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Active: 5635 users

[M] Atmospheric Spire

Forum Index > SC2 Maps & Custom Games
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Coppermantis
Profile Joined June 2012
United States845 Posts
Last Edited: 2012-06-25 19:35:18
June 16 2012 21:33 GMT
#1
[image loading]

Atmospheric Spire v1.2
Made by Coppermantis
Published on NA and EU



This once wealthy residential district sits at the top of an ethereal stone spire. It was thought to be a palace for the most illustrious of citizens but now lies in ruin.



1.1 Overview: http://imgur.com/WDVcu

1.2 Overview: http://imgur.com/p6sDS



1.0 Overview:
+ Show Spoiler +

[image loading]

[image loading]


1.0 Detail:

+ Show Spoiler +
[image loading]

[image loading]


General information:

-Playable area: 172x164 (Pretty big for 1v1. Maybe it should be smaller?)

-Lighting: Meinhoff

-Textures: Meinhoff Sand
Meinhoff panels
Meinhoff grating
Meinhoff White Sand
Meinhoff Concrete
Meinhoff Rock
Meinhoff Rough Sand
Braxis Alpha Metal Detail

-Fog: Default Meinhoff fog

-No destructible rocks

-10 bases, 12 including mains

Additional Notes:

-Gold mineral patches are risky to take as they are very open and on low ground.

-Xel'naga watchtowers provide vision of the three land attack lanes

-I'm considering adding more bases, there's definitely room for them.

-I'm fairly new to mapping, made a few melee maps in the past but feedback on the battle.net forums is usually pretty slim, so I welcome constructive criticism.

Changelog:

v1.1: http://imgur.com/WDVcu
-Increased width of several ramps
-Third base is now more easily defended.

v1.2: http://imgur.com/p6sDS
-Added an additional base
PandaZerg
Profile Joined April 2012
Canada148 Posts
June 17 2012 03:19 GMT
#2
The Aesthetics are awesome!!!
But I think you should work again on design. The map worth it!
Coppermantis
Profile Joined June 2012
United States845 Posts
June 17 2012 03:36 GMT
#3
On June 17 2012 12:19 PandaZerg wrote:
The Aesthetics are awesome!!!
But I think you should work again on design. The map worth it!



Thanks.

Any specific advice on the design?
DYEAlabaster
Profile Blog Joined August 2011
Canada1009 Posts
June 17 2012 03:42 GMT
#4
The ramps are very narrow, the map is chokey in very important places (where battles would be fought). It would be hard to go past 4 bases (almost impossible), and the third is very poorly positioned. It is siegable from the back, and even high-ground ranged units can hit it. While this might be alright for a fourth (Cloud Kingdom), here you will see only 2 base all ins from non-zerg races. Also, FFE seems very difficult (metalopolis level difficult). This is because it's very hard to wall in and be safe (lings can sneak around by the side/behind the nexus).
Coppermantis
Profile Joined June 2012
United States845 Posts
Last Edited: 2012-06-17 03:52:33
June 17 2012 03:50 GMT
#5
Huh, I suspected the exact opposite, I thought the map was too open. I'll reverse the third and move it back so it's not siege-able (This is the same issue that killed another map I made, you'd think I would learn.) and widen the ramps too. Also, I'll make the natural choke smaller to make FFE more viable. That would work, wouldn't it?

asiantraceur
Profile Joined April 2012
United States94 Posts
June 17 2012 03:56 GMT
#6
Beautiful map :D Can't really give feedback on design tho since more of a BW-er but this looks awesome xD
SC:BW
Coppermantis
Profile Joined June 2012
United States845 Posts
June 17 2012 23:45 GMT
#7
http://imgur.com/WDVcu

Atmospheric Spire v1.1

-Increased width of several ramps

-Third base reversed and moved back a squidge.

Still publicly released on NA only.
FlaShFTW
Profile Blog Joined February 2010
United States10537 Posts
June 18 2012 00:06 GMT
#8
i think the rush distances are a bit too long. you can make the map smaller by making the main (bottom one for example) and move it closer to the natural. for the bottom main, move it closer to the third. make the third minerals facing the other direction and get rid of that semi-backdoor. shave off a bit from the middle and compress the map a bit.

the blue mineral bases in the middle should move closer to the middle and more toward the opponent main. (1/2 base moves more to 3, 7/8 base moves more to the 9)
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
EnE
Profile Blog Joined June 2012
417 Posts
June 18 2012 00:10 GMT
#9
On June 18 2012 08:45 Coppermantis wrote:
http://imgur.com/WDVcu

Atmospheric Spire v1.1

-Increased width of several ramps

-Third base reversed and moved back a squidge.

Still publicly released on NA only.


Really like it. Try to upload it to EU I'd love to try playing on it then I could give some real feedback.
I'm embarrased by my past actions and even more ashamed of my present thoughts and future endeavors to clear my name.
Coppermantis
Profile Joined June 2012
United States845 Posts
June 18 2012 01:47 GMT
#10
Alas, I do not have any means of publishing it to EU at this time.
EnE
Profile Blog Joined June 2012
417 Posts
June 18 2012 03:03 GMT
#11
On June 18 2012 10:47 Coppermantis wrote:
Alas, I do not have any means of publishing it to EU at this time.


Don't you just need the map file and anyone with a EU account?
I'm embarrased by my past actions and even more ashamed of my present thoughts and future endeavors to clear my name.
Coppermantis
Profile Joined June 2012
United States845 Posts
June 18 2012 03:12 GMT
#12
Yes. I meant me personally, if someone else is willing to publish it then I'd be happy to provide the map file.
EnE
Profile Blog Joined June 2012
417 Posts
June 18 2012 05:32 GMT
#13
it's just like 3 clicks right? Send it to me and tell me what to do and I'll publish it
I'm embarrased by my past actions and even more ashamed of my present thoughts and future endeavors to clear my name.
Coppermantis
Profile Joined June 2012
United States845 Posts
June 18 2012 06:12 GMT
#14
PM'd you the map file.

To publish, open it in the editor and click publish. Do what the dialogue says and then hit the publish button.
EnE
Profile Blog Joined June 2012
417 Posts
Last Edited: 2012-06-18 06:33:14
June 18 2012 06:27 GMT
#15
just doing the description.

Uploading in a minute

EDIT: Ready to be played.
I'm embarrased by my past actions and even more ashamed of my present thoughts and future endeavors to clear my name.
Coppermantis
Profile Joined June 2012
United States845 Posts
June 18 2012 06:32 GMT
#16
'Kay, thanks.
Jkerz
Profile Joined September 2011
19 Posts
June 18 2012 06:58 GMT
#17
A couple things I noticed about it--
-It seems like it would be too easy for protoss to hold an early third. I think you'd see a lot of boring protoss turtle games.
-The fourth is impossible to take. There is no logical direction of expansion.
-You'll neved have anyone take the gold bases. No one gets that much of an advantage from gold anymore... at least not when its that vulnerable. I like the idea of making it a risk but do it in a way that makes the risk worth it. Maybe two High Yield Gases on a normal base? That could make for interesting play.
-Its really tough to control attack lanes. Daybreak is kinda like that but on DB there's a way to control a lot if you can position yourself at the tower holding the middle base. On this map I feel like the only way I could play would be to turtle on 3 bases and make a doom push, which isn't what anyone wants to happen...
Overall I like the ideas and think it has a lot of potential, just needs some tweaks
Coppermantis
Profile Joined June 2012
United States845 Posts
June 18 2012 17:10 GMT
#18
What about adding another base a little between the third and what is currently the opponent's fifth? That would act as a fourth and the current fourth and enemy fifth could be taken as your own fifth and sixth bases. The gold patches with high-yield gas added would remain "neutral" in the center. Essentially instead of the current: Bottom=You, Top=Enemy it would become: Right=You, Left=Enemy.

As for the difficult attack lanes and Protoss turtling, I'll take it into consideration for further versions and if testing reveals a significant issue I'll try to fix anything that pops up. I'm not sure about the easy Protoss third though, what is it that is making it so easy?
Jkerz
Profile Joined September 2011
19 Posts
June 18 2012 20:08 GMT
#19
I like the idea of splitting it into a right left feel--that could create interesting give and take play. Adding another base would make that better and more fluid. The reason it seems easy for protoss turtling is because the entrance into the natural and the ramp down to the third are right next to each other. So it would be really easy to go from defending the nat to defending the third, while the attacker has to take a much longer route around. On DB its about the same distance for attacking and defense of the third/nat
mostevil
Profile Joined February 2011
United Kingdom611 Posts
June 18 2012 21:35 GMT
#20
You should edit up the OP with the wider ramps image up top, didn't spot the imgur link at first.

This might be the point, but If you go down the left flank the distance to switch around to the right or centre is insane and the high ground covers everything. I can see a planetary and a couple of tanks shutting half the map down, a tank on the corner towers covers the side ramp to/from the gold too which seems very beefy, but maybe its hard to maintain in practice....

Even with the bigger ramp, the back door to the third can be easily walled on the high ground too, making it one entrance to defend 3 bases (it even mostly shuts down air access from that side), I can imagine a force big enough to break that being easily surrounded or open counter attack. Not sure if thats an issue as it doesn't have any spawning bases on the EU version so I can't try it other than to look!

The three towers seems a bit much especially with the two side ones covering the middle one? I kinda feel that two big ramps separated a bit in the middle might be more interesting than one uber ramp onto the high ground? (same overall ramp area but more spread out, this is just a personal thing I wanna see in a map :D)

Again not tried it but is the ramp to the natural close enough to the nexus placement for a sensible FFE? Looks like it will take 3 buildings or too many bustable pylons, it also seems a bit too open to the far side to me. Main ramp seems too wide for a forcefield too, which obviously is bad vs 6pools and for pvp. (might be me looking at it funny)

Genuinely like the different concept and the aesthetics but it looks like a tankers dream and needs some of the more standard elements incorporating for the early game. (Again I might just be viewing it wrong because I can't put buildings on it!!!)
我的媽和她的瘋狂的外甥都
Coppermantis
Profile Joined June 2012
United States845 Posts
June 25 2012 19:35 GMT
#21
v1.2: Added an additional base. Not sure if this solves any problems, but here it is

http://imgur.com/p6sDS
FlaShFTW
Profile Blog Joined February 2010
United States10537 Posts
June 25 2012 21:10 GMT
#22
Rush distance is wayyyyyyyyyyyyyyyyyyyyyy too long. 3 chokes to defend 5 bases?

my suggestion: move the main to where the 3rd is. that the 6/12 base and move it closer to the nat and that will be your third. the other will be your 4th.

still need to reduce rush distance.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Coppermantis
Profile Joined June 2012
United States845 Posts
June 27 2012 21:32 GMT
#23
I'm going to refrain from further changes because I have entered the existing version in the ProAm contest. If I get selected, i suspect my pro partner will suggest the same things, so it'll get done eventually.
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