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Active: 1787 users

[M] (2) Hostile Sands

Forum Index > SC2 Maps & Custom Games
Post a Reply
erazerr
Profile Joined March 2011
Australia86 Posts
Last Edited: 2012-01-21 13:58:54
January 20 2012 15:03 GMT
#1
[image loading]
Hostile Sands v1.1
Published on NA
Created by erazeR


Playable Overview
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Full Overview
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Aesthetics:

Main and Natural:
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Third base:
+ Show Spoiler +
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Middle Area + a ramp leading to it.
+ Show Spoiler +
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Analyzer:
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+ Show Spoiler +
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Original Plan (drawn in paint)
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Untextured early stage layout
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DETAILS:
Map Name: Hostile Sands
Spawn positions: 4
Cross-positions only
Full Area:168x168
Playable Area: 140x140
Lighting: Bel'Shir - Modified.
Textures:

Bel'Shir Dirt Light
Bel'Shir Dirt Dark
Bel'Shir Grass Light
Xii Dirt
Xii Dirt Rocky
Xii Sand
Aiur Small Bricks
Aiur Rocks

Cliffs: Xii Organic Cliffs
Bases: 14 Blue bases (zero golds)
XWT: 2

Hi TL, This is my second four player map I have created, and the fourth map in total. After making my last map (Murky Lands). I thought that to be most aesthetically pleasing, a map needs to be bright, and have a particular theme (green,red etc). With this in mind, I decided I would create a beach map, leading into a temple/green lush styled center. Once Again (as you can see from the pictures) I have used the Height option to smooth grounds off into-unplayable water areas.

This map is set up so there is cross position only(as it is a rotationally symmetric map). This map features an easy natural base followed by a contestable third, with a rather unique-styled center; a very large high ground area with 2 bases opposite of one another, with large ramps leading into it to help avoid areas being heavily zoned from siege tanks(Like Jungle Basin). Obviously no gold bases because they suck.

In-Game description below:
Your first expansion is easy to defend. The third base is particularly contestable with mulitple flanks. Use the Xel-Naga-Towers to gain control of the high ground middle area of this map. Spawn positions are cross-map only.

-----------------------------
Thanks and I'm welcome to feedback and suggestions!
WniO
Profile Blog Joined April 2010
United States2706 Posts
January 20 2012 16:25 GMT
#2
nice! reminds me of early iccup maps for sc2 but i like the barren look, i mean its clean. looks really zerg friendly with those thirds so penetrable. where do the physical boundaries lie? the water or the cliff?
erazerr
Profile Joined March 2011
Australia86 Posts
Last Edited: 2012-01-20 16:51:57
January 20 2012 16:38 GMT
#3
On January 21 2012 01:25 WniO wrote:
nice! reminds me of early iccup maps for sc2 but i like the barren look, i mean its clean. looks really zerg friendly with those thirds so penetrable.


Thanks! This is normally the way I set up all of my current maps (easy nat, contestable third).

On January 21 2012 01:25 WniO wrote:
where do the physical boundaries lie? the water or the cliff?


The boundaries behind the main are at the cliffs. As for everywhere else the boundaries are obviously the water.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
January 20 2012 17:52 GMT
#4
On January 21 2012 01:38 erazerr wrote:
The boundaries behind the main are at the cliffs. As for everywhere else the boundaries are obviously the water.


I had trouble with this on my other beach maps, Ohana RE and Clearwater. To us creators, boundaries are obvious. To observers and players, they are not. You can tell a few people that you can't go in the water, but you and I both know deep down people are going to continually ask about the boundaries because they simply are not obvious enough. I would reconsider how you're going about your pathing on this map.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
thenexusp
Profile Joined May 2009
United States3721 Posts
January 20 2012 18:44 GMT
#5
I'm not sure why this map would be cross-position only and still be a rotationally symmetric 4p map. Cross-position only means that there is no uncertainty about the opponent's spawn position and no differences in gameplay based on spawn position, so it might as well be a 2 player map, where you can be more creative with the layout of the 4th/5th/6th rather than be locked into doing a rotational symmetry of the main base.

Tournaments do cross-spawn only because they want to use blizzard maps, and a lot of those suck for non-cross positions. You, a non-blizzard map-maker, are not restricted to only making 4p rotationally symmetric maps that suck at most spawns. You have the option of (1) making a 4p rotational map that doesn't suck for all spawns (difficult) or (2) ditch the idea of making it a 4-spawn map, and just make it 2 spawns with a better 4th/5th/6th.
FlaShFTW
Profile Blog Joined February 2010
United States10182 Posts
January 20 2012 20:24 GMT
#6
very clean map. the 3rd seems really hard to defend though so maybe close in the choke leading to it.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
RumbleBadger
Profile Joined July 2011
322 Posts
January 20 2012 21:49 GMT
#7
I'd say this map doesn't have to be cross position only. The clockwise third is harder, yes, but not game berakingly harder. And if you close up the choke on it like some people are suggesting, you could easily make it viable.

Again, great work. Personally I prefer your Murky map, but that's really just opinion. Both are great, playable maps.

As for aesthetics, I think you could put a little bit more variation in the surrounding underwater parts. They are all uniform right now, and I'd like to see either some more doodads or some height variation. And fish, lots of fish. To me it would just make the map more interesting.
Games before dames.
fenix404
Profile Joined May 2011
United States305 Posts
Last Edited: 2012-01-21 12:45:32
January 21 2012 12:45 GMT
#8
tried to play, but my workers glitch out!

they get "locked" into nexus and gas geysers, my 7th worker cannot leave production, and workers cannot access the nexus

tried in top 2 start locations.
"think for yourself, question authority"
AssyrianKing
Profile Blog Joined August 2011
Australia2113 Posts
January 21 2012 13:31 GMT
#9
In my opinion the natural and 3rd base can potentially be zone controlled, making them quite defendable, thats just my opinion
John 15:13
erazerr
Profile Joined March 2011
Australia86 Posts
Last Edited: 2012-01-21 13:58:37
January 21 2012 13:58 GMT
#10
On January 21 2012 21:45 fenix404 wrote:
tried to play, but my workers glitch out!

they get "locked" into nexus and gas geysers, my 7th worker cannot leave production, and workers cannot access the nexus

tried in top 2 start locations.


Thanks ALOT for this feedback ! It was a problem with me forgetting to remove one of the pathing cliff fills when I changed the main size. It should be fixed now ! Sorry for that.
Penke
Profile Joined October 2010
Sweden346 Posts
January 21 2012 14:23 GMT
#11
I really like the layout of the map. Very easy to understand, but can lead to interesting situations. I will definitely play if ever uploaded on EU. :D
Chargelot
Profile Blog Joined December 2010
2275 Posts
January 21 2012 14:24 GMT
#12
On January 21 2012 22:31 PiPoGevy wrote:
In my opinion the natural and 3rd base can potentially be zone controlled, making them quite defendable, thats just my opinion


These are quite possibly the most open bases I've seen outside the natural in Xel'Naga Caverns. If you can zone control those, it's not a map issue, you just happen to be a god.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
Blazington
Profile Joined November 2011
Australia11 Posts
Last Edited: 2012-01-26 11:41:14
January 26 2012 11:24 GMT
#13
On January 21 2012 02:52 IronManSC wrote:
Show nested quote +
On January 21 2012 01:38 erazerr wrote:
The boundaries behind the main are at the cliffs. As for everywhere else the boundaries are obviously the water.


I had trouble with this on my other beach maps, Ohana RE and Clearwater. To us creators, boundaries are obvious. To observers and players, they are not. You can tell a few people that you can't go in the water, but you and I both know deep down people are going to continually ask about the boundaries because they simply are not obvious enough. I would reconsider how you're going about your pathing on this map.


I disagree completely. The boundaries of this map would only be nonobvious to a simpleton. This map was clearly not created for casual players (eg. teamleague players that have no game sense whatsoever). Great looking boundaries and map once again from the up-and-coming (and rather infamous) erazerr. The chances of this being in the GSL are high.
DYEAlabaster
Profile Blog Joined August 2011
Canada1009 Posts
January 26 2012 20:58 GMT
#14
On January 26 2012 20:24 Blazington wrote:
Show nested quote +
On January 21 2012 02:52 IronManSC wrote:
On January 21 2012 01:38 erazerr wrote:
The boundaries behind the main are at the cliffs. As for everywhere else the boundaries are obviously the water.


I had trouble with this on my other beach maps, Ohana RE and Clearwater. To us creators, boundaries are obvious. To observers and players, they are not. You can tell a few people that you can't go in the water, but you and I both know deep down people are going to continually ask about the boundaries because they simply are not obvious enough. I would reconsider how you're going about your pathing on this map.


I disagree completely. The boundaries of this map would only be nonobvious to a simpleton. This map was clearly not created for casual players (eg. teamleague players that have no game sense whatsoever). Great looking boundaries and map once again from the up-and-coming (and rather infamous) erazerr. The chances of this being in the GSL are high.


Nope, I agree with IronManSC. You have maps like Ohana, Bel'Shir and others that have pathable water, while a map like this has the exact same slope and non-pathable water? It lacks consistency and you will ALWAYS have the problem of players asking "is it pathable? I can't immediately tell and therefore I am upset about this map".

Keeping in mind that lower-level players would usually just shrug and go along with it, but every little possible contention point will be harped on by pros because of the nature of doing their jobs on maps they might be unsure about.

That being said, this is a really pretty map that seems fairly well balanced. Keep up the good work, but please fix the boundaries.
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