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[M] (2) Mar Sara Fissure

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 3 Next All
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
July 08 2012 09:53 GMT
#1
[image loading]

Mar Sara Fissure (1.0)
Made by: OxyGenesis
Published on: N/A
Map Size: 147x154

[image loading]

[image loading]

This is my first map, so I wanted to explore as much of the editor as possible. I made it for the MotM: ProAm tournament. The layout is something that has been in my head for a while, the main features being the ridge of high ground through the middle, different expansion paths and split map opportunities.

I am still learning, and so welcome any feedback.



Pictures (Aesthetics):
+ Show Spoiler +

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Texture Set:
Mainly Mar Sara, custom lighting.


OxyGenesis
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Aunvilgod
Profile Joined December 2011
2653 Posts
July 08 2012 10:11 GMT
#2
The aesthetics are done quite nicely. You should use less straight edges though.

You need bigger chokes. Are you sure that your bridges work? Your mains look quite small, they should be 25 CCs at the very very least. Your 9 and 6 o´clock bases are impossible to take because they block the only chokes on the whole map.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
July 08 2012 10:24 GMT
#3
On July 08 2012 19:11 Aunvilgod wrote:
The aesthetics are done quite nicely. You should use less straight edges though.

You need bigger chokes. Are you sure that your bridges work? Your mains look quite small, they should be 25 CCs at the very very least. Your 9 and 6 o´clock bases are impossible to take because they block the only chokes on the whole map.


The bridges do work (they are traversable) but I am sure that someone knows a better way of doing them. I searched for quite a while but couldn't find anything on how to do proper bridges.

How do I calculate the size of the mains? I have made them larger from a previous version but they may need to be enlarged again.

Do you mean the 9 and 3 o'clock bases? I'm not entirely sure what you mean by them blocking the only chokes on the map.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Semmo
Profile Joined June 2011
Korea (South)627 Posts
July 08 2012 10:31 GMT
#4

OMG HOW DID YOU DO THE BRIDGES PLEASE TELL ME IVE BEEN WANTING TO KNOW THIS FOR SO LONG!
Anyways, nice map, But, like aunvil says, the mains look a little straight - diagonal is better, for some reason.
Mapmaker of Frost, Fruitland and Bridgehead
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
July 08 2012 10:38 GMT
#5
On July 08 2012 19:31 kim9067 wrote:

OMG HOW DID YOU DO THE BRIDGES PLEASE TELL ME IVE BEEN WANTING TO KNOW THIS FOR SO LONG!
Anyways, nice map, But, like aunvil says, the mains look a little straight - diagonal is better, for some reason.


You place the doodad on the low ground below where you want it, then double click it and change the height value up to where you need it
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Semmo
Profile Joined June 2011
Korea (South)627 Posts
July 08 2012 10:47 GMT
#6
On July 08 2012 19:38 OxyGenesis wrote:
Show nested quote +
On July 08 2012 19:31 kim9067 wrote:

OMG HOW DID YOU DO THE BRIDGES PLEASE TELL ME IVE BEEN WANTING TO KNOW THIS FOR SO LONG!
Anyways, nice map, But, like aunvil says, the mains look a little straight - diagonal is better, for some reason.


You place the doodad on the low ground below where you want it, then double click it and change the height value up to where you need it


Can you do this with any doodad? For example on my map virtual battle, could I do it with the forcefield walls?

Also, one thing I realized, you know the rocks at the third? wouldnt it be better on the defender's side? Or did you have another intent?
Mapmaker of Frost, Fruitland and Bridgehead
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
Last Edited: 2012-07-08 11:03:12
July 08 2012 10:53 GMT
#7
On July 08 2012 19:47 kim9067 wrote:
Show nested quote +
On July 08 2012 19:38 OxyGenesis wrote:
On July 08 2012 19:31 kim9067 wrote:

OMG HOW DID YOU DO THE BRIDGES PLEASE TELL ME IVE BEEN WANTING TO KNOW THIS FOR SO LONG!
Anyways, nice map, But, like aunvil says, the mains look a little straight - diagonal is better, for some reason.


You place the doodad on the low ground below where you want it, then double click it and change the height value up to where you need it


Can you do this with any doodad? For example on my map virtual battle, could I do it with the forcefield walls?

Also, one thing I realized, you know the rocks at the third? wouldnt it be better on the defender's side? Or did you have another intent?


I'm not sure if it would work with other doodads, I have only tried with the mar sara bridges. Needs testing I'm pretty sure creep doesn't work on these bridges though, and despite searching a lot, I have no idea how the 'pro' map makers make their bridges.

The rocks on the 3rd are meant to make it easier to defend attacks from that side. The other side isn't too bad as you can defend at the bridge instead and the Xel'Naga gives you prior warning.

EDIT

Or did you mean that side of the ramp? You could be right with that one. I can't remember my logic for placing it on that side except that maybe it would be harder to get a good concave on it due to the gas geyser, thus forcing the attacker to be a bit further forwards if they want to destroy the rocks. I haven't tested this however.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Semmo
Profile Joined June 2011
Korea (South)627 Posts
July 08 2012 11:00 GMT
#8
On July 08 2012 19:53 OxyGenesis wrote:
Show nested quote +
On July 08 2012 19:47 kim9067 wrote:
On July 08 2012 19:38 OxyGenesis wrote:
On July 08 2012 19:31 kim9067 wrote:

OMG HOW DID YOU DO THE BRIDGES PLEASE TELL ME IVE BEEN WANTING TO KNOW THIS FOR SO LONG!
Anyways, nice map, But, like aunvil says, the mains look a little straight - diagonal is better, for some reason.


You place the doodad on the low ground below where you want it, then double click it and change the height value up to where you need it


Can you do this with any doodad? For example on my map virtual battle, could I do it with the forcefield walls?

Also, one thing I realized, you know the rocks at the third? wouldnt it be better on the defender's side? Or did you have another intent?


I'm not sure if it would work with other doodads, I have only tried with the mar sara bridges. Needs testing I'm pretty sure creep doesn't work on these bridges though, and despite searching a lot, I have no idea how the 'pro' map makers make their bridges.

The rocks on the 3rd are meant to make it easier to defend attacks from that side. The other side isn't too bad as you can defend at the bridge instead and the Xel'Naga gives you prior warning.

Yeah, that's what I thought. But since it's quite narrow, I'm afraid of siege tank pushes. But since there's a xelnaga-esque cliff at third, I guess it could be ok.
Mapmaker of Frost, Fruitland and Bridgehead
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
July 08 2012 11:08 GMT
#9
On July 08 2012 20:00 kim9067 wrote:
Show nested quote +
On July 08 2012 19:53 OxyGenesis wrote:
On July 08 2012 19:47 kim9067 wrote:
On July 08 2012 19:38 OxyGenesis wrote:
On July 08 2012 19:31 kim9067 wrote:

OMG HOW DID YOU DO THE BRIDGES PLEASE TELL ME IVE BEEN WANTING TO KNOW THIS FOR SO LONG!
Anyways, nice map, But, like aunvil says, the mains look a little straight - diagonal is better, for some reason.


You place the doodad on the low ground below where you want it, then double click it and change the height value up to where you need it


Can you do this with any doodad? For example on my map virtual battle, could I do it with the forcefield walls?

Also, one thing I realized, you know the rocks at the third? wouldnt it be better on the defender's side? Or did you have another intent?


I'm not sure if it would work with other doodads, I have only tried with the mar sara bridges. Needs testing I'm pretty sure creep doesn't work on these bridges though, and despite searching a lot, I have no idea how the 'pro' map makers make their bridges.

The rocks on the 3rd are meant to make it easier to defend attacks from that side. The other side isn't too bad as you can defend at the bridge instead and the Xel'Naga gives you prior warning.

Yeah, that's what I thought. But since it's quite narrow, I'm afraid of siege tank pushes. But since there's a xelnaga-esque cliff at third, I guess it could be ok.


Yeah if you let siege tanks siege up on that cliff above the 3rd you are going to have a bad time. I originally had the Xel'Naga-esque path wider, but made it thinner to encourage attacks through the middle. I think the layout of the 3rd needs some testing.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
NewSunshine
Profile Joined July 2011
United States5938 Posts
July 08 2012 16:12 GMT
#10
The bridges you see on 'pro' level maps aren't bridge doodads, but something more complicated. Most always it's a combination of a bridge-shaped piece of terrain(straight, usually narrow), manmade cliffs, and various doodads and textures to give it a distinctive bridge-type look. Still, I feel slightly dumb, because I didn't know the Mar Sara bridges actually worked, until now. I wonder if I'm the only one who didn't know... and NO, my next map is not going to be loaded with them.

Anyway, the layout itself also looks very choked, force fields would absolutely tear an army to pieces here. Combine that with how every path but the center one goes around the edges of the map, and I feel any sizable army would feel rather immobile here. It's a good first map, but I think that's your first step to improving right there. Try to get the map analyzer working, and work on the openness of the maps you make.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
WniO
Profile Blog Joined April 2010
United States2706 Posts
July 08 2012 16:15 GMT
#11
i think the bridges need to be much bigger, cause split map stuff will be hell late game, nice map though.
iGrok
Profile Blog Joined October 2010
United States5142 Posts
July 08 2012 16:20 GMT
#12
Lol WniO, I think they need to be a little wider but shorter. They need to be shorter to make sure Creep Tumor Range can get across them
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 08 2012 17:06 GMT
#13
On July 09 2012 01:20 iGrok wrote:
Lol WniO, I think they need to be a little wider but shorter. They need to be shorter to make sure Creep Tumor Range can get across them


You'll have to use real terrain there if you want creep to spread. You can hide it underneath the doodad. Also, make sure you set the cliff level to the same as the terrain on either side (it looks like 2) so that vision behaves correctly for units on the bridge.

Also forcefields cant be cast unless you put terrain under the bridge (that isn't level 0.. hole).
Comprehensive strategic intention: DNE
Gfire
Profile Joined March 2011
United States1699 Posts
Last Edited: 2012-07-08 17:11:47
July 08 2012 17:11 GMT
#14
Bridges bug out some units, too. It's generally accepted that they're broken and you have to use another method.
all's fair in love and melodies
Aunvilgod
Profile Joined December 2011
2653 Posts
July 08 2012 17:17 GMT
#15
Just use Braxis Alpha Cliffs instead. They look good enough.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
Insomni7
Profile Joined June 2011
667 Posts
July 08 2012 17:35 GMT
#16
I'm really concerned about the cliffs behind the third on this map. If the position above the third mineral line was open, maybe you could get away with it, but because an army could lodge themselves so tightly in there, it seems like a bad idea to have cliffs there. Otherwise pretty solid first map.
Never Forget.
NewSunshine
Profile Joined July 2011
United States5938 Posts
July 08 2012 18:10 GMT
#17
On July 09 2012 02:06 EatThePath wrote:
You'll have to use real terrain there if you want creep to spread. You can hide it underneath the doodad. Also, make sure you set the cliff level to the same as the terrain on either side (it looks like 2) so that vision behaves correctly for units on the bridge.

Also forcefields cant be cast unless you put terrain under the bridge (that isn't level 0.. hole).

Some people see that as a broken doodad, I see it as a new way to rig up a dead-end base. Hmmmmm...
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
July 08 2012 18:28 GMT
#18
Thanks for all the advice guys, I'm working on an update.

Does anyone know how the bridges were done on Cherno by Superouman?
http://www.teamliquid.net/forum/viewmessage.php?topic_id=345022

Seems like an ESV secret.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
iGrok
Profile Blog Joined October 2010
United States5142 Posts
Last Edited: 2012-07-08 18:30:02
July 08 2012 18:29 GMT
#19
Braxis cliffs.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Gfire
Profile Joined March 2011
United States1699 Posts
July 08 2012 18:34 GMT
#20
It's an ESV secret.
all's fair in love and melodies
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