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Active: 15475 users

[M] (2) Murky Lands

Forum Index > SC2 Maps & Custom Games
Post a Reply
erazerr
Profile Joined March 2011
Australia86 Posts
Last Edited: 2012-01-15 07:31:14
January 14 2012 11:20 GMT
#1
[image loading]
Murky Lands Version 1.2
Published on NA
Created by erazeR


Playable Overview:
+ Show Spoiler +
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Full Overview:
+ Show Spoiler +
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Aesthetics:
Natural base:
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Between third and fourth bases:
+ Show Spoiler +
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Middle Area:
+ Show Spoiler +
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Third Base near main:
+ Show Spoiler +
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Analyzer:
+ Show Spoiler +
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+ Show Spoiler +
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+ Show Spoiler +
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+ Show Spoiler +
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DETAILS:
Map Name: Murky Lands
Spawn positions: 4
Horizontal Spawns disabled
Full Area: 168x168
Playable Area: 140x146
Lighting: Typhon - Modifed(brighter etc).
Textures:

Typhon Dirt
Typhon Grass
Typhon Rocky Dirt
Typhon Small Craters
Typhon Rock
Typhon Small Tiles
Port Zion Dirt
Agria Dirt Rough

Cliffs: Typhon Organic Cliffs
Water: Port Zion
Bases: 16 Blue bases (zero golds)
XWT: 1

Hi TL, This is my first four player map I have created, and the third map in total. I experimented with different lighting and theme sets when creating this map, and I wanted to make a different style to the current jungle theme that seems to be very popular at the moment. As you can see from the pictures I have used the Height option to smooth grounds off into un-playable water areas, something which has just started to grow in popularity.

Horizontal Spawns are disabled on this map(because of the way the LOS blockers are set up. This map features an easy natural base but then contested thirds and fourths, and in my opinion, the best format for a middle area(high ground,map controlling areas). Obviously no gold bases because in my opinion they aren't very balanced and don't make for interesting games regardless.

In-Game description below:
Your first expansion is easy to defend. Which base you decide to take as a third depends on the spawn location of the opponent; these bases are harder to defend. Use the Xel Naga Tower to control the middle area of the map.

------------------------------

Thanks and as always I am open to feedback and suggestions. Please enjoy this map!
Aunvilgod
Profile Joined December 2011
2653 Posts
January 14 2012 11:55 GMT
#2
I don´t like rotation maps with close spawns enabled... otherwise nice map.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
Zaphid
Profile Blog Joined April 2010
Czech Republic1860 Posts
January 14 2012 12:35 GMT
#3
Looks great, nice departure from the easy to take 3rds
I will never ever play Mech against Protoss. - MVP
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
January 14 2012 13:12 GMT
#4
I don't like how easy the thirds are, but otherwise pretty good.
ModeratorI am still alive, somehow
TL+ Member
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
January 14 2012 13:59 GMT
#5
Is the main siegable from behind the third?
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
Darkomicron
Profile Joined November 2010
Netherlands216 Posts
January 14 2012 14:38 GMT
#6
The thirds might be a little bit too easy to take, but otherwise it looks like a good map. I don't like how the middle is barely useful though. Maybe you should make one third which is able to be attacked from two sides, and move the other close expansion a little more to the middle, antiga-ish style.
"Night will fall, and so will you"
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
January 14 2012 15:55 GMT
#7
Can you run in the water?
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
erazerr
Profile Joined March 2011
Australia86 Posts
Last Edited: 2012-01-14 16:08:43
January 14 2012 16:07 GMT
#8
On January 15 2012 00:55 IronManSC wrote:
Can you run in the water?


No, you can't, they serve the same purpose as cliffs, except look more aesthetically pleasing and unique(imo).
RumbleBadger
Profile Joined July 2011
322 Posts
January 14 2012 18:00 GMT
#9
Very cool map. Still blown away that this is just your third map. Wonderful work.
Games before dames.
Theboxingfox
Profile Joined January 2012
Canada1 Post
January 14 2012 20:11 GMT
#10
This is absolutely gorgeous, I love the idea of having water act as a cliff, much much easier on the eyes
erazerr
Profile Joined March 2011
Australia86 Posts
Last Edited: 2012-01-15 07:32:29
January 15 2012 07:32 GMT
#11
On January 14 2012 22:59 Yonnua wrote:
Is the main siegable from behind the third?


Thanks for pointing this out, in game I realized a tank could just squeeze in and hit the geyser, now fixed from version 1.1-1.2.
erazerr
Profile Joined March 2011
Australia86 Posts
January 15 2012 07:34 GMT
#12
On January 14 2012 23:38 Darkomicron wrote:
The thirds might be a little bit too easy to take, but otherwise it looks like a good map. I don't like how the middle is barely useful though. Maybe you should make one third which is able to be attacked from two sides, and move the other close expansion a little more to the middle, antiga-ish style.


I like this idea, and I will work on making a different release with a base in the middle with the base further-est from the mains.
Blazington
Profile Joined November 2011
Australia11 Posts
Last Edited: 2012-01-26 11:44:44
January 26 2012 11:25 GMT
#13
Map looks beautiful, great work. Definitely going to be in GSL.
DYEAlabaster
Profile Blog Joined August 2011
Canada1009 Posts
January 26 2012 21:02 GMT
#14
On January 15 2012 00:55 IronManSC wrote:
Can you run in the water?


We're following eachother with the same comically raised eyebrow about mapping consistency aren't we IronMan? I was too, confused about being able to run through the water, as the general preset to these maps has been that you, in fact, can.

Otherwise, normally I would say that this is quite a nice map, but it seems extremely similar to your other new map (Hostile Sands), except that it is a little bit bigger, and has a third right in front of the main (a la Xell'naga Fortress). In my opinion, both these maps are pretty cool, but I would like to see some more variability in your future works.
Proko
Profile Joined February 2011
United States1022 Posts
January 27 2012 00:11 GMT
#15
The layout seems pretty nice, the aesthetics are a little drab I think.
Caster duos should compliment each others' strengths. "You look very handsome today, Tasteless."
FlaShFTW
Profile Blog Joined February 2010
United States10569 Posts
Last Edited: 2012-01-27 00:34:14
January 27 2012 00:33 GMT
#16
this is just like that other map you made except with a 4th and a bit easier to take 3rd i think.

edit: i did not give u any info sorry. the map looks good overall, but id make the 3rd a bit more easy to take. remember 3rd are very important to try to convince players not to go 2 base play. maybe the 4ths should be pushed more toward the middle and have the minerals face towards the main somehow? that would be cool.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
lost_artz
Profile Joined January 2012
United States366 Posts
January 27 2012 06:10 GMT
#17
My only complaint is the texturing, needless to say it's rather boring. Try sprucing up the map with some more of brick tiles.
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