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Active: 1480 users

[M] (2) oZz Orbit Brutus <WIP>

Forum Index > SC2 Maps & Custom Games
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1 2 3 Next All
eTcetRa
Profile Joined November 2010
Australia822 Posts
Last Edited: 2012-08-01 08:41:56
June 18 2012 13:57 GMT
#1
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Overview

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Map Details

                  Name Orbit Brutus
                  Version 0.2
                  Bounds 150x166
                  Bases 12
                  Published Privately; soon on US and SEA

Map of the month update! Aesthetics have been mostly completed and the lighting has been updated. Notable changes include:
                   Bounds decreased.
                   Chokes created and removed in certain areas.
                   Third Base significantly tighter.
                   Orientation of LOSB's changed outside third.
                   High ground between natural and fifth made into low ground (path from natural still exists via ramp.
                   LOSB's added between path from middle to fourth.
                   Destructible debris added to ramps from center to high ground near natural (not blocking).
                   Rocks removed from small path to fifth.
                   High ground pod (with ramp) behind sixth base.
                   Mid ground pods between low ground and high ground main, to allow cliff-walking in places.
                   Added three hidden crows to be found. Enjoy that one :D


It takes 1 creep tumour to connect a Zerg's main to it's natural, 2 to connect that natural to the third, and another 3 to connect the third to the fourth. The choke at the natural can be blocked in multiple ways, either with three 3x3 buildings, or you can leave a gap. Also behind the third is a small high ground pod that a Terran can drop onto to harass the mineral line, but the pod is not too large.



Analyzer Image

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Gameplay Images

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Eye Candy

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Previous Versions


+ Show Spoiler [Version 0.1] +

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Overview

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Map Details

Name Orbit Brutus
Version 0.1
Bounds 160x162
Bases 12
Published Privately; soon on US and SEA

This map originally started out a lot smaller but had a lot of issues with CS and having your fifth directly under the main, so it became necessary to increase the bounds and space out the map, overall I believe the map has turned out fairly well but I need your feedback to make it great! Currently I do not have any huge concerns but i am a little blind so help me out! Thanks for checking out my map and hope to hear from you all! Aesthetics Incomplete

It takes 1 creep tumour to connect a Zerg's main to it's natural, 2 to connect that natural to the third, and another 3 to connect the third to the fourth. The choke at the natural can be blocked in multiple ways, either with three 3x3 buildings, or you can leave a gap. Also behind the third is a small high ground pod that a Terran can drop onto to harass the mineral line, but the pod is not too large.



Analyzer Image

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Gameplay Images

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Eye Candy

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Retired Mapmaker™
Aunvilgod
Profile Joined December 2011
2653 Posts
June 18 2012 14:07 GMT
#2
Nice texturing. I think the 4th etc. bases are fine, I´d rather bother with the 3rd. I´d cut the center, small path leading to the natural. Unless your testing proved it to be fine. The problem is that Zerg can split up their forces much more effectively.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
June 18 2012 14:58 GMT
#3
Looks good to me, except it looks too hard to actually attack any bases after the early game.
Moderatorshe/her
TL+ Member
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
June 19 2012 04:41 GMT
#4
Nice work man, any chance we could see a full overview?
~ ~ <°)))><~ ~ ~
eTcetRa
Profile Joined November 2010
Australia822 Posts
June 19 2012 04:42 GMT
#5
The entire top half of the map is hard to look at but I'll do a bit of work to it today and post an overview shortly.
Retired Mapmaker™
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
June 19 2012 06:36 GMT
#6
The map looks slightly cramped and I have to go with templar on this one, theres no way to have a big engage in an open area since its too easy to control the chokes now (specially T and P)

Aesthetics are yumyum tho!

Maps like these wanna make me install my sc2 and make maps again
KCCO!
eTcetRa
Profile Joined November 2010
Australia822 Posts
Last Edited: 2012-07-15 14:10:40
June 19 2012 11:43 GMT
#7
It might appear cramped but the map is actually quite large, with the playable bounds being 160x162.

Some changes I'm making at the moment:
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1. Widen ramp to base on low ground
2. Widen the path leading from fourth to sixth and remove dead space behind fifth.
3. Same as 2.
4. Move ramp towards low ground (increasing space on high ground).
5. Add rocks between third and fourth to create a defensible choke (really not sure about this).


Would love some solid feedback before I go further
Retired Mapmaker™
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
June 19 2012 12:04 GMT
#8
I would widen the ramp to the third ever so slightly
KCCO!
Aunvilgod
Profile Joined December 2011
2653 Posts
June 19 2012 12:57 GMT
#9
On June 19 2012 21:04 ihasaKAROT wrote:
I would widen the ramp to the third ever so slightly


Yes, definately. I like the other changes.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
eTcetRa
Profile Joined November 2010
Australia822 Posts
Last Edited: 2012-07-15 14:10:53
June 22 2012 08:15 GMT
#10
+ Show Spoiler +
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All above changes have been made, work on the aesthetics are well under way. Not quite sure if I should keep those rocks on the ramp to the centre bases or not. Also made the centre less chokey.
Retired Mapmaker™
Aunvilgod
Profile Joined December 2011
2653 Posts
June 22 2012 08:39 GMT
#11
I would keep the rocks. These bases are already very close the the opponent.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
June 22 2012 08:41 GMT
#12
Im not sure, you are really forcing all the plays to happen in mid with those rocks. Theres alternative routes but they are waaaaay far away, not to mention they are spotted by the xelnagatowers
KCCO!
MQM5K
Profile Blog Joined April 2012
United States53 Posts
Last Edited: 2012-06-22 13:30:32
June 22 2012 13:29 GMT
#13
Map looks good. I like it. Too many choke points though. I'd take the dead space out of the middle and replace it with sight blockers and really widen the choke leading to the open space in front of the naturals and thirds.
eTcetRa
Profile Joined November 2010
Australia822 Posts
June 22 2012 15:37 GMT
#14
On June 22 2012 22:29 MQM5K wrote:
Map looks good. I like it. Too many choke points though. I'd take the dead space out of the middle and replace it with sight blockers and really widen the choke leading to the open space in front of the naturals and thirds.


Funny you mention that part about the middle I was thinking that myself!!
Retired Mapmaker™
FlaShFTW
Profile Blog Joined February 2010
United States10196 Posts
June 22 2012 15:58 GMT
#15
I need an overview to look at this better tbh. but it looks like a really solid map right now. a bit too many chokes and stuff.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
eTcetRa
Profile Joined November 2010
Australia822 Posts
June 24 2012 12:30 GMT
#16
A couple ideas for the middle. One central tower instead of two separate ones.

Option A:
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Option B:
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Retired Mapmaker™
Ragoo
Profile Joined March 2010
Germany2773 Posts
June 24 2012 12:47 GMT
#17
This is a very well made standard 2p map, both layout and aesthetics. Congrats you don't suck as a mapmaker at all!

It's sad that there is quite some wasted space next to the mains and third. I guess you could at least use some of it to extend main size to 35 CCs. Also you could make some of the space next to third highground to make air harrass easier.
I expect extraordinary aesthetics work in these areas to make up for how shitty they are

Both middle options are fine. I think I prefer the open one cos all the bases are kinda choky already.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
FlaShFTW
Profile Blog Joined February 2010
United States10196 Posts
June 24 2012 17:02 GMT
#18
I prefer option B, less choky, even though its only applied to one area. I think you still need to make everything less choky, because it's basically guaranteed for big fights for one army to be sandwiched into one choke or with one always having the high ground.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
SidianTheBard
Profile Joined October 2010
United States2474 Posts
June 24 2012 17:12 GMT
#19
Zergs bitch too much about chokes imo. This map is pretty damn big 160x162 which only favors zerg that much more. The 3rd is easily defendable and open enough that we'll see the good ol' 3 base zerg all the time. I think most map makers now a day are stuck in the past where they feel if the map isn't completely open zerg can't win. Which isn't the case at all now a day especially since infestor play is becoming much more popular. Mutas, Infestors, Banelings, Brood Lords all work extremely fine with chokes.

If anything, the more chokes you have the less good Roach play is which only makes ZvZ and ZvP better because we already see enough Roach vs Roach wars in ZvZ and 3 base Roach against Toss is I swear 75% of the games.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
ArcticRaven
Profile Joined August 2011
France1406 Posts
June 24 2012 18:28 GMT
#20
That's becoming a great map !

I think you should make the choke in the nat-to-fifth direct path pathable ; forward chokes and additional paths are always cool to have around. Also the nat choke looks linda weir and somewhat inelegant. Couldn't you enlarge it and make it be in the the middle of the wider main-to-third area so it's nicer ?

I prefer the first version btw.
[Govie] Wierd shit, on a 6 game AP winning streak with KOTL in the trench. I searched gandalf quotes and spammed them all game long, trenchwarfare247, whateva it takes!
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