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Active: 1746 users

[M] (4) Tectonic Immolation

Forum Index > SC2 Maps & Custom Games
Post a Reply
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
Last Edited: 2012-02-18 06:09:43
February 17 2012 14:03 GMT
#1
Tectonic Immolation v.0.30
This map is published on NA.
+ Show Spoiler [My map portfolio] +
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070


Creation Details:
+ Show Spoiler +
I will fill this in soon with relevant information and anecdotes of the creative process on this map.

Basic Info: This is a rotationally symmetric map with no ramps. Other features have been blended to simulate ramps (at the main chokes) and the effects of elevation. This is also a twenty base map, and while I was trying to make something that was not very fortress-y, there are probably very few games that are going to need to venture into another "fortress" for another base. Also, all of the main "should do's" are possible, as I have endeavored to make sure those things are covered in each map (despite the innovative mechanics). Terran can 2-supply/1-rax wall, Toss can FFE and block the main choke with a single force field, zerg can connect main to nat with two tumors, etc.




Map Pics:
+ Show Spoiler +

Overview
(90 degrees)
[image loading]

(Game angle, full map)
[image loading]

+ Show Spoiler [Science version] +

Overview
(90 degrees)
[image loading]

(Game angle, full map)
[image loading]


Analyzer
+ Show Spoiler +

Summary
[image loading]

Rush distances
+ Show Spoiler +

WIP


Other Rush distances and variant routes (rocks used to force routes)
+ Show Spoiler +

WIP



Details
+ Show Spoiler ['Beauty' shots] +

WIP

+ Show Spoiler [Creep connections] +

WIP

+ Show Spoiler [Wall-offs] +

WIP

+ Show Spoiler [Siege range] +

WIP



Map Specifications:
  • Size -- 150x150 playable (176x184 full)
  • Tileset -- All Redstone
  • # Players -- 4
  • Main Locations -- 1:30 / 4:30 / 7:30 / 10:30
  • # Bases -- 20
    • 20x 8min, 2gas {main, nat, third, fourth, & hidden third} (standard min/gas amount)
    • Total Resources -- 340,000
    • Saturation -- 15.1111~

  • Rush Distance Timings
    • Close (there are variant routes that the AI may take, these seemed to be the shortest)
      • Main Choke to Main Choke -- ~48sec
      • Nat Choke to Nat Choke -- ~40sec

    • Cross
      • Main Choke to Main Choke -- ~51sec
      • Nat Choke to Nat Choke -- ~42sec


  • # Xel'Naga Watchtowers -- 5
    • One tower dead center
    • One in each base (gives vision to the edge of the main choke through LOSB's)

  • Line of Sight Blockers -- 12
    • One set at each main choke - 4
    • One set at each backdoor choke - 4
    • One set along path to hidden third to help prevent early warp-in into the main - 4

  • Destructible Rocks -- 324
    • Many make walls
    • Two each block back door choke to hidden third - 8
    • One blocks an alternate path from the natural to the fourth - 4
    • Two block an alternate path from the third to the fourth - 8
    • One blocks an alternate path from the fourth to the back door cooridor behind another (counter-clockwise) main base - 4
    • One blocks an alternate path from the hidden third to the back door cooridor behind its main base - 4
    • One blocks an alternate path from the open area between the third and fourth of one base and the third of another (counter-clockwise) base - 4

  • Unpathable terrain -- 0


Change Log:
version 0.30 posted -- OP, published to NA

Final comments:
Another map! wip! Please playtest this on NA and leave feedback thanks!


Edit1: (02/18/12) Added "game view" overiew pictures, moved old shots to "Science version" spoiler
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
iGrok
Profile Blog Joined October 2010
United States5142 Posts
February 17 2012 14:05 GMT
#2
Please retake the overviews with game view on...
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Sumadin
Profile Joined August 2011
Denmark588 Posts
February 17 2012 23:00 GMT
#3
So reapers are useless PVP will be a mess and Collosus can barely move around without getting carried in a warp prism. I really can't this concept working out.
The basic key to beating a priest is playing a deck that is terrible.
FlaShFTW
Profile Blog Joined February 2010
United States10247 Posts
February 18 2012 00:45 GMT
#4
pretty unique but i dont know how standard this map will be. seems interesting.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
February 18 2012 07:09 GMT
#5
@iGrok -- Game view on. (as you can see, I'm still considering my aesthetical options -- layout first)

@Sumadin -- Reapers, ya I guess, I hope that doesn't change your army composition too much (although one could be used to pick at some rocks somewhere). Collosus, meh, they are generally in the middle of a ball of Stalker/Zealot anyway so for moving about the map that is no problem. Getting out of the base should be okay, too if you build your walls properly. And if not and you do not want to destroy a gateway or pylon or something, there's always backdoor rocks (or other rocks).

PvP -- now this is the interesting one, how do you forsee 4gate working if your probe still can't make it into the base? Plyon radius does not make it all the way to the other side of the choke and the choke is not buildable because of the LOSB's. The only thing that I can see that is maybe slightly different is that units could be warped in past the forcefield if you managed to get vision, but the space to do so is very limited especially if you built a toss "wall" at the choke. Buildings at the choke also might be able to be picked at a little bit but in general the distance there is pretty good defensively. I've played around with this a bit and the defender should still have a decent advantage at the choke despite the lack of a ramp -- I'd want to see actual proof otherwise (hint hint, want to host my map on EU?).

@FlashFTW -- Thanks, I'll take "interesting". :D
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
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