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[M] (2v2) Curious Journey

Forum Index > SC2 Maps & Custom Games
Post a Reply
Gfire
Profile Joined March 2011
United States1699 Posts
June 15 2012 02:27 GMT
#1
Curious Journey
v1.0
Made by: Gfire
Published on: [AM]

[image loading]


Introduction/Inspiration:

This was a 2v2 map I came up with. TBH I don't entirely remember where the ideas came from, but this is how it turned out. I'm hoping to refine the layout somewhat over time as games are played on the map.




Data (Aesthetics):
  • Texture Set:
    1. Avernus Dirt
    2. Avernus Rock
    3. Char Red Cracks
    4. Char Lava Cracks
    5. New Folsom Tiles
    6. New Folsom Concrete
    7. New Folsom Dirt Cracked
    8. New Folsom Sand

  • Cliff Type:
    1. New Folsom Manmade Cliffs
    2. Avernus Organic Cliffs




Pictures (Gameplay):
+ Show Spoiler [Analyzer] +

[image loading]

+ Show Spoiler [Overview] +

[image loading]


Data (Gameplay):
  • Playable Bounds: 160x160




Change Log:
+ Show Spoiler +
v1.0 - First published version.
all's fair in love and melodies
WniO
Profile Blog Joined April 2010
United States2706 Posts
June 15 2012 04:05 GMT
#2
very cool innovative stuff for layout. i wish the main players were closer somehow or maybe defending each others nats, though like everything, it needs to be tested. like if a zerg wants to expand and protoss/terran needs to defend a quick rush at that expo, its like ... good luck. /// oh also, there are too many bases, get rid of maybe one of the corner expos, cause extra bases in 2s gets out of hand sometimes, but then you would have lots of empty space arrg.
lost_artz
Profile Joined January 2012
United States366 Posts
June 15 2012 04:56 GMT
#3
Remove the 8/2 o'clock mains and you have a sweet 1v1 map. Although 16 bases would be a bit much lol.

I like the layout a lot, but I haven't played 2v2 since WOL release so can't say if it's good or bad.
Duvon
Profile Joined October 2011
Sweden2360 Posts
Last Edited: 2012-06-15 06:40:20
June 15 2012 06:38 GMT
#4
The rocks in front of the mains could be moved, the reinforcement route is too long otherwise.
Also, the midmap bases are quite the winners bases...
Nothing is impossible, only some things for some people.
cpc
Profile Joined June 2011
Australia126 Posts
June 15 2012 07:37 GMT
#5
On June 15 2012 13:05 WniO wrote:
/// oh also, there are too many bases, get rid of maybe one of the corner expos, cause extra bases in 2s gets out of hand sometimes, but then you would have lots of empty space arrg.


I don't think so, this isn't a 2v2 ladder map of 1base vs 1base this is hopefully the macro 2v2 map of the future (can dream right?)
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
June 15 2012 09:59 GMT
#6
If the opponent manages to kill the rocks, he can easily shift between the two naturals. However; the defenders have to take the long route, thereby negating the defenders advantage.

Not sure to what extend that is a problem, but I could see it becoming one.
I love.
Callynn
Profile Joined December 2010
Netherlands917 Posts
June 15 2012 10:20 GMT
#7
This looks pretty nice, but I don't like how the rocks prevent players from defending eachothers natural. I think I know where the idea comes from, but this is stimulating 1 base all-ins while I am a supporter of longer macro games in the 2v2 map pool.

The maximum number of relatively safe expansions is also only 2, while I think a 4 base 2v2 play would be a cool change to the scene for once.

Enough with the negative commentary, I think its actually a far better map than anything currently in the 2v2 ladder pool So thumbs up, keep up the good work and PM me if you need to test this on Europe (Callynn#2699). I do a lot of 2v2 map testing as Zerg.
Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
Meltage
Profile Joined October 2010
Germany613 Posts
June 15 2012 11:02 GMT
#8
I think possible issues are:
* middle bases too hard
* you can always defend both your and your ally's expansion from the same spot. Would be more interresting if the layout made your third expo vulnerable from another attack path than your allys third is allready defending.

I take texturing isnt final. But it's hard to make this tileset sweet I think
http://mentalbalans.se/aggedesign
uikos
Profile Blog Joined October 2011
United States132 Posts
June 15 2012 13:29 GMT
#9
I'm intrigued by the map o__O; I agree that the rocks between the two naturals seem to be detrimental, so perhaps instead it could be rotated so it shields one of the naturals?

I'm more interested in where I would rally my army before I take the expansion though. That's a huge distance between the two mains and both players are building their infrastructre in opposite corners of their platform. Perhaps the two ally mains could be closer together?
I'm in love with Hero~
Demx
Profile Joined September 2011
United States11 Posts
Last Edited: 2012-06-15 17:23:48
June 15 2012 17:21 GMT
#10
I really like this map alot. I actually think that it would be awsome to remove/put destructable rocks on either of the two main ramps. This makes it very easy for one player to expand without having to worry about two entrances to their main bases. Also with the destructable rocks it encourages one player to do more of a one base build to defend/cover the other players expo. Then once the rocks are down it is easy to defend both of the naturals because of the larger choke, with destrucable rocks on one of the main ramps they could be knocked down allow for easy worker transfers/base movement for drops.

I also really like the 3rd bases the only thing I might change is to move the ramp closest to the Naturals more towards the entrance of the major choke (middle of the map). This reduces the number of attack paths earier in the game while keeping the path to the 3rd clear and defendable.
zmansman17
Profile Joined March 2011
United States2567 Posts
June 15 2012 17:42 GMT
#11
On June 15 2012 18:59 AdrianHealey wrote:
If the opponent manages to kill the rocks, he can easily shift between the two naturals. However; the defenders have to take the long route, thereby negating the defenders advantage.

Not sure to what extend that is a problem, but I could see it becoming one.


My thoughts exactly. Otherwise the map looks pretty cool.
♞ - His EKG is flattening get me a defib stat! Prepped and Ready! - ♞
Apom
Profile Blog Joined August 2011
France656 Posts
June 15 2012 20:52 GMT
#12
At last a 2v2 map with good layout and decent number of bases without being impossibly huge. I like it a lot (although I would tend to agree with people who have doubts regarding the rocks).
dAPhREAk
Profile Blog Joined July 2010
Nauru12397 Posts
June 16 2012 01:01 GMT
#13
woh. this looks like a pretty awesome and well laid out map. would love to try it on ladder.
moskonia
Profile Joined January 2011
Israel1448 Posts
July 12 2012 01:05 GMT
#14
Hey, is there anyways to get this map to the EU? I am trying to start a weekly 2v2 tournament for my country and I would love to use this map If you can't on your own I would love to upload it so I can use it in the tournament.
Gfire
Profile Joined March 2011
United States1699 Posts
July 12 2012 01:13 GMT
#15
Yeah, sure. You can upload it.

Download link.
all's fair in love and melodies
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