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[M] (2) Atheneum - Page 2

Forum Index > SC2 Maps & Custom Games
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DMR_Chane
Profile Joined July 2012
23 Posts
July 18 2012 15:20 GMT
#21
great map, I love it!

the theme you managed to create with that unique use of decals makes it so pleasing to look at.

OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
July 18 2012 15:51 GMT
#22
1.1 Balance Update

It wasn't picked for the ProAm but I'm going to continue working on it. Made some changes and overall I'm much more happy with it now. All critique welcome!

I haven't yet updated the aesthetics so there are various visual bugs and things that will be fixed.

[image loading]

ArcticRaven was kind enough to make some analyser images of it. They are of an old version (I have since closed off the area around the main to prevent siege tank pushes).

http://imgur.com/z4Col,76g3E,fQn47
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Mullet_Ben
Profile Joined August 2011
United States54 Posts
July 18 2012 17:54 GMT
#23
Good changes. If you'll forgive my crappy MSPaint, here's what I mean by retreat paths, and a similar map for comparison:

Cloud Kingdom

Atheneum

I could just be paranoid, and I can't really be sure about the specifics in terms of the relative size of each map, but it would seem to me that the center path for cloud kingdom is wider, and the ramps are closer together, meaning you have greater opportunity to retreat if you are caught out of position. Widening the ramps, like you already did, should help considerably, and maybe now it isn't even a problem at all. I'm just worried that people will decide not to take that path at all for fear they will be flanked and trapped.

Anyway, the update is good, nothing but improvements. I like the half bases a bit better where they are now. Third still looks a little open to me, but it's probably workable how it is right now.
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
July 18 2012 19:00 GMT
#24
On July 19 2012 02:54 Mullet_Ben wrote:
Good changes. If you'll forgive my crappy MSPaint, here's what I mean by retreat paths, and a similar map for comparison:

Cloud Kingdom

Atheneum

I could just be paranoid, and I can't really be sure about the specifics in terms of the relative size of each map, but it would seem to me that the center path for cloud kingdom is wider, and the ramps are closer together, meaning you have greater opportunity to retreat if you are caught out of position. Widening the ramps, like you already did, should help considerably, and maybe now it isn't even a problem at all. I'm just worried that people will decide not to take that path at all for fear they will be flanked and trapped.

Anyway, the update is good, nothing but improvements. I like the half bases a bit better where they are now. Third still looks a little open to me, but it's probably workable how it is right now.


thanks for explaining that. You could well be right there, I don't see it as too much of a problem though. I see it as a risky path that you can use to flank things with yourself and also as a shortcut to some of the other bases. If you want to take a slower, safer route you can very easily do that by moving on to the lower ground. This is a key concept of the map, holding that middle ground is very important, but being too static with your army won't end well.

If it turns out that it doesn't play out quite like that then the cardinal ramp could be rotated 45º to be in line with the others. Thanks for all your help Ben.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
ChaosRefined
Profile Joined July 2011
United States52 Posts
July 27 2012 00:26 GMT
#25

The Xel'Naga is actually in the middle but the circle is hovering in mid air. I thought it might be a nice aesthetic but I've not really tested it in a game setting.



OH okay, that's sweet then! What did you use for the circle btw?
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
July 27 2012 14:30 GMT
#26
On July 27 2012 09:26 ChaosRefined wrote:
Show nested quote +

The Xel'Naga is actually in the middle but the circle is hovering in mid air. I thought it might be a nice aesthetic but I've not really tested it in a game setting.



OH okay, that's sweet then! What did you use for the circle btw?


I've actually removed it because it was in the campaign dependencies and I've thought of a better idea for the middle now. But if you want to use it it's called the protoss summoning circle or something like that, in the campaign dependancies. It's animated too.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
FlaShFTW
Profile Blog Joined February 2010
United States10318 Posts
July 27 2012 16:49 GMT
#27
On July 13 2012 21:20 CaptainCrush wrote:
Show nested quote +
On July 13 2012 09:53 FlaShFTW wrote:
THE THIRD!!!!! AIYAHHHHHHHH too difficult to defend. the distance between the natural and third is too long. imo.


It doesnt ALWAYS have to be easy to take or defend a third, no need to force every single game into a 45 min macro fest. I like the idea of keeping a few smaller maps in the mix to make things interesting. This looks like a decent one of those to me, I really like the aesthetics here as well!

3 base play does not transition into 45 minute macrofest. ive said this before, the reason why I focus primarily on the main-nat-third is because i want to give players options. they can play 3 base style, or try to continue getting bases, or they can commit to some 2 base play. w.e. they want. i dont like 45 minute macrofests, but i do prefer decent macro games with good harasses in them.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
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