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[M] (4) The Stoney Fields

Forum Index > SC2 Maps & Custom Games
Post a Reply
Denop
Profile Joined December 2011
Canada14 Posts
Last Edited: 2012-02-11 22:19:51
February 11 2012 22:18 GMT
#1
The Stony Fields
Made by: Denop.398
Published on: [NA]

[image loading]

Playable bounds: 156x195
More pictures: + Show Spoiler +

Main
[image loading]
Natural
[image loading]
Third
[image loading]
Middle
[image loading]
Backdoor
[image loading]


Any feedback is welcome!

- Denop
Gfire
Profile Joined March 2011
United States1699 Posts
Last Edited: 2012-02-11 22:47:17
February 11 2012 22:45 GMT
#2
The overview is hard to see due to the texturing.

The main/nat setup is sick. I love how the in-base expo is closer to the ramp and how the starting point is on the low ground, unlike the standard backdoor bases we usually see. It's nice that the map has the in-base expo but still isn't a massive three base turtle map or something.

I hope the wide backdoor rocks don't make it too difficult to defend.

Are horizontal positions enabled? Because it seems like it would be hard to defend a third and the back door in those positions.

I think I would prefer this base setup to be used in a 2p map, or at least forced cross positions or something, which would remove positional imbalance around the watchtowers, as well as problems with defending in non-cross spots.

You might need to make the backdoor rocks just a smaller ramp with regular sized rocks. It would also be cool to add a base back there past the rocks, so the defender can actually have an intensive to break them down, as well.
all's fair in love and melodies
Gl!tch
Profile Joined December 2010
United States573 Posts
February 11 2012 22:55 GMT
#3
Main on low ground? not so sure about that one...
“I mean, they say you die twice. One time when you stop breathing and a second time, a bit later on, when somebody says your name for the last time.” ― Banksy
Gfire
Profile Joined March 2011
United States1699 Posts
February 11 2012 22:59 GMT
#4
On February 12 2012 07:55 Gl!tch wrote:
Main on low ground? not so sure about that one...

There's a single ramp (until rocks are killed) outside the nat. So it's like a backdoor nat, but the start position is at the backdoor instead. You can still wall off at the upper ground and build things up there, and FF there to stop 4-gates, etc.
all's fair in love and melodies
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 11 2012 22:59 GMT
#5
It'd be better to just make the natural the spawn point and have a "free" base, so you are much closer to defending at the initial entrance. Defending your main from the lower side of a 2-ramp is just impossible as a map feature and breaks almost every matchup. So we have essentially a double-base main with a fairly close 3rd base "natural" outside the ramps, but there is an enormous back door ramp with rocks. This is ripe for abuse; you'll have to adjust something or other to make it balanced and to avoid degenerate strategies predominating.
Comprehensive strategic intention: DNE
Inside.Out
Profile Blog Joined December 2010
Canada569 Posts
Last Edited: 2012-02-12 02:26:42
February 12 2012 00:18 GMT
#6
uhhhh no, as new and innovative as it is, you simply cannot have the main on the low ground and the natural on teh high ground. it simply doesnt work. there are too many examples to list all of them, but here are a few: cannon rushes, it would be almost impossible to scout, and more impossible to break, bunker rushes are the same deal, its a 99% guaranteed loss when they manage to wall off on the low ground, imagine it on the high ground.
Zedoych
Profile Joined November 2010
Canada57 Posts
February 12 2012 01:14 GMT
#7
A lot of the defenders advantage on most ramps has to do with being on the high ground on top of a ramp. Having your main on the low ground gives the attacker the advantage. Imagine pvp, the player who gets on top of the other person's ramp first wins, and if that's not the case then there's stilla a huge advantage to the player who is attacking because they're doing it from the top of a ramp
S1eth
Profile Joined November 2011
Austria221 Posts
February 12 2012 04:23 GMT
#8
Everyone here should read Gfire's posts.

Playable bounds: 156x195
That's huge. I think the largest map currently used in tournaments is 160x160 (Calm before the Storm)
The huge distance means a huge devender's advantage, except for protoss who enjoy their own defender's advantage and ignore their opponent's by using their warp-in mechanic.
Also, everything after your 3rd base is just too far away.

The backdoor into your main (main + natural) is very big and not easy to defend.
The distance for the attacker between the backdoor and the entrance to the third is shorter than for the defender.

The best would probably be to copy your main-nat-third layout, paste it into a new 2p map (136x136 or 144x144), make the backdoor smaller and put a base behind it.
RumbleBadger
Profile Joined July 2011
322 Posts
February 12 2012 04:31 GMT
#9
Just a note on how to get a clearer overview:

Go to Data>export image and then use 90 degrees and game settings generally for the best results. If you pump the quality up to like 1600x1600 you can get a really nice clear picture. Allows for easier analysis and also prettier pictures. =)
Games before dames.
Gfire
Profile Joined March 2011
United States1699 Posts
February 12 2012 06:40 GMT
#10
As far as total map area goes, 156x195 is slightly smaller than Tal Darim, which is 176x176. This map is certainly on the large side, and a lot of the middle open space could be cut out, although close positions become more difficult than they already are. It's tough to make a 4p reflectional map where all rush distances are long enough, especially considering all the backdoors and things. As I said before, and S1eth mentioned, turning it into a 2p map might be nice.

You could add some cliff textures around the cliff edges to help contrast the different cliff levels, as well, which would help on the overview, and probably also in-game.
all's fair in love and melodies
Denop
Profile Joined December 2011
Canada14 Posts
February 13 2012 01:20 GMT
#11
I'm in the process of working on the map, and I'm wondering how many bases a 4 player map should have. Also in regards to defending your main from the low ground, I think it won't matter much because of how big the rush distances are. Also could a mod rename this thread to [M] (4) The Stony Fields. Also thanks for all the feedback thus far.
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