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[M] (2) Aurum Argentis

Forum Index > SC2 Maps & Custom Games
Post a Reply
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2012-05-06 03:02:27
January 11 2012 03:22 GMT
#1
AURUM ARGENTIS v1.1
published v1.1 on NA server

[image loading]

The most treacherous members of the Kel-Morian Combine, the Plutocrats of the Argentis Guild have managed to prosper through their ruthless exploitation of wartime conditions.

+ Show Spoiler [analyzer summary] +

[image loading]


+ Show Spoiler [old versions] +

1.0
[image loading]


STATS

dimensions = 146x146

analyzer rush distances
close main2main = 150
close nat2nat = 122
cross main2main = 180
cross nat2nat= 152

20 total bases:
8m2g: 12
6m1g: 4
4hym1hyg: 4

spawns = 4
rocks = 8
destructable neutral depots (raised): 12
watchtowers = 0

tileset = Tyrador + custom

FEATURES

scrap-stationesq natural, with second entrance blocked by three neutral depots pylons, imagine there are pylons instead of depots in the image below:
+ Show Spoiler [image of nat] +

[image loading]


all spawns enabled

aesthetics not finished yet

FEEDBACK COMMENTS AND SUGGESTIONS

please post your feedback, comments and suggestions to help me improve this map!
This is it... the alpaca lips.
wrl
Profile Joined April 2011
United States209 Posts
January 11 2012 04:04 GMT
#2
I'm too lazy to put an epic post together.

There is a lot wrong with this map, but a long that I really really like as well.

Let me TL;DR the post I didn't make and say that this map would be better if it only had 2 spawns, 12 bases and was less turtley.
It's funny; I dream a lot, but I'm not a very good sleeper.
RumbleBadger
Profile Joined July 2011
322 Posts
January 11 2012 04:20 GMT
#3
I would say that if you make the natural more standard, you could make the main a touch bigger (which I think it needs to be since the shape is a little weird) and also cut off a lot of the space the natural takes up now. Then, you could push the semi-islands in the clockwise direction (into the space created by the shrunken natural) and that would allow you to fit a full base where you have the 4 mineral bases right now. Then I would rotate those center structures 45 degrees to make the center bases easier to hold (just by a little bit). Also, if possible I would like the ramps coming from the center to be 3 wide. It just needs to be opened up. Two tiny chokes for 3.5 bases? That's too little. You could either widen the ramps a ways (even to a four-wide wouldn't be bad for one of them) or you can somehow add another choke... like for example putting the entrance to the semi-island towards the center of the map, although I think then you will run into problems with 3-base deathballs that a zerg player can't really stop because they can't break the turtle or expand elsewhere easily.
Games before dames.
FlyingToilet
Profile Joined August 2011
United States840 Posts
January 11 2012 05:06 GMT
#4
The middle expansions have like only 4 patches, don't you think if you were going to take that risk for a middle expo that 4 patches wouldn't be worth it. Besides its also imbalanced if you don't place 8 mineral patches for the regular crystals.
http://justin.tv/flyingtoilet
Namrufus
Profile Blog Joined August 2011
United States396 Posts
May 06 2012 02:19 GMT
#5
Ok, I'm bumping this because I have a map update. Sorry to the people in this thread that I never responded to.

@RumbleBadger, thanks for the advice. I've increased the size of the ramps to get into the player's area and increased the size of the mains.




new version in OP and published on NA server

+ Show Spoiler [map image] +

[image loading]


changes: alot, but here are the main ones:

-added second rock-blocked entrance to the half base, half bases can now be accessed through both sides and armies can now attack through that corridor once both rocks are down --- i'm wondering if I should put a mineral block there instead to prevent issues for close spawn, idk.
-previously rock-blocked entrance to nat is now blocked by three neutral pylons
-increased size of one of the center ramps for each spawn to 4 wide, partially blocked by rocks.
-central bases are now 4hym1hyg
-increased size of map and increased size of mains
-rotated third mineral lines to be more protected
-aesthetics: improved some
This is it... the alpaca lips.
NewSunshine
Profile Joined July 2011
United States5938 Posts
May 06 2012 04:50 GMT
#6
the three neutral pylon thing is a bit weird, but I'm open to weird shiz. what does bump me though, is the natural. it looks like the act of taking it damn near blocks off that passageway, for attacker and defender alike, which could be frustrating. other than that, i like it overall - the rock setup with the half bases seems fine to me.

pretty cool.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
ArcticRaven
Profile Joined August 2011
France1406 Posts
May 06 2012 08:00 GMT
#7
You are so mad

That's quite q cool map, but i (as a hopelessly biased zerg player) want my fkin third base. I think you should rotate the minerals of the base under the main and bring it closer to the nat. That, or give that middle base a little bit more stuff, because right now it's pretty hard to hold for what it is worth ; especially, zerg doesn't care about golds.

Good job !
[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!
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
May 06 2012 08:06 GMT
#8
Natural is so awkward. When you lay down a CC/nexus/Hatch it looks like there's hardly any room to squeeze through without interfering with the mineral line. Also it looks very, very easy to cannon rush or proxy in the natural with all that space. However, assuming you walled off the natural, it's now super, SUPER safe because it's tucked around the corner.

Third is pretty far.

So many rocks.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Callynn
Profile Joined December 2010
Netherlands917 Posts
May 06 2012 09:50 GMT
#9
On May 06 2012 17:06 IronManSC wrote:
So many rocks.


I think the amount of rocks would indeed give this version of the map a 'novice' version feeling.

Consider removing them all and making the roundabout (around the elevated middle) more open to give Zerg some chances, as it looks like siege tank galore right now.

Also, because I don't enjoy giving negative comments: This looks like a really cool map, seriously. Don't give up on the concept, fix the flaws to make a diamond.
Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
Namrufus
Profile Blog Joined August 2011
United States396 Posts
May 08 2012 05:47 GMT
#10
@NewSunshine: there are only two grid square between the main building and the cliff, so that area is pretty tight, I'll arrange the area to give more room.

@ArticRaven: Who needs a map that makes sense ? It'll be hard to move the third closer, but I'll try.

@IronMan: OK, I'll change the nat around. How much visibility in the nat do you think there needs to be? I'll also change the third to be slightly closer.

@Callynn: The problem with removing the rocks is that, as is, it kind of breaks the symmetry of expanding for close spawns, I might be able to do it with some more drastic changes to that area though...

I've made some changes:

+ Show Spoiler [map image] +

[image loading]


particularly rearranged the nat to give more space and moved main mineral lines and third slightly to give a smaller distance.

nat changes here:
+ Show Spoiler [nat changes] +

before:
[image loading]
after:
[image loading]


though I may do something similar to this
+ Show Spoiler [?maybe] +

[image loading]


this version isn't published mostly because I haven't fixed the textures yet.

thank you to everyone that posted.
This is it... the alpaca lips.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 08 2012 05:59 GMT
#11
Why are the main minerals so close to the ramp? Can't you push it back a little bit?

Can you elaborate on the 3 pylon idea? They are almost meaningless as an impediment to early attacks, it takes 4 lings about 20 seconds to kill a pylon. For the liability they represent to any potential FE, they don't really protect you much.

This map is just so funky. But I actually really like it layout-wise, structurally (ignoring rocks and whatnot). I just don't think it can be balanced.
Comprehensive strategic intention: DNE
Namrufus
Profile Blog Joined August 2011
United States396 Posts
May 08 2012 06:28 GMT
#12
@EatThePath:

people complained about the distance to the third, I moved the main mineral line closer to the main ramp in a to make the reinforce difference to the third smaller for newly spawned zerg units (the third was also moved slightly closer), the effect is probably negligable though (and a kind of stupid thing to do, retrospectively), I'll change the position back to something more reasonable.

Basicly the 3 pylons are there for positional balance, I wanted a blocked entrance to the nat, but in the event that the two middle rocks go down but the backdoor rock is still there, the conter-clockwise player has alot more distance to move if they want to defend. I wanted a block that defended in the early part of the game, but were easy to break down to defend if an army suddenly comes through the double rocks... ..... .... that was the thought process, at least ... ... normal rocks might be ok there, or better yet, have a more standard nat.

I'm going to keep trying to mess around with this...
This is it... the alpaca lips.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 08 2012 22:54 GMT
#13
On May 08 2012 15:28 Namrufus wrote:
@EatThePath:

people complained about the distance to the third, I moved the main mineral line closer to the main ramp in a to make the reinforce difference to the third smaller for newly spawned zerg units (the third was also moved slightly closer), the effect is probably negligable though (and a kind of stupid thing to do, retrospectively), I'll change the position back to something more reasonable.

Basicly the 3 pylons are there for positional balance, I wanted a blocked entrance to the nat, but in the event that the two middle rocks go down but the backdoor rock is still there, the conter-clockwise player has alot more distance to move if they want to defend. I wanted a block that defended in the early part of the game, but were easy to break down to defend if an army suddenly comes through the double rocks... ..... .... that was the thought process, at least ... ... normal rocks might be ok there, or better yet, have a more standard nat.

I'm going to keep trying to mess around with this...


I like the unconventional nat, just not sure how to make it work. Good luck! ^^
Comprehensive strategic intention: DNE
PandaZerg
Profile Joined April 2012
Canada148 Posts
May 09 2012 00:44 GMT
#14
If I look the first overview pic, I don't like the third. Just too far.
Otherwise, I like the design.
Namrufus
Profile Blog Joined August 2011
United States396 Posts
May 11 2012 02:05 GMT
#15
@EatThePath: thanks

@PandaZerg: the third will be moved closer.




OK, I'm trying this out, thirds are closer to the main ramp.

map is not published to bnet or updated on OP

+ Show Spoiler [map image] +

[image loading]


The bridge leading from the nat to the semi-island is blocked by a rock and two gold minerals with 200 each. The minerals aren't visible in-game with the rock there, so there are a couple of red landing lights around the rock. The purpose of this type of block is to make it easier to expand while in cross positions to the distant main, while (theoretically) stopping stupid close position pushes directly into the nat or third (because players will (theoretically) need to control both sides of the mineral block to sucessfully mine it).

+ Show Spoiler [image of natural expansion] +

[image loading]


my worry is that a nat setup like this might cause a 4-gate hell like on tal'darim or the original bel-shir beach because it is possible to warp across the gap into the nat and then get vision up the second ramp. It isn't possible to warp into the main and the nat with a single pylon though. Is an extra pylon enough of a cost? idk; I'll probably revert the main ramp to smething similar to the way it was before.
This is it... the alpaca lips.
Amlitzer
Profile Joined August 2010
United States471 Posts
May 11 2012 03:09 GMT
#16
I feel that the little gold expos in the middle are really terran favored as they just don't seem worth the investment for terran and zerg players to take, especially when you take into account the high risk factor in taking them.
"Not even justice, I want to get truth!"
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