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While the design was originally intended to be a map starting out as a 1v1, with gaining support from your ally who was starting out on a island. Though neobowman suddenly showed me the Brood War map Black Curtain. I instantly felt like that map is the map that has it all. The ability to create alot of diversity in 2v2 games. I wanted to remake it for Starcraft 2.
Overview + Show Spoiler +
Map information Name: Black Curtain Players: 4 (2v2) Team crosspositioning disabled. Playable: 132x132 Published: EU
Map notes The central wall, northern and southern cliffs are not pathable.
The current version is just a playable version. Aesthics are not final.
If you have a replay you would like to share, please share them.
Incase of any bugs, please notify me asap!
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Interesting. I'd personally make the 4th on the big island harder to take.
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Actually this is a really sick 2v2 concept. Dunno if it would actually work, but god it would make for some interesting games.
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@Sinnwin; will most likely rework most of the map. But you can take the current image in mind as what's coming up. 
@bittman; I thought so too, I wonder why noone ever came up with such a concept!
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Why can't blizzard come up with stuff like this. Great idea!
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lol. terran at island bases. feeds money and gas to partner. partner rapes main base person. game over.
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Love the idea, seems really fun
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On February 29 2012 15:38 dAPhREAk wrote: lol. terran at island bases. feeds money and gas to partner. partner rapes main base person. game over. I think that would be a problem in every matchup, seems the best strategy would be for the island guys just collect and send to the non island guy.
Maybe if the map is mirrorred so, we have two 1v1 making everyone working on taking the upper hand on their side while still can get help early for some extra money or later with units
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I could delay or disable resource trading even further if it's too big of a problem, can I not?
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On February 29 2012 22:20 Mephyss wrote:Show nested quote +On February 29 2012 15:38 dAPhREAk wrote: lol. terran at island bases. feeds money and gas to partner. partner rapes main base person. game over. I think that would be a problem in every matchup, seems the best strategy would be for the island guys just collect and send to the non island guy. Maybe if the map is mirrorred so, we have two 1v1 making everyone working on taking the upper hand on their side while still can get help early for some extra money or later with units true, every team can resource share, but only terran has the ability to go one rax, three oc and take three bases in almost no time at all. by the time resource sharing is allowed, terran will have a lot of minerals/gas to send to his partner. even if the terran dies after that, he can just float away and they will have the main bases.
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Would it be viable to float to the natural of your teammate with 5 scvs?
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I guess you could but I´m currently designing the map with a distance far enough to avoid something like that. It can still be possible, but gives your opponent more time to get further ahead.
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Great idea I think
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![[image loading]](http://panschk.de/mappage/%284%29ironcurtain1.01.jpg)
If you're going to make one, make it like this, without forced spawns. Either a complete air game with allied positions together or two one on ones with the capability to affect the other side.
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On March 03 2012 06:33 neobowman wrote:![[image loading]](http://panschk.de/mappage/%284%29ironcurtain1.01.jpg) If you're going to make one, make it like this, without forced spawns. Either a complete air game with allied positions together or two one on ones with the capability to affect the other side.
Terran Terran , Turtle Turle , Mule Mule ( No SCV full 200 pop mech , No SCV full 200 pop mech = 400 pop mech ) , Tank Tank Win Win
User was warned for this post
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your Country52797 Posts
Interesting concept, but are those center islands seigable from each other?
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@TehTemplar, yes they were. But that concept design was done really quickly, it has already been changed.
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Had the idea of making a sc2 map like Iron Curtain since more than a year ago and still didn't even start with the editor xD.
This concept is also very interesting.
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I would make it myself, but I don't make 2v2 maps =P.
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The only problem I can see with this map is Terran lifting off right at the start so they can 2v1 on the main land mass.
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Distance for a safe landing seems quite far to be really efficient. I'm going to try and remake this, and we shall see. 
@neobowman, what, you only want 1v1's in your portfolio? :p
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Since Iron Curtain pretty much has everything I wanted to go for, I decided to remake it for SC2.
Progression:
![[image loading]](http://i118.photobucket.com/albums/o105/blabla_060/AtmosphereSketch-1.jpg)
The northern and southern expansions have 6 mineral patches each and 1 rich vespene geyser. The central expansion has 8 mineral patches and 1 rich vespene geyser.
XNW's are placed inside the curves (8 o'clock can oversee the path of 4 o'clock a bit and 2 can see 11).
Before I start texturing and all that, what do you guys think? Anything that needs changes? I'd like to playtest it, but I don't have anyone to try it with, and I'm not really that good at the game. Just platinum level.
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Looks really great. Warping in over the minerals could be problematic, or even over the walls with the watchtowers. Also, mineral walls can be messed up if mules drop on the wrong side. I think that the map shouldn't allow cross spawns for allies because that would cause positional imbalances and separate the allies too much. Otherwise, I think it's great and it's about time it's been remade in SC2.
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I too have been having concerns about warp-ins.
I have been thinking about just not having watchtowers and maybe even having shared vision off. Might keep things interesting. If shared vision is on, you can still warp in over the walls without the need of having watchtower control.
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Oh, that's a good point. I guess the only way to make it work would be to make them wide enough you can't reach with a pylon. The mineral walls might not be doable in SC2. You'd have to do like two rows of rocks, and then you are getting away from the original map quite a bit.
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Commenting on the original map, I think Zerg is too powerful here, as they are the only race capable of scouting the island early. They will at least have an idea whether an early rush is happening, like banshees, early drop, nydus, or 4gate prism, as opposed to a expand first build due to the fact early aggression on an island isnt really possible. Teams without a zerg will be pretty much completely in the dark and won't be able to properly prepare for either types of opening.
One way to minimize this effect would be to remove the naturals on the island because that would decrease the amount of strategies you could use, although one base is pretty bad for zerg players.
It's an interesting concept, I just don't think it can be balanced, although since there hasn't been any testing on it there's no was to know for sure.
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I have been thinking more about warp-ins; if they happen early, the one who is doing so will outnumber himself on his side. If they happen later on, the other player will probably have dropships/nydus ready to support his/her ally.
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Yes, i see terran being an issue, especially reaper. might be best to make the sections in the middle a chasm and then where it meets minerals? so that at least early game reapers are slowed a bit.
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I will probably put pathing blockers on the small walls so reapers cannot pass them.
Been having some frustration with making it look pretty. Trying to go for this infested protoss grounds look.
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Double walls would mean reapers and colossus can't cross. Nice map idea .
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A playable version has been uploaded on the EU. Enjoy!
Feel free to share your replays and notify me incase of any bugs.
Can an admin change to thread name to Black Curtain instead of Atmosphere WIP? Thanks in advance!
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This map would be a lot of gimmicky fun, but I feel like it's just a race to exploit the map more effectively. I'm not sure you can say it has race imbalance, but things like tanks at the center expos, warpins over the minerals, and far distance to ally could make this a nightmare to play if you are not yourself doing something cheesy with your teammate.
And because of this I don't think it's worth adding in adjustments to fix some of these issues because the map will always be "broken" like that. Probably still fun though!
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I feel like the new SC2 mechanics of warp-ins and nydus worms would make the divide kind of useless pretty early on in the game. I guess it'd also force Terran to go for a MM or MMM style as well, for the mobility that the medivacs offer.
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this. is. genius. i really think this is a new era within 2 v 2, this needs to be expounded upon.
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On March 15 2012 13:44 Dead9 wrote: blink stalkers yo
Heh, i think that could be solved by a couple methods, but the main one would be using the fog of war to set it up so they can't see but mostly just hoping the match making system makes the matchup even that each needs to defend the other.
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Is it possible to put LoS blockers directly on top of the center minerals? If so, that could solve the warp-in problem.
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Would teams be divided along the north/south or could team mates be split cross map from each other?
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@-NegativeZero-; Yes it is possible, but you have to keep in mind that shared vision also allows players to warp in to the other side. But in all honesty, all races have various ways to work together and crush an opponent. We will see how it works out once we see a few games going. 
@day[J]; Team Spawns can be left vs right, north vs south but never cross.
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This may be me being stupid but when everyone is referring to the island expansions, what are they talking about? As in terran being able to lift off and feed mins?
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Oh that was the older version, it's been replaced by the current one.
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blizzard add this map lol :D
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I don't think it has enough expansions, you better get at least 2 more (hopefully in the bottom and in the top ^^)
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