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[M] Duotax (2)

Forum Index > SC2 Maps & Custom Games
Post a Reply
Infidler
Profile Joined June 2012
Norway49 Posts
Last Edited: 2012-06-25 17:52:17
June 25 2012 17:24 GMT
#1
Made by Infidler
Playable Bounds; 107 x 126

Overview (you cant drop or use reapers on the highground in the main)
+ Show Spoiler +
[image loading]


Main/Natural
+ Show Spoiler +
[image loading]


Center
+ Show Spoiler +
[image loading]



Analysis
+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]


Post you opinion and feedback, thanks
Eggs Dee
Infidler
Profile Joined June 2012
Norway49 Posts
June 25 2012 17:25 GMT
#2
I am waiting for Flash's comment "We need a solid third here"

hopefully my last map got a ok third
Eggs Dee
Greenhit
Profile Blog Joined December 2010
United States200 Posts
June 25 2012 17:33 GMT
#3
Looks like Korhal compound and metalopolis had a love child.
"And where do you live Simon?" "In the weak and the wounded, Doc."
Callynn
Profile Joined December 2010
Netherlands917 Posts
June 25 2012 17:42 GMT
#4
I think those two golds in the middle are just there to let the guy with the upper hand steamroll the game. They should be blue if they are high ground, or not there at all. Looks very nice overall
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.
a3den
Profile Joined April 2012
704 Posts
June 25 2012 17:49 GMT
#5
I feel the fourth is too hard to take. The center feels too big compared to its purpose, I'd rather only have two half gold bases each side and force the player to get a CC in the center.

I hope you can't drop units on top of the high ground between the natural and the third.

My favorite idea is the high ground leading to the rocks next to the third.
Infidler
Profile Joined June 2012
Norway49 Posts
June 25 2012 17:50 GMT
#6
On June 26 2012 02:42 Callynn wrote:
I think those two golds in the middle are just there to let the guy with the upper hand steamroll the game. They should be blue if they are high ground, or not there at all. Looks very nice overall

I totally agree, thanks for the feedback!
Eggs Dee
Infidler
Profile Joined June 2012
Norway49 Posts
June 25 2012 17:51 GMT
#7
On June 26 2012 02:49 a3den wrote:
I feel the fourth is too hard to take. The center feels too big compared to its purpose, I'd rather only have two half gold bases each side and force the player to get a CC in the center.

I hope you can't drop units on top of the high ground between the natural and the third.

My favorite idea is the high ground leading to the rocks next to the third.

you are right! i have made it so that you cant use reapers or drop on the highground in your main, i forgot to mention that in the post. thanks for your feedback
Eggs Dee
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2012-06-25 18:10:55
June 25 2012 18:02 GMT
#8
You say the cliffs in the mains aren't pathable but there is nothing on the cliffs to ensure that. I'd suggest decorating them before you confuse people - like me - when I first opened the image. Also the cliffs are just too big to be "scouting" cliffs. Reduce the size.

The mains are also pretty small, and there isn't really any room in your natural for extra production buildings. The ratio here is

Big Main - Small Natural
Medium Main - Medium Natural
Small Main - Large natural

You have Small Main - Small Natural. If you have a small main, you need more room in the natural to fit extra production buildings (think about terran in this scenario). Terrans need a larger main for this very purpose.

Gold bases play this role: If I get it first, I not only get both gold bases, but I win. Simply put, the gold bases are far, far too close to each other (Xel'Naga Caverns gold bases were considered too close). I would suggest removing the gold bases altogether, because the xel'naga watch towers are completely blocked by them, which means the gold bases are forevercontested.jpg. It's not a bad thing, but with a watch tower literally a foot from the mineral line, this is bad. Remove the golds.

Biggest one of all: increase the map size. Right now this is a 1-base all-in map.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Mullet_Ben
Profile Joined August 2011
United States54 Posts
June 25 2012 18:05 GMT
#9
4th and above look really hard to control, except for Terran. There's no way you could have one center base belong to one player while the other belongs to a different player, and Terran is going to have the easiest time securing the center with tanks and planetaries. Also, I don't know whether the center expands have normal or high yield geysers, but either way they have less than a normal expansion, while the mineral income is that of a standard high yield expansion. Seeing as Terran is mineral starved while Protoss and zerg are gas starved, there is no incentive at all for anyone other than Terran to take the center, as it is quite difficult to defend, and Terran, who has the easiest time defending those (still difficult) expansions will gain the most from taking them. As far as counterattacks go, they'll be easy enough if Terran takes one half of the center, but once they take both watchtowers, they'll be able to fairly easily position themselves to block them. Ultimately, I think the middle is simply too strong for Terran.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
June 25 2012 18:06 GMT
#10
The bases in the middle are useless/bad. Take them out.

If you enlarge the size of the map 10-20%, you can put them back in somewhere near the center (like Antiga middle bases, I guess). This map feels very small and direct, like a season 1 ladder map. It's not bad per se (except the middle bases), but it seems like your mapper's eye is afraid of too big. Don't be, push yourself to get comfortable working with larger distances between the two sides.
Comprehensive strategic intention: DNE
FlaShFTW
Profile Blog Joined February 2010
United States10480 Posts
June 25 2012 18:38 GMT
#11
On June 26 2012 02:25 Infidler wrote:
I am waiting for Flash's comment "We need a solid third here"

hopefully my last map got a ok third

god damn boring ass lecture wasted 2 hours of my time, then the freaking shitty campus internet connection reconnects every 30 minutes or something, so after I typed out my feedback, it redirected me and everything was lost.... arghhh

so anyways. i think that the highground area is unnecessary and should be removed. I feel that the natural minerals are weirdly laid out. Try to move it more into the main, by moving the main ramp to where the highground is.

now for the third kekekeekekkekeeke. get rid of the double ramp, and make the choke from the middle to the 3rd smaller. that should really help it out.

middle bases, get rid of them. one XNT in the middle, not the two on the sides, or else whoever gets those has too much map control.

needs more bases. suggest a more easier to take 4th in between the 3rd and the base below the main. antigua styled bases are fine too.

looks good.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
monitor
Profile Blog Joined June 2010
United States2409 Posts
June 25 2012 19:03 GMT
#12
I agree with Ironman that part of what is holding this map back is it's map size. I think the amount of bases is fine (I still believe 10 bases for a 2p map is okay), its just that they're really close and the distances are quite short. I would advise increasing the size of the middle/sides. But honestly that's a massive nuisance, you might just consider remaking or working on a new project. I hate saying that, but once the aesthetics are done like they are on Duotax, and the whole thing needs to be bigger, its sometimes best just to leave the map in a somewhat-decent-shape and start a new one.
https://liquipedia.net/starcraft2/Monitor
Infidler
Profile Joined June 2012
Norway49 Posts
Last Edited: 2012-06-25 19:09:15
June 25 2012 19:07 GMT
#13
On June 26 2012 04:03 monitor wrote:
I agree with Ironman that part of what is holding this map back is it's map size. I think the amount of bases is fine (I still believe 10 bases for a 2p map is okay), its just that they're really close and the distances are quite short. I would advise increasing the size of the middle/sides. But honestly that's a massive nuisance, you might just consider remaking or working on a new project. I hate saying that, but once the aesthetics are done like they are on Duotax, and the whole thing needs to be bigger, its sometimes best just to leave the map in a somewhat-decent-shape and start a new one.


thanks for the feedback, what would be your suggested map bounds to start a map with ?

feedback from you and ironman really means alot, as im your biggest fan

Eggs Dee
FlaShFTW
Profile Blog Joined February 2010
United States10480 Posts
June 25 2012 19:14 GMT
#14
130-140 is good for 2p maps.

feedback from you and ironman really means alot

yeah nothing from me i dont matter TT.TT

jk
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Infidler
Profile Joined June 2012
Norway49 Posts
Last Edited: 2012-06-25 19:19:09
June 25 2012 19:18 GMT
#15
On June 26 2012 04:14 FlaShFTW wrote:
130-140 is good for 2p maps.

Show nested quote +
feedback from you and ironman really means alot

yeah nothing from me i dont matter TT.TT

jk

dont worry, i love all of you
Eggs Dee
monitor
Profile Blog Joined June 2010
United States2409 Posts
June 25 2012 19:22 GMT
#16
On June 26 2012 04:07 Infidler wrote:
Show nested quote +
On June 26 2012 04:03 monitor wrote:
I agree with Ironman that part of what is holding this map back is it's map size. I think the amount of bases is fine (I still believe 10 bases for a 2p map is okay), its just that they're really close and the distances are quite short. I would advise increasing the size of the middle/sides. But honestly that's a massive nuisance, you might just consider remaking or working on a new project. I hate saying that, but once the aesthetics are done like they are on Duotax, and the whole thing needs to be bigger, its sometimes best just to leave the map in a somewhat-decent-shape and start a new one.


thanks for the feedback, what would be your suggested map bounds to start a map with ?

feedback from you and ironman really means alot, as im your biggest fan



Thank you!

I usually start my 2p maps at 144x144, but they get smaller as I go. My most recent project ended up at 144x120, and the one before that was 144x116 (Afterglow).
https://liquipedia.net/starcraft2/Monitor
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