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[M] (2) Redstone Fortress (6m1hyg)

Forum Index > SC2 Maps & Custom Games
Post a Reply
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2012-03-24 19:54:27
March 23 2012 03:16 GMT
#1
Redstone Fortress
Made by: TheFish
Version 1.2 Published on NA

[image loading]

Bird's Eye view; + Show Spoiler +
[image loading]



Introduction/Inspiration:
So this map is a direct result of Barrin's recent post concerning the breadth of gameplay in SC2;
Breadth of Gameplay in SC2
I wanted to make a less resources per base style map after playing some games on Devolution. I wanted to use 6m with 1 highyield gas, but I would certainly be willing to change the count if something else becomes the standard. As this map is being made for a completely untested variant, I have no idea if it is balanced well or not.
My philosophy was to create a main base similar to that of GSL Daybreak, but with an additional "3rd" base near the nat that could be taken at the expense of adding another choke point to defend. In this way, for your first 4 bases, the number of chokes to defend is equal to the number of expansions. I also wanted to give the player the option to expand in two different directions.

Pictures (Aesthetics):

+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]


Pictures (Analyzer):

+ Show Spoiler +
[image loading]

[image loading]


Data (Aesthetics):
+ Show Spoiler +
Texture Set:
Redstone Dirt
Redstone Rocky Dirt
Redstone Rough
Braxis Alpha Metal Detail
Redstone Mud
Redstone Panels
Redstone Rock
Braxis Alpha Rust

Cliff Type:
both Redstone



Data (Gameplay):
+ Show Spoiler +
Playable Bounds: 134 X 144

Mineral/Gas Counts:
16 Bases
14 6m 1hyg, 2 5hym

1,500 min 2,500 gas currently, probably will be changed


Changelog:
+ Show Spoiler +
1.2
-Changed mineral-only bases from 6 regular to 5 high-yield patches
-Removed doodad footprint of some doodads near ramps and chokes
-Added a small amount of doodad obstructions to make the natural harder to hit with siege tanks on the low ground

1.1
-Re-positioned mineral only bases
-Updated some textures and doodads


Feedback as always, is welcome
~ ~ <°)))><~ ~ ~
Rkynick
Profile Joined December 2011
85 Posts
March 23 2012 04:18 GMT
#2
The one thing that sticks out to me from the offset are those two center mineral only expansions.

What if you moved them so that they were in front of the wall/gap in front of the lowground third?
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 23 2012 05:15 GMT
#3
On March 23 2012 13:18 Rkynick wrote:
The one thing that sticks out to me from the offset are those two center mineral only expansions.

What if you moved them so that they were in front of the wall/gap in front of the lowground third?


These are my thoughts exactly. Other than that this looks pretty good! Not published??
Comprehensive strategic intention: DNE
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2012-03-23 06:35:02
March 23 2012 05:32 GMT
#4
OK I published on NA. I think Rkynick is spot on, so I am going to upload a version 1.1 soon with those minerals moved to the front of the gap by the lowground 3rd. In the meantime, if anyone has other ideas or critiques, let me know.

Update + more aesthetics

+ Show Spoiler +
[image loading]

[image loading]
~ ~ <°)))><~ ~ ~
Laserist
Profile Joined September 2011
Turkey4269 Posts
March 23 2012 09:17 GMT
#5
In my opinion middle is too open and there seems like you can walk from one base to another directly. It may be a good idea to arrange middle so that it requires some tactical decisions to pass the middle, not like a-move mass lings.

Another thing is no one would like to take more than 3 base and would try to finish before game take that long.
Nat. mineral line is vulnerable to laying siege.
“Are you with the Cartel? Because you’re definitely an Angel.”
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
March 23 2012 22:39 GMT
#6
So if you get bored of watching MLG this weekend, you can watch me play a test game on this map against a diamond toss. I decided to cast it on my youtube channel - 6m Redstone Fortress - test game (I'm platty so I would love to see some better players check it out)

@Laserist - Hmm, I see what you are saying about the middle, but I made it pretty open on purpose. As for the idea that people won't get past 3 bases, I really have to disagree, if you watch my youtube cast we both get more than 3 bases. You may be right about the natural mineral line, if it proves to be an issue I can simply add a bit of a gap there.
~ ~ <°)))><~ ~ ~
GPThunder
Profile Joined March 2011
Canada53 Posts
March 24 2012 02:57 GMT
#7
Hey fish, we've been testing some games on this map tonight, I think its really good. Maybe have the middle maps give gas because it is more risky, but other than that its very good imo.
yakitate304
Profile Joined April 2009
United States655 Posts
March 24 2012 08:01 GMT
#8
The general base layout/flow reminds me of Cloud Kingdom with an extra distant base thrown in, which I like. However, it plays out more like a taller Daybreak, which I also like.
Yaki's Streaming Madness: twitch.tv/YakiSC ||| FRB Grand Tournament Organizer ||| @YakiStarCraft ||| Youtube.com/YakiStarCraft
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2012-03-24 09:04:32
March 24 2012 09:03 GMT
#9
Played a lot of games on this tonight, and I have to say it was really enjoyable. My concept of the proportions from the overview was really off, the spacing is just right basically everywhere. It might actually be a little tight in the center, but that can be a map feature not a map bug.

I was surprised to find the high ground 3rd much safer in pvz despite the extra walk distance. It felt comfortable and strategic to hold the corner of the high ground with army and forcefielders ready at all the ramps. The movement around the tower via low 3rd is really good. The distance is actually much closer than I thought at first -- this map is not big at all, though it has plenty of space.

The aesthetics are really nice actually. Lots of nice touches with doodads like on the ramps. There is a problem with some doodads I noticed at the ramp next to the highground 3rd. The floodlights you put into the cliff wall block pathing because of their footprint; this should be turn off so you can wall properly.

You might try gold bases for the mineral only, possibly with 5 patches. This would give 5/6 * 7/5 = 7/6 = 17% extra income. (Compare this to 8m / 6hym which is 5% more income.) But I think they are fine as is, good terran bases.

I think this map has a lot of potential for adaptable expansion patterns based on matchup and build order. For example, in PvZ I would favor the low ground 3rd if I used a low/no sentry opening.

I will be playing this a lot more! ;D
Comprehensive strategic intention: DNE
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
March 24 2012 19:38 GMT
#10
@GPThunder- Thanks! obsing games with you guys the other night was a blast. I have been wondering what to do with the middle bases, so I changed them for this version...

@yakitate304- I definitely stole some ideas from Daybreak! :-D glad to hear its playing well.

@EatThePath- thanks! Yes, I wanted to allow players to defend 3 or 4 bases, but make it so that they had to also put some thought into how they would do it. The map is smaller than Devolution. I went through and I think I should have fixed the doodads near the ramps and chokes. I will have to keep an eye out for that! I was toying with the idea of putting high yield minerals in the center, but I didn't want it to become a planetary magnet. I think your idea of putting 5 patches is a good one, so for version 1.2 I've changed those bases to 5 gold minerals.

Version 1.2 published on NA~

Picture of new middle base;
+ Show Spoiler +
[image loading]


Changelog;

+ Show Spoiler +
1.2
-Changed mineral-only bases from 6 regular to 5 high-yield patches
-Removed doodad footprint of some doodads near ramps and chokes
-Added a small amount of doodad obstructions to make the natural harder to hit with siege tanks on the low ground

1.1
-Re-positioned mineral only bases
-Updated some textures and doodads
~ ~ <°)))><~ ~ ~
AssyrianKing
Profile Blog Joined August 2011
Australia2115 Posts
Last Edited: 2012-04-06 04:47:47
April 06 2012 04:47 GMT
#11
Nice looking map :D
Has it been updated to 2000/5000?
John 15:13
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
April 06 2012 05:35 GMT
#12
On April 06 2012 13:47 PiPoGevy wrote:
Nice looking map :D
Has it been updated to 2000/5000?


Thanks!
No, They're still default values. I'll get an updated version uploaded soon!
~ ~ <°)))><~ ~ ~
WeAreChaos
Profile Joined April 2012
Czech Republic2 Posts
April 13 2012 13:45 GMT
#13
Is there any chance it will be uploaded on EU? I really want to try PvZ on this map .)
God is not here today.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2012-04-13 19:59:02
April 13 2012 16:06 GMT
#14
On April 13 2012 22:45 WeAreChaos wrote:
Is there any chance it will be uploaded on EU? I really want to try PvZ on this map .)


Sure, it just needs a host. PM me if interested

EDIT: Update version 1.4 now published on NA - resource values are now 2000 / 5000 except for the gold minerals which are unchanged at 1500
~ ~ <°)))><~ ~ ~
RFDaemoniac
Profile Joined September 2011
United States544 Posts
April 13 2012 21:09 GMT
#15
You could consider taking out the ramps that are partially blocked by rocks. This would increase the decision making going through the middle and would make the higher ground 3rd easier to take.

You'd still avoid the issue of getting a free base by taking one in front of it because a defender would have a longer distance to go between their two entrances for defense.
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