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Active: 1716 users

[M] (4) TPW Rusty Cage

Forum Index > SC2 Maps & Custom Games
Post a Reply
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Johanaz
Profile Joined September 2010
Denmark363 Posts
Last Edited: 2012-06-28 19:56:05
January 30 2012 14:31 GMT
#1
[image loading]


TPW Rusty Cage
- by Johanaz

Published EU & NA
-latest version published as Rusty Cage RE - EU only

Named after the song by Soundgarden in particular as performed by Johnny Cash.

Overview:
[image loading]

Playable bounds: 154x154

16 bases
2 watchtowers.
All spawns enabled.

1+2 axis rotational symmetry* + Show Spoiler [*] +

I have wanted to make a map with this type of symmetry for some time now. I have seen it previously used in Antiga Shipyard, Lawinenbahn by JackyPrime and Artemis by Icetoad.
The concept is such that mains/naturals are copied-rotated 4 times and the center only twice (one axis rotational symmetry). Only Lawinenbahn went beyond the center and included 3rds to the one axis rotation. I wanted to go all-in and perfect this concept, because if done right, it provides 4 very different spawn patterns:


Spawn patterns:

close horizontal
close vertical
cross 4 vs 10 o'clock
cross 1 vs 7 o'clock

Each should make for different expansion patterns and dynamics. Sounds too good to be true? It probably is; if you place a 3rd right in the middle between 2 positions, it's gonna be a bit too far away or the close positions will be too close. Whatever. I am still hoping I can hit the sweet spot where nat2nat is 36 seconds (game time) and 3rds 18 seconds away. I know 3rds are better 12-15 seconds from nat, but I will test and test to see what people think about it.

Angled view:
+ Show Spoiler +
[image loading]


Analyzer (outdated):
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]


Screenshots:
+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


Previous version:
+ Show Spoiler +
Overview:
[image loading]
Angled view:
+ Show Spoiler +
[image loading]


Replays:
+ Show Spoiler +
Rusty Cage - ZvT - Protosser vs DLMredBullX
TPW Map Maker - theplanetaryworkshop.com
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
January 30 2012 14:38 GMT
#2
Love the positional variety. Great map.
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
Last Edited: 2012-01-30 15:05:42
January 30 2012 15:05 GMT
#3
Its slightly too choked , it looks open at a first glance, but analyzer tells me its just slightly too choky. You have some 'dead space' you can use to open it up a little.

edit: ok im confusing myself now , im not sure anymore
KCCO!
Johanaz
Profile Joined September 2010
Denmark363 Posts
January 30 2012 15:26 GMT
#4
I plan on submitting this to MotM February, so I have about a week to test it as much as I can and fix issues as they arise. Can´t wait for the players to tell me: "3rds are too far away you fool!"
TPW Map Maker - theplanetaryworkshop.com
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
January 30 2012 15:30 GMT
#5
--- Nuked ---
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
January 30 2012 15:39 GMT
#6
--- Nuked ---
Johanaz
Profile Joined September 2010
Denmark363 Posts
January 30 2012 15:48 GMT
#7
On January 31 2012 00:30 Barrin wrote:

Have you considered doing something like this?

+ Show Spoiler +
[image loading]


Thanks Barrin, good point. I will try and make some adjustments. Especially the 4 center ramps could be 4x instead of 3x.
With regards to the 6/12 o'clock bases - I tried to make them wallable with like 3 barracks+1 depot or equivalent, but maybe that was unnescessary.

3 & o'clock bases could definitely have 2x ramps instead of 3x.
TPW Map Maker - theplanetaryworkshop.com
CaptainCrush
Profile Blog Joined November 2010
United States785 Posts
January 30 2012 15:58 GMT
#8
I think this actually looks pretty good, aesthetically and with regards to overall design. I know you already mentioned it, but the 3rd could be a tad closer. I dont really mind the 3 ramps on the nat though.
Johanaz
Profile Joined September 2010
Denmark363 Posts
February 06 2012 13:14 GMT
#9
Update:

Implemented changes suggested by Barrin <3
Updated OP with fresh screens

I ran a few test games Friday. I managed to setup one game with my main man master terran, DLMredBullX versus finnish GM Zerg, Protosser, who had some valuable feedback:

I like how it's so big...
but, not sure if it's a too big advantage for zerg, especially in cross positions.
...if it's cross position..., then it's pretty wide open.
- Im not sure what I think about the 3rd, -it's pretty hard for protoss and terran to take in my opinion
and easier for zerg because of the size of the map.


Here's the replay; plz check it out and let me know what you think about those 3rds.

Rusty Cage - ZvT - Protosser vs DLMredBullX
TPW Map Maker - theplanetaryworkshop.com
Mentor
Profile Joined July 2010
Germany219 Posts
February 06 2012 14:19 GMT
#10
I like this map very much.
One has multiple eypansion patterns which is always great for versatility and the overall balance.
There are alot of tight chokes and ramps which is good for T and P, but there are also alot of paths that Z can exploit to counter and surround the opponent.
"Fame is like salty water, no last sip after the first, and before you drown you'll be dying of thirst." -Prezident-
Johanaz
Profile Joined September 2010
Denmark363 Posts
February 09 2012 15:55 GMT
#11
Thanks guys

Latest version published EU & NA.

Any and all feedback is highly appreciated before I submit it to MotM.
TPW Map Maker - theplanetaryworkshop.com
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2012-02-09 18:25:46
February 09 2012 18:24 GMT
#12
On January 31 2012 00:39 Barrin wrote:
Show nested quote +
On January 31 2012 00:26 Johanaz wrote:
Can´t wait for the players to tell me: "3rds are too far away you fool!"


I was actually going to say this myself, but in terms of "gravity" it is quite perfect.

The distance between 12/6 or 3/9 thirds is quite far, especially on ground.

Furthermore, it is an important link in the chain to help you connect to the (VERY HEAVY / DESIRABLE) untaken main/nat on your side of the map.

Distances/weight(desirability) is more than reasonable on this map in terms of the third. Don't listen to whoever tells you that.


Yeah, also in the more distant case (horizontal adjacent spawns requiring you to go vertical for your 3rd), it totally works because the 3rd is sooo far removed from the opponent and you can defend the closer route by camping outside your natural. Which makes it like daybreak but moreso, with better intervening routes.

Best shifted symmetry map so far, very nice Johanaz. ;D

edit: oh I just read the comments and saw you updated with some changes from barrin. lol good job team.


On January 31 2012 00:48 Johanaz wrote:
Show nested quote +
On January 31 2012 00:30 Barrin wrote:

Have you considered doing something like this?

+ Show Spoiler +
[image loading]


Thanks Barrin, good point. I will try and make some adjustments. Especially the 4 center ramps could be 4x instead of 3x.
With regards to the 6/12 o'clock bases - I tried to make them wallable with like 3 barracks+1 depot or equivalent, but maybe that was unnescessary.

3 & o'clock bases could definitely have 2x ramps instead of 3x.


spot on. =]
Comprehensive strategic intention: DNE
Johanaz
Profile Joined September 2010
Denmark363 Posts
February 12 2012 11:02 GMT
#13
<3 EatThePath

I have been getting a lot of PMs asking how to achieve that rusty texture look:

+ Show Spoiler +
[image loading]


Here is the recipe: First apply basis texture, in my case Mar Sara Panels. Then apply Avernus Panels between the lines using a small brush. Lastly top it off with Agria Dirt Rough, more or less depending on how rusty you want it.
TPW Map Maker - theplanetaryworkshop.com
Johanaz
Profile Joined September 2010
Denmark363 Posts
February 15 2012 14:49 GMT
#14
Update!

I have replaced all images in OP with the latest version (as submitted to MotM).

Also, added TPW tag, thanks to the team.

Latest version up on EU & NA.
TPW Map Maker - theplanetaryworkshop.com
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
February 15 2012 15:33 GMT
#15
Name from the Chris Cornell song by any chance?
KCCO!
G_Wen
Profile Joined September 2009
Canada525 Posts
February 15 2012 15:42 GMT
#16
The concept here is beyond awesome.
ESV Mapmaking Team
Johanaz
Profile Joined September 2010
Denmark363 Posts
February 15 2012 17:40 GMT
#17
On January 30 2012 23:38 neobowman wrote:
Love the positional variety. Great map.



On February 16 2012 00:42 G_Wen wrote:
The concept here is beyond awesome.


Wow! Big words from the big fish! ESV ftw!
Thanks guys

@Karot: yeah Rusty Cage by Chris Cornell, added links in the OP :p
TPW Map Maker - theplanetaryworkshop.com
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
February 16 2012 10:31 GMT
#18
On February 16 2012 02:40 Johanaz wrote:
Show nested quote +
On January 30 2012 23:38 neobowman wrote:
Love the positional variety. Great map.



Show nested quote +
On February 16 2012 00:42 G_Wen wrote:
The concept here is beyond awesome.


Wow! Big words from the big fish! ESV ftw!
Thanks guys

@Karot: yeah Rusty Cage by Chris Cornell, added links in the OP :p


Did I say I loved you already? Cus I do
KCCO!
Johanaz
Profile Joined September 2010
Denmark363 Posts
March 18 2012 23:25 GMT
#19
MotM February finalist bump!

Here are some of my thoughts concerning protoss:
+ Show Spoiler +
For FFE you can wall off your natural from ramp to nexus with 2 buildings:[image loading]

- or you can wall off the natural choke with 3 buildings:
[image loading]

The low ground 3rds can be walled off as well with 3 buildings:
[image loading]

The rocks can be taken down to open up when it's time to take your 4th:
[image loading]


Maybe I am dangerously close to a Dustin Browder award for using balance rocks but I like how they work with a protoss-unfriendly 3rd. I'd love to see some more replays
TPW Map Maker - theplanetaryworkshop.com
FlaShFTW
Profile Blog Joined February 2010
United States10398 Posts
March 19 2012 01:23 GMT
#20
too chokey. maybe have more open areas and this map would become amazing.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Johanaz
Profile Joined September 2010
Denmark363 Posts
March 19 2012 11:08 GMT
#21
On March 19 2012 10:23 FlaShFTW wrote:
too chokey. maybe have more open areas and this map would become amazing.


I don't think it's too chokey. More like the opposite. To quote Finnish GM Zerg, Protosser:

I like how it's so big...
but, not sure if it's a too big advantage for zerg, especially in cross positions.
...if it's cross position..., then it's pretty wide open.


But I guess we'll see in the upcoming tourney
TPW Map Maker - theplanetaryworkshop.com
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