don't read threads..
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
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