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[M] (2) Ultrix Prime

Forum Index > SC2 Maps & Custom Games
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SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2012-02-07 04:49:10
January 16 2012 01:46 GMT
#1
[image loading]

Ultrix Prime is my newest 2player creation! My main natural layout is different from what I usually do. Taking a 3rd opens you up to many choices, you either break down the rocks and take the third that's closer to your, or you take your forward third. Taking the safer 3rd opens up more attack paths as well as makes taking a 4th harder. This map is really bad for players that use 1a deathballs because of how many paths there are to attack. With only 1 watchtower on this map at the lower half of the map, it makes it extremely important towards endgame when you'll be fighting for the bases towards the bottom of the map.

[image loading]


Map Overview:
+ Show Spoiler +

[image loading]


Analyzer Overview:
+ Show Spoiler +
[image loading]


Specs:
Availability: US
Map Size: 144x142 (Map is angled so there is plenty of air space in the top right and bottom left corners)
Expansions: 11 8m2g bases, 1 8m2g1rg
XWT: One

Rush Distances:
+ Show Spoiler +

[image loading]
[image loading]


Main:
+ Show Spoiler +

[image loading]


Natural Walloff:
+ Show Spoiler +

[image loading]


Middle:
+ Show Spoiler +

[image loading]


Features:
+ Show Spoiler +

Tanks can't hit many minerals at all at the forward third.
[image loading]

It is too far to warp across, yet blinking across is still possible!
[image loading]

The top right base is far away from all your bases, but offers a 3rd gas which is rich!
[image loading]

The Xel'Naga Watchtower range provides plenty of vision on the lower half of the map. It will be important end game.
[image loading]

Semi Island!
[image loading]


Any Problems/Bugs/Glitches you find with the map, please feel free to let me know.
Search Ultrix Prime on US to play!

Thanks,
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.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
January 16 2012 03:01 GMT
#2
Great maps, but one problem. Who will play on those high quality maps?

I like designs, some innovations with landscapes and texture combos, but for whom is it done?
FlaShFTW
Profile Blog Joined February 2010
United States10302 Posts
January 16 2012 03:35 GMT
#3
amazing map. i really like the lava into grass layout. so beautiful!!!
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Antares777
Profile Joined June 2010
United States1971 Posts
January 16 2012 04:19 GMT
#4
Oh my God you are a genius. The only changes I would make would be to make the close third less vulnerable to air harass by making the mineral line hug the main and enlarge the mono-entrance fourths so that the ramp into them is closer to the center of the map.

Also, something important to note would be that small ramps all over the place like this could harm Protoss because they like one big deathball, and moving that around will be hard. I'm also a little concerned that the high grounds in front of the forward thirds shut down the middle if Siege Tanks are placed there.

I might use a similar concept to this, it's just so unusual and clever. The island is even balanced in my opinion, and that is hard to do. Was this inspired by Monty Hall by any chance?

Bravo!
a176
Profile Blog Joined August 2009
Canada6688 Posts
January 16 2012 04:36 GMT
#5
great map. im just concerned about the dual ramp. it looks like a cool idea but causes a whole bunch of problems; severely limits ability to attack due to width of ramps, and the way you have the map essentially segmented into two will become very frustrating as far as moving your units between bases.
starleague forever
SidianTheBard
Profile Joined October 2010
United States2474 Posts
January 16 2012 04:46 GMT
#6
On January 16 2012 12:01 Existor wrote:
Great maps, but one problem. Who will play on those high quality maps?

I like designs, some innovations with landscapes and texture combos, but for whom is it done?


Ahh, the one true question all map makers ask themselves. Hopefully pro players, hopefully ipl/gsl/esv/motm picks it up so it gets some games on it.

On January 16 2012 12:35 FlaShFTW wrote:
amazing map. i really like the lava into grass layout. so beautiful!!!


Thank you.

On January 16 2012 13:19 Antares777 wrote:
Oh my God you are a genius. The only changes I would make would be to make the close third less vulnerable to air harass by making the mineral line hug the main and enlarge the mono-entrance fourths so that the ramp into them is closer to the center of the map.

Also, something important to note would be that small ramps all over the place like this could harm Protoss because they like one big deathball, and moving that around will be hard. I'm also a little concerned that the high grounds in front of the forward thirds shut down the middle if Siege Tanks are placed there.

I might use a similar concept to this, it's just so unusual and clever. The island is even balanced in my opinion, and that is hard to do. Was this inspired by Monty Hall by any chance?

Bravo!


I understand trying to have less air harass by the safer 3rd but since I have the map angled it'll be quite tough unless I extend the ground out farther. Plus there is less space for air units to harass at the safe 3rd compared to your natural & main. I feel if they are going to air harass you it'll most likely be at your natural or main because there is more space for them to set their air units & forget it.

Instead of having your basic double wide ramp at the natural I wanted to try out having 3 single ramps with 1 blocked off and having all ramps opening up different attack paths. You mention it might be hard for protoss to 1a their deathball around...that's good! But, you've got to understand it's also great for defending as well because those ramps can be blocked off by 1 forcefield. (could actually make 2 base timing attacks from protoss a little too strong). Hopefully it makes the map more harass oriented.

Tanks on the high ground can take control of a good chunk of the middle, but not all of it! Plus if tanks are sitting on the high ground there are still plenty of spots to get attacked.
[image loading]


I think I mentioned this in skype too, but I never look at BW maps to get inspiration, I think everybody told me I'm crazy when I said that lol.

On January 16 2012 13:36 a176 wrote:
great map. im just concerned about the dual ramp. it looks like a cool idea but causes a whole bunch of problems; severely limits ability to attack due to width of ramps, and the way you have the map essentially segmented into two will become very frustrating as far as moving your units between bases.


True, it's a setup I don't think we've ever seen before (correct me if I'm wrong?), so might as well try it out. I'm hoping it will punish players that play the giant 200/200 deathball, yet spreading your army out in smaller groups will still be okay since the single wide ramps.
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.
InsidiA
Profile Blog Joined August 2011
Canada1169 Posts
January 16 2012 05:35 GMT
#7
Hmmm the double ramp is an interesting concept but i dont like how it really cuts the map in half like a176 said into two segments and also just seems really frustrating to play on however though this map looks really beautiful and i love everything else, seems a great map.
GraphicsInsidiA | StarCraft 2 Manager for Team eLevate | Graphic Designer for Red Bull eSports & HTC | @iamjasonpun
DYEAlabaster
Profile Blog Joined August 2011
Canada1009 Posts
January 16 2012 06:15 GMT
#8
This is one of the best non-Crux maps I have seen... like... ever.

That's absolutely all I have to say about it.

*slow clap*
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
January 16 2012 07:45 GMT
#9
Very cool aesthetic direction. Usually a mix of stereotyped elements just ends up as an offbeat pastiche, at best. Here all of it seems to gel somehow and create an interesting new idea. Nice.

I really like the layout but I think zerg might have some problems in long games. The attacking distance is rather short between the bases on the SW side. Maybe there's some way you can add a base on the NW side... I dunno. All in all, well done, deliciously fresh.
Comprehensive strategic intention: DNE
KoBlades
Profile Joined April 2011
Austria248 Posts
January 16 2012 09:53 GMT
#10
great map, looks really good and all, very thought through with all the warp in and siege stuff, i especially like the third gas in the middle, i really dont know why this hasnt been done more often before. but i got a question, what is the semi-island for? i mean why not make i real island?; and concerning the imbalance with islands and flying buildings: im thinking right now but i cant think of anything that would make a semi-island better than a real island, maybe siegeability but that would be it, hmm?
"What do you know about fear?" -"Everything."
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
January 16 2012 10:16 GMT
#11
True, it's a setup I don't think we've ever seen before (correct me if I'm wrong?), so might as well try it out. I'm hoping it will punish players that play the giant 200/200 deathball, yet spreading your army out in smaller groups will still be okay since the single wide ramps.


Surely what it actually does is reward a 2 base play, where you just stay on 2 bases all game and turtle up. Certainly against a zerg, I don't see any real way for a good terran to be unable to hold until broodlords come out. Then they just push out after 15 minutes of turtling on two bases and because there is a clear path to walk down against a wall (meaning no surrounds by the zerg), they could potentially get to the zerg's base almost unhindered.
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
Last Edited: 2012-01-16 10:24:34
January 16 2012 10:23 GMT
#12
About aesthetics of this map:

It doesnt make much sence at all. Theres lava, dirt, brick, green. Its just too much. I can get with some of the fusionthemes, but this is basicly 'Throw every possible texture in there' and make a structured map around that idea. Im sorry but its too much 'alot of everything' for my liking.
KCCO!
Zaphid
Profile Blog Joined April 2010
Czech Republic1860 Posts
Last Edited: 2012-01-16 13:26:18
January 16 2012 13:25 GMT
#13
Open up the ramp in front of your natural, while the idea is nice, it will make any mid/lategame army management a pain. The map is complicated enough as it is, just put a single wide ramp in there and open up the space under it. I'm also a bit skeptical how the map will play out in PvZ, all the expansions are choked out and only open spaces are in the middle of nowhere.

Actually, I'd kill all the dead space in the middle in favor of cliffs.
I will never ever play Mech against Protoss. - MVP
SidianTheBard
Profile Joined October 2010
United States2474 Posts
January 16 2012 22:20 GMT
#14
On January 16 2012 14:35 InsidiA wrote:
...


Yeah, double ramp is definitely an experiment. We'll have to see how it plays out during more and more test games.

On January 16 2012 15:15 DYEAlabaster wrote:
...


Thank you sir!

On January 16 2012 16:45 EatThePath wrote:
...


I've definitely thought about that as well. I think zerg should be okay since the bases to the SW are much much more in the open. Plus if battles are going on in the SW corner zerg can be doing counter attacks from the other sides.

I have thought of bases in the NE corners or so, between the safe 3rds & the 3gas bases, but I think that'd put too many bases on the map.

On January 16 2012 18:53 KoBlades wrote:
...


Semi-Island was kind of thrown in at the end. I originally had a path to it but thought it'd be neat to include an island type expansion in the map. It also brings another path for cliff walking units which is nice. I think it's nice because it's far away, any race is able to take it, but it'll also be hard to defend since all 3 races will have ways to deny it.

On January 16 2012 19:16 Yonnua wrote:
...


Tbh, I think you're wrong. You have maps like Shakuras and Antiga that just have the double wide ramp into the main, yet if terran turtle on up that and try to do a 200/200 death push off 2 base they usually get crushed in pro play because by that point the other race usually will have 3 if not 4 base and be able to hold the push.

On January 16 2012 19:23 ihasaKAROT wrote:
...


My thought was it was a lush forest type area that had some civilization. Then lava started bursting from the ground, hence why you have the charred rock & dirt around some of the edges, because that would be where the grass burned away etc etc. Yet, there is still water in the middle of the map which allows grass/trees/plants to grow in the area.

On January 16 2012 22:25 Zaphid wrote:
...


I just did some changes to hopefully fix some of the PvZ forcefield problems. Check out my next post.

Also, my original middle had d-rocks & LoS blockers that allowed another path rather then the ramp to high ground. I ended up changing it because I figured it'd be too tough to defend as zerg end game when both the rocks got taken out. Here's a pic of what it use to be in an earlier version:
+ Show Spoiler +
[image loading]

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.
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2012-01-16 22:29:55
January 16 2012 22:27 GMT
#15
Map has been updated. Overview & Analyzer Overview have been updated in the OP.

Changelog:

1:
Changed the ramp to the farther 3rd to a double wide. Reason for this is because protoss were able to forcefield the ramp off while they were on the other side of the water. Now you can not. This also means if you take the longer way around to attack your opponent you have the double wide ramp to use, rather then just a single wide. Also makes army movement for the defender easier.
[image loading]

2:
I got rid of some of the cliffs around the forward 3rd to make it not as choked. Instead I added a couple LoS blockers to give you a false sense of security.
[image loading]

3:
The ramp that is blocked by rocks is now a double wide instead of a single wide. If you take the time to break down the rocks you now have more room for your army. It'll also be better for zergs so they can break down the ramps and have more room for surrounds.
[image loading]

4:
The area outside your natural down the single wide ramp has been opened up a little more.
[image loading]

That is all the changes for now. Thanks for all the feedback!
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.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2012-01-16 23:51:58
January 16 2012 23:51 GMT
#16
Good changes! 100% approve. I wish I had more to say =p
Comprehensive strategic intention: DNE
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2012-02-07 04:18:31
February 07 2012 03:46 GMT
#17
Changed up the area right outside the natural ramps.

Added Destructible Rocks, with LoS blockers & Unpathable Highground around it. I thought mid/end game when you have a huge army it was a pain to move your whole army from your forward base to the upper side of the map. So if you take the time you can break down the rocks and will have an easier path that allows you to move around the map.

[image loading]

Summary Analyzer:
+ Show Spoiler +
[image loading]

Any additional feedback would be appreciated!

Thanks,
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.
Siracuz
Profile Joined January 2012
United States15 Posts
February 07 2012 04:32 GMT
#18
I like the layout and idea. It's like a nice public park with a green in the center, set in the middle of a lava field. It's a nice contrast.

Played a computer match and it was a fun place!
mangoloid
Profile Joined September 2010
100 Posts
February 07 2012 04:49 GMT
#19
This map is badass. A lot of original ideas, and all of them, on first impression, seem to work. I am really curious: in most games, which 3rd to most players choose? The forward or the side? Taking the side might seem ideal for someone who wants to do a strong 3-base deathball timing (has the sc2 reached that stage yet?), so perhaps that's a tell in games, but maybe some players just feel more comfortable expanding sideways rather than forward. There probably hasn't been enough games on this to tell what the metagame would look like and thus how well your ideas play out -- and that's a shame! I want to see this played!
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2012-02-07 04:59:09
February 07 2012 04:58 GMT
#20
Generally protoss & zerg have always taken the base to the side since it's somewhat safer and still the farthest away from your opponent. Terran have taken the forward base more often then the side base because with a pfort up it is fairly safe & it's closer to your opponent.

With the new added rocks outside your natural I think it'll make it a better option for a 3rd for Zerg, breaking down the rocks will make it a lot more open which will allow much easier flanks & mobility around the map.

I have a feeling protoss will most likely always take the side base though because it is closer and does feel safer. Although not a whole ton of protoss games have been played on it.
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.
Zolek
Profile Joined September 2011
United States86 Posts
February 07 2012 05:14 GMT
#21
The island base seems really hard to hold to me. In addition to the normal island base difficulties its extremely vulnerable to warp ins, blink stalkers, and siege tanks, and any random range unit sniping the gas. The strip of land you would need to control in order to block these off has its ramp all the way back by your opponents 3rd which makes it really hard to control.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
February 08 2012 02:38 GMT
#22
--- Nuked ---
Artline
Profile Joined September 2011
177 Posts
February 08 2012 11:06 GMT
#23
Not that I'm a map expert or anything but I think the ramp to the natural is a bit too forward? I think Zergs might find it hard to stop hellion harass with the ramp so forward and the choke so wide.

Also, err, the "4th" with the minerals and gas occupying a pathway is a bit weird in my opinion.

Criticism aside, great map!
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
February 08 2012 15:21 GMT
#24
--- Nuked ---
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2012-02-08 17:28:44
February 08 2012 17:24 GMT
#25
On February 07 2012 14:14 Zolek wrote:
...


Originally it wasn't an island base and instead there was a path to it from the low ground, but I felt like that it'd still be just as hard to take. So, I turned it into a Semi-Island to give it a little more "protection" I feel that yes, it is hard to hold and just about any race is able to snipe the gas from the high ground, but you've got to remember it is super far away from all the other bases (Unless it's already 5 base vs 5 base) Zergs will most likely want to take it and with Mutas they can most likely hold it the easiest, yet with the ability for warp ins it makes it so the island isn't impossible to kill if mutas are on the field. It's also "close" enough to the terran main that flying a CC there could be viable, yet risky!

On February 08 2012 20:06 Artline wrote:
...


I could see this being a problem actually, but I'd like to see more TvZ games played on it to see if it really is that big of a problem. Zerg could just bring their queens up and defend the single wide ramp, forcing the hellions to have to go all the way around the map to get to the double wide ramp. That, or maybe we'll have to see zergs start to "wall-in" with evo chambers and such.

As for the 4th with the mineras & gas occupying a pathway, I think what it does is tries to make it a more viable option for a 3rd. Although it is expanding closer to your opponent, with the way the resources are set up it kind of helps choke off the area even though it's closer to your opponent & much easier to harass with by air.

On February 08 2012 11:38 Barrin wrote:
...


Wow, soooo when I sent you that PM to see if you had feedback on my map I assumed I'd get a giant list of things you'd change and problems on the map, instead, you love it. w00t. The one gimmicky feature you did point out is something I ended up adding in much later in the map and my only reason for adding it is was to create a "safer" area if protoss & terran move out. The middle is extremely open so I felt if a Zerg was smart and could engage a terran/toss in that area they would most likely always win. So I thought, let's add a little piece of high ground that you could put collosus, or could put tanks, or could forcefield off etc etc. It's also makes the 3-gas base a little tougher to hold since if tanks/collosus get up on those high ground bits, then good luck holding that risky (yet rewarding!) base. If more people really dislike it or after more games get played on it and it turns out to be to gimmicky then I might remove it as you've said.

Also, about Aesthetics, I'll keep working on it, maybe once I get everything "done" I'll even get igrok to custom light it.
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.
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