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[M] (2) Sacred

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 3 Next All
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2012-02-13 10:29:22
December 30 2011 20:37 GMT
#1
[image loading]

TPW Sacred
by Meltage


[image loading]

Angled view:
+ Show Spoiler +
[image loading]


Stats
+ Show Spoiler +
Size: 140x130 playable
Bases: 12 (10 regular, 2x 6 mineral, 1 rich gas)
Towers: 0
Start locations: 2
Nat-to-nat rush distance: 131
Main-to-main air distance: 103
Nat Choke size: 3 gateways/barracks
Main size: ~34 CCs
Tileset: Aiur (Agira lighting)


Features
+ Show Spoiler +
- Forward third with one rich gas. Mainly because that's what people are used with now from Daybreak (which is the reason it's half base to begin with). I believe the idea is to make the base attractive for other races, not just T, while not being too powerful for T.

- Dropzones in the SE and NW in between the nat and third. Divided into two small pods, one on low ground and one on middle ground. You can gain vision over the middle ground part from the nat. Tank range can only reach the area behind the nat mineral line (so it's not a threat to the mineral line itself). Tanks can siege most of the third, but don't have much space and can't escape an attack from the defender. Example: + Show Spoiler +
[image loading]


- Balanced air vulnerability of the main, nat and third. Since the main is somewhat vulnerable to air harrass, I didn't want the airspace between nat and third to be too powerful. For air to reach the dropzone, or the free air space, they need to pass over defendable terrain. The main and third have vulnerable sides, but strong air harrass of the nat can be prevented, is the idea.

- The Reaper/Collossi ledge between the high ground main and the low ground forward third is pathable.

- There is also another reaper/collossi opening in the SE/NW corner of the main. Obviously, also stalkers can warp in that way and tanks siege into the main platform (although not the mineral line or CC spot).



Analyzer
+ Show Spoiler +


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Detail Images
+ Show Spoiler +


Bases:

+ Show Spoiler +


Fifth
[image loading]


Fourth
[image loading]


Third
[image loading]


Nat
[image loading]


Main
[image loading]


Alt Third
[image loading]


Center:
+ Show Spoiler +
[image loading]


Dropzone:
+ Show Spoiler +
[image loading]


Eye Candy:
+ Show Spoiler +


[image loading]


[image loading]


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[image loading]







Published on EU and NA as TPW Sacred






-- Version history --
I always look into making my maps as good as they can be before meta game moves on and makes the general layout totally outdated


Version - 1.8 ( current )
- Moved nat gas back to it's previous position, out of siege tank drop zone range.

Version - 1.7
- Rocks and Tower removed.
- The ramp into 4th adjusted.
- Removed LoSB on the high ground by the 4th.
- Moved main slighlty and gave fwd third more space in the process.

Version 1.6
+ Show Spoiler +

- Towers moved and the ramp into 4th changed as result.
- Rocks added.
- Main pushed back towards the nat to give more space in front of forward third.
- Moved gas in nat to the other side of the mineral line
- Moved HY gas in fwd third to the other side of the mineral line
- LoSB changed so that they cover the wider paths through center, rather than the narrow center path. The towers can't see past them

Overview:
+ Show Spoiler +
[image loading]


Zoomed in:
+ Show Spoiler +
[image loading]





Version 1,5
+ Show Spoiler +

Tower covering the attack paths towards 4th and 5th.

Overview:
[image loading]


http://mentalbalans.se/aggedesign
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
Last Edited: 2011-12-30 20:48:22
December 30 2011 20:47 GMT
#2
Assuming the start locations are 12 and 6, I officially love this map, although I don't get why the centre bases are only half bases.
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
December 30 2011 20:53 GMT
#3
The map is amazingly gorgeous, and it's very nice to look at. I believe the half bases in the center have rich gases, right?
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Timetwister22
Profile Joined March 2011
United States538 Posts
December 30 2011 21:07 GMT
#4
I really like this map. I'm assuming the towers can't see the narrow path in the middle, which is actually super cool. I have never really been a fan of half bases, but I suppose I can settle with this if that gas is rich.
Former ESV Mapmaker | @Timetwister22
RumbleBadger
Profile Joined July 2011
322 Posts
December 30 2011 22:22 GMT
#5
This map is really cool, though I would personally like some of the chokes/ramps in the center opened up a little bit more. It's a little too choky for my tastes right now, but overall very cool.

There's a really nice flow of expansions from nat to fifth, but the fifth isn't too close to the enemies main, but still remains approachable and possible to attack. All very cool. And of course the rich gases in the middle allow a greedy player to mix things up a bit. This is the type of map I wish I could make. xD Well done.
Games before dames.
Apoo
Profile Joined January 2011
413 Posts
December 30 2011 22:57 GMT
#6
Wow. You made a really really good map. This map is so great. I love the Natural to Third Layout and the Watch Towers and ... just everything Dont understand the base in the middle with only 6 (?) Mineral patches, everything else ... well done!
Kmatt
Profile Joined July 2011
United States1019 Posts
December 30 2011 23:07 GMT
#7
I was actually thinking of making a map very similar to this, but different textures and having the spawns at 9 and 3 o'clock.
We CAN have nice things
Nightshake
Profile Joined November 2010
France412 Posts
December 31 2011 01:24 GMT
#8
Wow this looks good !
Ragoo
Profile Joined March 2010
Germany2773 Posts
December 31 2011 11:38 GMT
#9
Very very nice simple map

You definitely understood what Circle Syndrome means and how to prevent it. This looks like the new standard 2p map

Don't have much to say about aesthetics and overall execution, cos you are as good as always.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
December 31 2011 11:42 GMT
#10
beautiful, interesting map :D thanks! please upload to NA sometime? :D
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
zpikduM
Profile Joined August 2011
Australia36 Posts
December 31 2011 12:07 GMT
#11
the ledges inbetween the nat and the third remind me of the lost temple ledges where tank drops would happen all the time. thats the only thing that concerns me about this very solid map.
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2012-01-01 01:48:37
December 31 2011 12:48 GMT
#12
Glad you guys appreciate the map!

I'll provide some detail images for further analysis, when it's not new years eve. As for now:

- Forward third is supposed to be one rich gas. Mainly because that's what people are used with now from Daybreak (which is the reason it's half base to begin with). I believe the idea is to make the base attractive for other races, not just T, while not being too powerful for T.

- Dropzones in the SE and NW in between the nat and third, but tank range can only reach the area behind the nat mineral line (so it's not a threat to the mineral line itself). Tanks dropped there reaches half of the third base. It's easy to prevent drops there, since the air units have to fly over pathable terrain to get there, or past the third mineral line (there isnt a lot of air-only space).

- XelNaga Watchtower range is indicated by the Line of Sight Blockers.They don't see into the main, they don't see the narrow middle path. They don't see beyond the LoSB.
+ Show Spoiler +
[image loading]


- The Reaper/Collossi ledge between the high ground main and the low ground forward third is pathable.

- There is also another reaper/collossi opening in the SE/NW corner of the main. Obviously, also stalkers can warp in that way and tanks siege into the main platform (although not the mineral line or base).
http://mentalbalans.se/aggedesign
Ragoo
Profile Joined March 2010
Germany2773 Posts
December 31 2011 12:54 GMT
#13
One suggestion: Make some Omni Light on the rich gas. This should become standard to make rich gas easily distinguishable.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2011-12-31 13:23:21
December 31 2011 13:11 GMT
#14
On December 31 2011 21:54 Ragoo wrote:
One suggestion: Make some Omni Light on the rich gas. This should become standard to make rich gas easily distinguishable.


I have, on the published map. Yet to update the image. Large, with low height is fine?
http://mentalbalans.se/aggedesign
Ragoo
Profile Joined March 2010
Germany2773 Posts
December 31 2011 15:09 GMT
#15
On December 31 2011 22:11 Meltage wrote:
Show nested quote +
On December 31 2011 21:54 Ragoo wrote:
One suggestion: Make some Omni Light on the rich gas. This should become standard to make rich gas easily distinguishable.


I have, on the published map. Yet to update the image. Large, with low height is fine?


I have no idea ; ) You will know when it looks fine and is recognizable I guess^^
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Big J
Profile Joined March 2011
Austria16289 Posts
December 31 2011 17:07 GMT
#16
very nice map. a little too much airspace though imo
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2012-01-01 15:44:49
January 01 2012 14:56 GMT
#17
Map Update

- Reduced some of the airspace at top and bottom by changing playable size to 142x134 from 140x144
- Changed nat choke to 3 gateways from ~4 gateways.
- Added green glow to forward third's rich geyser.
- Aesthetics at map borders, done roughly.
http://mentalbalans.se/aggedesign
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
January 01 2012 18:41 GMT
#18
Brilliant map. Only problem I can see is the easiness of split map as we have 3 narrow chokes in the center.
Moderatorshe/her
TL+ Member
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2012-01-02 02:18:56
January 01 2012 22:58 GMT
#19
On January 02 2012 03:41 TehTemplar wrote:
Brilliant map. Only problem I can see is the easiness of split map as we have 3 narrow chokes in the center.


Thanks man. Yeah, I hope players use air late game Seriously, though ...

Map Update
- Pushed the central 12 and 6 o'clock wide ramps back a few units. In addition, the gaps in the middle were made slightly smaller. The paths through the middle should be more open now.
http://mentalbalans.se/aggedesign
Akinokaze
Profile Joined March 2011
Australia326 Posts
January 02 2012 15:54 GMT
#20
The layout is simply amazing. Just to confirm, are the bridge sections overlooking the 3rds pathable?
In the Emperor we trust
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