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[M] (4) 6m1hyg TPW Cockayne

Forum Index > SC2 Maps & Custom Games
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Ragoo
Profile Joined March 2010
Germany2773 Posts
Last Edited: 2012-04-01 11:41:54
March 31 2012 22:45 GMT
#1
[image loading]

-- Uploaded on NA and EU as "Cockayne"! --

Hello SC2 players, fans and fellow mapmakers!

After reading Barrin's thread "Breadth of Gameplay in SC2 " I felt my whole view on SC2 changed and I began to think alot about what my next map has to look like.
After many days (and sleepless nights with lots of coffee) of making up a layout, refining it to some point and then ultimately scratching it, I ultimately was able to come up with a layout I was satisfied with.

Even tho the in its first state the map looked vastly different, the core idea has been there from the very beginning. The idea of reintroducing a 4p mirrored map which has all spawn possibilities enabled, which imo just wasn't possible with 8m2g.
After making like probably 20 versions with a lot of different improvements and refinements (thanks at my team TPW again <3) and a complete aesthetic overhaul (Agria and Zhakul'Das in the first version just kinda didn't mix well in the end) I can proudly present to you, my first 6m1hyg map!

[image loading]
Click for high quality

Features:
- high ground in front of natural requires you to get some map control first when expanding
- open middle makes for intense micro and positioning battles
- one watchtower in the middle for the players to fight over and establish a good position
- gold bases reward map control and expanding more
- variety of spawn possibilities for vastly different gameplay experiences

Analyzer pictures:
+ Show Spoiler [analyzer pictures] +
+ Show Spoiler [normal distance] +
[image loading]

+ Show Spoiler [long distance] +
[image loading]

+ Show Spoiler [insane cross distance] +
[image loading]

+ Show Spoiler [overview] +
[image loading]


Some close-ups:
+ Show Spoiler [close-ups] +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]


Just test it and see for yourself!
Have fun and leave comments and criticism, I'm always open for suggestions!

Ragoo
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
wrl
Profile Joined April 2011
United States209 Posts
March 31 2012 22:55 GMT
#2
Great aesthetics, you've come a long way since Loki!
It's funny; I dream a lot, but I'm not a very good sleeper.
Syphon8
Profile Joined July 2010
Canada298 Posts
April 01 2012 00:54 GMT
#3
Should either disabled top vs bottom close spawns, or make the entire map taller by expanding the middle. Close rush distances are way too close, even for 6m1hyg.
',:/
Kanil
Profile Joined April 2010
United States1713 Posts
April 01 2012 01:13 GMT
#4
Needs more space waterfalls.
I used to have an Oz icon over here ---->
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2012-04-01 01:21:51
April 01 2012 01:13 GMT
#5
Err..
You do know that 10 6m1hyg bases is equal to 7.5 bases in 8m2g, right?
I mean, the concept is very clean and good, the aesthetics are great, but it's just.. so small and not very good for games longer than 15 minutes.

Edit: ..dang april fools jokes. It's still march here.
Moderatorshe/her
TL+ Member
Kmatt
Profile Joined July 2011
United States1019 Posts
April 01 2012 01:43 GMT
#6
I'm actually not sure if this is an april fool's joke anymore, these maps are so well detailed.
We CAN have nice things
Deleted User 135096
Profile Blog Joined December 2010
3624 Posts
Last Edited: 2012-04-01 01:49:21
April 01 2012 01:48 GMT
#7
Whoa, this is a very subtle April fools post, love it!
Administrator
Baumvieh
Profile Joined February 2012
Germany67 Posts
April 01 2012 02:20 GMT
#8
[image loading]
"We merely create the pallete to which players paint the scene on. But our pallete influences the way in which the brushes are stroked." -SigmaFiE
Praetorial
Profile Blog Joined May 2011
United States4241 Posts
April 01 2012 02:42 GMT
#9
On April 01 2012 11:20 Baumvieh wrote:
[image loading]


That's Will Riker, blasphemer!

On a second note, despite this being a joke I'd play it just because of TPW.
FOR GREAT JUSTICE! Bans for the ban gods!
Gl!tch
Profile Joined December 2010
United States573 Posts
April 01 2012 03:04 GMT
#10
lol you guys with the april fools map posts... but its still march here!!! <3
“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
chuky500
Profile Blog Joined March 2010
France473 Posts
April 01 2012 03:08 GMT
#11
I like it ! In close position it's easy to split the map so it will lead to interesting macro games !
NewSunshine
Profile Joined July 2011
United States5938 Posts
April 01 2012 03:09 GMT
#12
On April 01 2012 10:43 Kmatt wrote:
I'm actually not sure if this is an april fool's joke anymore, these maps are so well detailed.

...yeah, I know! Definitely puts metropolis to shame, I always thought that was such a shoddy map anyway.

:p
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Kmatt
Profile Joined July 2011
United States1019 Posts
April 01 2012 03:18 GMT
#13
A few more rocks and I could see this on ladder.
We CAN have nice things
Ruscour
Profile Blog Joined April 2011
5233 Posts
April 01 2012 03:49 GMT
#14
On April 01 2012 12:18 Kmatt wrote:
A few more rocks and I could see this on ladder.

the sad truth :D
Natespank
Profile Joined November 2011
Canada449 Posts
April 01 2012 05:07 GMT
#15
Terran favored: the low ground natural can be covered by siege tanks from the main, and is vulnerable to siege due to being low ground. Easy to defend, easy to attack
wrl
Profile Joined April 2011
United States209 Posts
April 01 2012 06:18 GMT
#16
On April 01 2012 14:07 Natespank wrote:
Terran favored: the low ground natural can be covered by siege tanks from the main, and is vulnerable to siege due to being low ground. Easy to defend, easy to attack


It just forces map control, zerg and protoss also have ways to control the map early on. The balance on this map is almost perfect.

Honestly if anything I think the open natural and open mid favors zerg a lot.
It's funny; I dream a lot, but I'm not a very good sleeper.
Baumvieh
Profile Joined February 2012
Germany67 Posts
April 01 2012 11:35 GMT
#17
On April 01 2012 11:42 Praetorial wrote:
Show nested quote +
On April 01 2012 11:20 Baumvieh wrote:
[image loading]

That's Will Riker, blasphemer!
I see I can not fool you. Damn and I even replaced his communicator badge with a Terran patch to make the disguise perfect. I wonder what it was that gave it away in the end.
"We merely create the pallete to which players paint the scene on. But our pallete influences the way in which the brushes are stroked." -SigmaFiE
Ragoo
Profile Joined March 2010
Germany2773 Posts
April 01 2012 11:47 GMT
#18
Updated the OP and aesthetics:
- added missing fish, birds, critters and foliage!
- added analyzer pictures
- added feature list
- updated close-ups

New version is now up on EU and NA!

On April 01 2012 15:18 wrl wrote:
[...] Honestly if anything I think the open natural and open mid favors zerg a lot.


Well I really want to force you to defend by holding the highground, so no easy turtling is possible.

But the natural itself isn't actually that hard to wall, see for yourself:
[image loading]

Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
April 01 2012 15:09 GMT
#19
--- Nuked ---
DuBlooNz
Profile Blog Joined February 2011
United Kingdom103 Posts
April 01 2012 16:07 GMT
#20
I feel that top vs bottom spawns are too far away so you might want to make those closer.
This map also has very noticeable lack of destructable rocks. I feel this because you are able to take your natural without destroying rocks or more to your ramp without rilling rocks. Just my two pence (I'm from England so I say pence)
Follow me on Twitter @DuBlooNzSC2 (-_(-_(-_(-_-)_-)_-)_-)
Ragoo
Profile Joined March 2010
Germany2773 Posts
April 01 2012 18:16 GMT
#21
On April 02 2012 00:09 Barrin wrote:
Expanding seems a little too easy, hmm.


Hm I tried to make sure it's hard enough with the highground, but if it turns out too turtly I can make the distances even bigger I guess.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
April 03 2012 00:25 GMT
#22
lol I just now realized that the map's name would be pronounced "cocaine"...
vibeo gane,
DYEAlabaster
Profile Blog Joined August 2011
Canada1009 Posts
April 03 2012 00:38 GMT
#23
People put so much effort into april's fools
[]Phase[]
Profile Joined September 2010
Belgium927 Posts
April 03 2012 00:42 GMT
#24
total shitmap, ofc its aprils fools

however... I wish it was actually real... Real that more mapmakers would make 6m maps, just to spread the word.
Ragoo
Profile Joined March 2010
Germany2773 Posts
April 03 2012 00:48 GMT
#25
On April 03 2012 09:38 DYEAlabaster wrote:
People put so much effort into april's fools


Making such a map takes like 2-3 hours if you have a little bit of experience, so it's not that bad

On April 03 2012 09:42 []Phase[] wrote:
total shitmap, ofc its aprils fools

however... I wish it was actually real... Real that more mapmakers would make 6m maps, just to spread the word.


Hey what? Yeah it's not balanced or competitive or anything, but it's probably fun and it doesn't look that bad
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
terran0330
Profile Joined November 2010
New Zealand106 Posts
April 03 2012 03:59 GMT
#26
This reminds me kinda of my fav broodwar map, Bloodbath :3
Brotoss FTW
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