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[M] (2) Beelzebub

Forum Index > SC2 Maps & Custom Games
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MarcusRife
Profile Joined March 2011
343 Posts
Last Edited: 2012-10-30 18:17:27
May 23 2012 22:22 GMT
#1
Beelzebub

Created by Rife and Meltage

Published on [NA] in the arcade


[image loading]

Playable Size: 124 x 124


Before
+ Show Spoiler +

[image loading]


Analyzer
+ Show Spoiler +

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Screenshots
+ Show Spoiler +

Main
[image loading]

Natural
[image loading]

Third
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Fourth
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Fifth
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Changes
+ Show Spoiler +

Besides the obvious stuff like moving rocks and the aesthetics there were many small changes to improve the playability of the map. The general layout has not changed but every single base has been moved around and tweaked to make the proportions correct. For example the natural was too open before and it was too easy to break sown the rocks between the third and bypass any static defenses that were place at the front of the natural. The third probably received the most adjustments. Ramps were widened and moved, some were reduced, and the front door into the natural was widened as well. Plus countless other tweaks that are now to subtle to remember.


Feedback welcome

Replays
+ Show Spoiler +

http://drop.sc/233794 - ZvZ

http://drop.sc/233796 - ZvT


My map portfolio: http://www.teamliquid.net/forum/viewmessage.php?topic_id=352620
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
May 23 2012 22:43 GMT
#2
I'm a little worried about the choke into the natural. Can siege units (colossus/siege tank) cover that whole choke? You might want to trim off that corner piece of the main to prevent turtling being a little too powerful.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
MarcusRife
Profile Joined March 2011
343 Posts
May 24 2012 01:51 GMT
#3
On May 24 2012 07:43 IronManSC wrote:
I'm a little worried about the choke into the natural. Can siege units (colossus/siege tank) cover that whole choke? You might want to trim off that corner piece of the main to prevent turtling being a little too powerful.


I made the adjustment. It does feel better now upon play testing. Thanks
Archas
Profile Blog Joined July 2010
United States6531 Posts
May 24 2012 02:37 GMT
#4
Ah, a volcanic tileset! There aren't enough of these, in my opinion, and you did a good job with the aesthetics here. In particular, I like the way you set up rocks at the third. They prevent immediate access to the base, but don't prevent the base from getting started before the rocks are destroyed. One of the few ways I've seen rocks add to a map instead of detracting from it. Well done. I'm wondering, though: are the small plateaus between the main and 5th pathable? Would you be able to drop a Siege Tank there, for instance?

On a side note, I was always saying "Beezlebub" instead of "Beelzebub". I feel stupid now. :|
The room is ripe with the stench of bitches!
MarcusRife
Profile Joined March 2011
343 Posts
May 24 2012 02:47 GMT
#5
On May 24 2012 11:37 Archas wrote:
Ah, a volcanic tileset! There aren't enough of these, in my opinion, and you did a good job with the aesthetics here. In particular, I like the way you set up rocks at the third. They prevent immediate access to the base, but don't prevent the base from getting started before the rocks are destroyed. One of the few ways I've seen rocks add to a map instead of detracting from it. Well done. I'm wondering, though: are the small plateaus between the main and 5th pathable? Would you be able to drop a Siege Tank there, for instance?

On a side note, I was always saying "Beezlebub" instead of "Beelzebub". I feel stupid now. :|


Those small plateaus are pathable. My thinking was that by the time you get a 5th base you should have options to deal with siege tank harassment from there.

BTW I had to look up the spelling.
MarcusRife
Profile Joined March 2011
343 Posts
May 26 2012 21:33 GMT
#6
Texture Updates - Steam vents in main bases (See screenshot)
MarcusRife
Profile Joined March 2011
343 Posts
May 29 2012 22:47 GMT
#7
I felt like the middle of the map was not interesting enough. Therefore I completely reworked it. The new middle seems to work well.
Ollie
Profile Joined October 2011
United States144 Posts
May 30 2012 02:52 GMT
#8
Fitting title.
Oz | HerO | Creator | Stork | DRG | Soulkey | Jaedong | Sniper | Byun | TaeJa | Fantasy
FlaShFTW
Profile Blog Joined February 2010
United States10182 Posts
June 25 2012 03:20 GMT
#9
Oh my god that rush distance. Basically two chokes for 5 bases... ewwww.

I think a neat idea would be to move the 4th more closer to the 5th, and the 5th move to the base of the main near the reaper jump area. This would make it more interesting for grabbing a 5th base, as both players would really be contesting for it.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Syphon8
Profile Joined July 2010
Canada298 Posts
June 25 2012 07:31 GMT
#10
I'm a fan of the layout, but I think you need to redo the proportioning.

Also, maybe add a high-ground ridge between the third and fourth as I think it'd be very bad for Terran in TvZ especially.
',:/
Guardian85
Profile Joined May 2012
162 Posts
June 25 2012 12:23 GMT
#11
In my opinion its not a bad start, but needs more work.. try highlight your edges a little tiny bit, to make it a little less confusing.

But about the map it self, the only thing i can see, is so wide paths, i can only imagine a 2 base 3rd attack all in.
Aunvilgod
Profile Joined December 2011
2653 Posts
June 29 2012 13:45 GMT
#12
You have come a long way with this map, I really see how you have learned more and more...

A tad more variance of textures would have been nice but thats a question of taste I guess.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
ragz_gt
Profile Blog Joined April 2012
9172 Posts
June 29 2012 13:55 GMT
#13
I think this map is a bit too safe. There just not much early pressure potential here, and it can be too safe taking 5 bases.
I'm not an otaku, I'm a specialist.
Gfire
Profile Joined March 2011
United States1699 Posts
June 29 2012 15:05 GMT
#14
I think it's a bit problematic how easy it is to take a fourth and fifth, especially considering there is no sixth base. With only 5 bases per player, they should be taken a bit slower than other maps to avoid too many mined-out situations. And generally speaking, even if there were 6 bases, I think the fourth and fifth are too easy anyway.

The fifth is actually pretty close to the opponent, but it also feels like the third-fourth-fifth are too close together. Maybe you could push the fifth minerals towards the opponent's main without changing where the entrance is. Now that I look at it, though, maybe you could move the ramp that direction, too, without actually shortening the path to the opponent's nat, but increasing the distance you have to travel to defend from a drop or something like that.

I think it's good to promote harassing a fair bit, and positional play, rather than direct pushing or deathballing. So, if you want to make some bases more vulnerable, it might be good to make them more vulnerable to harass in particular. You could add cliffs or little paths going behind the minerals, or stuff like that, to make it a bit easier to harass those bases.
all's fair in love and melodies
Bionicrm
Profile Joined June 2012
United States116 Posts
July 01 2012 15:20 GMT
#15
I like the map! Although I'm not going to go into the layout, I would say that you need more doodads, as they give your map it's theme. A map that's on the tileset "Meinhoff", you can make that into a theme of the moon. For this map, you should make it a theme of whatever relates to the name. Good map, although I agree with 'ragz_gt'.
[]Phase[]
Profile Joined September 2010
Belgium927 Posts
July 01 2012 16:41 GMT
#16
Why exactly did u call it 'beelzebub'? I don't see any references or anything anywhere. Not that there is anything wrong with just liking the name / manga / series / mythology / flies, im just sayin...
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
July 01 2012 18:26 GMT
#17
On July 02 2012 01:41 []Phase[] wrote:
Why exactly did u call it 'beelzebub'? I don't see any references or anything anywhere. Not that there is anything wrong with just liking the name / manga / series / mythology / flies, im just sayin...


Beelzebub is a name for the devil, which sorta links to the whole lava/volcanic nature of the map I guess.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
[]Phase[]
Profile Joined September 2010
Belgium927 Posts
July 01 2012 19:23 GMT
#18
On July 02 2012 03:26 IronManSC wrote:
Show nested quote +
On July 02 2012 01:41 []Phase[] wrote:
Why exactly did u call it 'beelzebub'? I don't see any references or anything anywhere. Not that there is anything wrong with just liking the name / manga / series / mythology / flies, im just sayin...


Beelzebub is a name for the devil, which sorta links to the whole lava/volcanic nature of the map I guess.


Ya that was my first guess, but beelzebub isn't the devil, its the lord of flies (as far as I know, correct me if im wrong here. Wasent 'baal' the demon lord or something?). I mean, if he wanted a name that had something to do with lava / volcanic, me thinks there are a lot better names that give that feel. Anyways I dont wanna bitch about the name too much, its just a name, and I like 'beelzebub', no matter the map. I just wondered why you would pick it for this map, or maybe the author had some deeper meaning.
MarcusRife
Profile Joined March 2011
343 Posts
Last Edited: 2012-07-24 18:30:51
July 24 2012 17:41 GMT
#19
I have been working with meltage on this map for the pro-am. Here is an update on its current state. We aren't done yet though. I would like to hear some feedback.
Syphon8
Profile Joined July 2010
Canada298 Posts
July 24 2012 18:12 GMT
#20
New version is amazing.
',:/
Fatam
Profile Joined June 2012
1986 Posts
July 25 2012 01:08 GMT
#21
This is really solid.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 25 2012 01:37 GMT
#22
Wow nice job you guys, this looks amazing. Aesthetics are so important in helping to read a map!

This map is centered around the long obstructions that break up the movement around the tower. Now that the rocks are gone, this is where all the "action" will be in terms of active play -- more or less army positioning and map presence.

I would like it better if there was less connected-ness around the 4th base. It doesn't really add positional value to the map, it's just your basic extra base, as needed, forcing map control or strong local presence. There's no good way to take a "forward" position to defend your 4th base without just having map control anyway, the tower being to close. Since you can't really do anything about this, it'd be much more interesting if the two ramps into the 4th weren't so similar. Some negative space here, like a high ground pod (even with a ramp up to it) would greatly extend the positional dynamics of the map, which are the weak point imo. In general quite solid, if a little bland/shallow.
Comprehensive strategic intention: DNE
Zerg.Zilla
Profile Joined February 2012
Hungary5029 Posts
July 25 2012 05:14 GMT
#23
So why put rock at the 3th?
(•_•) ( •_•)>⌐■-■ (⌐■_■) ~Keep calm and inject Larva~
Syphon8
Profile Joined July 2010
Canada298 Posts
July 25 2012 06:17 GMT
#24
On July 25 2012 14:14 Zerg.Zilla wrote:
So why put rock at the 3th?


Because if Protoss FFEs with 2 entrances to the nat in ZvP they'll just die.
',:/
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2012-07-25 09:58:44
July 25 2012 09:56 GMT
#25
On July 25 2012 10:37 EatThePath wrote:
[i]I would like it better if there was less connected-ness around the 4th base. It doesn't really add positional value to the map, it's just your basic extra base, as needed, forcing map control or strong local presence. There's no good way to take a "forward" position to defend your 4th base without just having map control anyway, the tower being to close. Since you can't really do anything about this, it'd be much more interesting if the two ramps into the 4th weren't so similar. Some negative space here, like a high ground pod (even with a ramp up to it) would greatly extend the positional dynamics of the map, which are the weak point imo. In general quite solid, if a little bland/shallow.


Somethign like this?

http://imageshack.us/photo/my-images/826/tkgw7.png/

http://mentalbalans.se/aggedesign
CruxEWPrime
Profile Joined July 2012
Korea (South)27 Posts
July 25 2012 12:51 GMT
#26
I think sec base to third base is too close..i just think.
Team Crux EastWindy Prime
sorrowptoss
Profile Blog Joined June 2011
Canada1431 Posts
July 25 2012 13:00 GMT
#27
So I'm guessing the pool thing in the adjacent front of the two mains are just to prevent sieging from the low ground? Besides that, I just find the 4th slightly hard to take, both options (northern and southern 4ths) seem quite far away... Also, the fact that there is only 1 Xel'Naga tower changes the metagame visibly, which is in my opinon a great move by you. Besides that, the 3rd-Nat-Main conjunction looks pretty much like Ohana LE's, and everything else seems great. Overall good and playable map.
FlaShFTW
Profile Blog Joined February 2010
United States10182 Posts
July 25 2012 16:23 GMT
#28
i feel like the 5th base still needs to be moved close to the opponent main. map looks way too splitable with no bases to contest right now. but i love the changes so far. keep it up!
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
July 26 2012 03:58 GMT
#29
I hated it before but now it seems fine, the map itself actually makes sense.
Moderatorshe/her
TL+ Member
Meltage
Profile Joined October 2010
Germany613 Posts
August 03 2012 13:09 GMT
#30
We have been wokring on the aesthetics. How do you like it?
A suggestion is limiting the red stone rocks texture to organic ramps only, and tone down the use of cracks on the low ground some.
http://mentalbalans.se/aggedesign
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
August 03 2012 13:45 GMT
#31
I really like the aesthetic changes. Map looks really solid. The only thing I'd like to see is something more around the edge of the map, even if it's just some lavafalls, or maybe expand the crystals you have down there. Great work regardless.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
August 03 2012 16:57 GMT
#32
dang those textures!
Mapmaker | Author of Atlas, Rao Mesa & Paralda
monitor
Profile Blog Joined June 2010
United States2404 Posts
August 03 2012 17:15 GMT
#33
I like the textures and aesthetics that Meltage and you have done. This is, yet again, another great improvement to be documented in the ProAm contest! I'm not a big fan of the map because its linear/standard and very small, but I think its a great learning map.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
PandaZerg
Profile Joined April 2012
Canada148 Posts
August 03 2012 21:34 GMT
#34
look good now i will test it
MarcusRife
Profile Joined March 2011
343 Posts
Last Edited: 2012-08-04 01:19:50
August 04 2012 01:17 GMT
#35
I uploaded a couple of half decent replays.

On August 04 2012 02:15 monitor wrote:
I'm not a big fan of the map because its linear/standard and very small, but I think its a great learning map.


I respectfully disagree.
Fatam
Profile Joined June 2012
1986 Posts
August 04 2012 02:38 GMT
#36
Hmm, rocks blocking the path to the 3rd -AND- 4th? Zergs are going to QQ for dayyys.

As far as I know you want to only block one of those paths with rocks (if you're going to use rocks at all) so that zergs in tournaments don't insta-veto the map. Atm I think the situation here is kind of like Entombed Valley for a zerg, but worse.

Otherwise I like the map
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
Meltage
Profile Joined October 2010
Germany613 Posts
August 04 2012 08:40 GMT
#37
On August 04 2012 11:38 Fatam wrote:
Hmm, rocks blocking the path to the 3rd -AND- 4th?


Wut? Perhpas you misread beacuse of the textures. Theres rocks between nat and third, then into the attack path of the 5th. They're there for good reasons.
http://mentalbalans.se/aggedesign
Fatam
Profile Joined June 2012
1986 Posts
August 04 2012 10:25 GMT
#38
oh I guess that is the 5th that is blocked off, not the 4th. Not so bad then.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
MarcusRife
Profile Joined March 2011
343 Posts
August 08 2012 21:20 GMT
#39
There have been some aesthetic upgrades done by Meltage and los blockers have been added. This is not intended to have any bearing on the MOTM Pro-am.
PandaZerg
Profile Joined April 2012
Canada148 Posts
August 09 2012 13:15 GMT
#40
los added is ok, but I would personally change the way LOS had been placed (to much symmetrical/circular me).
Otherwise gorgeous update/map!
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2012-08-09 14:05:12
August 09 2012 14:03 GMT
#41
Yes, I would change the LOS to keep the same shape overall, but make it more natural looking by varyign some in width (say 3 doodads fat in the middle, then 2 doodads fat on the sides and in the outer edges 1 doodad fat).

Also, I wouldn't cover the entire lane in the low gorund example, but leave 3-4 untis wide gaps at the edges
http://mentalbalans.se/aggedesign
Ferisii
Profile Joined February 2011
Denmark199 Posts
Last Edited: 2012-08-09 15:20:36
August 09 2012 15:20 GMT
#42
For the low-ground LoS blockers, I would suggest changing them out with Char curtains. Hot smoke with glowing lava underneath seems more aesthetic fitting.
+ Show Spoiler [quick demostration] +
[image loading]
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
MarcusRife
Profile Joined March 2011
343 Posts
August 09 2012 20:54 GMT
#43
On August 09 2012 23:03 Meltage wrote:
Yes, I would change the LOS to keep the same shape overall, but make it more natural looking by varyign some in width (say 3 doodads fat in the middle, then 2 doodads fat on the sides and in the outer edges 1 doodad fat).

Also, I wouldn't cover the entire lane in the low gorund example, but leave 3-4 untis wide gaps at the edges


Done. I was already thinking about doing this after seeing it in the overview.
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