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Active: 1336 users

[M] (2) Ancient Outpost

Forum Index > SC2 Maps & Custom Games
Post a Reply
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2012-07-18 18:51:37
July 11 2012 14:54 GMT
#1
Ancient Outpost
Author: -NegativeZero-
Published on NA
Map boundaries: 136x136

[image loading]

Angled Overview:
+ Show Spoiler +
[image loading]


Angled aesthetic shot:
+ Show Spoiler +
[image loading]


This is my first SC2 map (I have some slight experience with the BW editor), so it's a bit unpolished - for instance, most of the high ground is just 1 texture. However, I'd appreciate some feedback on the layout before I mess around a bit more with aesthetics.

The idea behind this map was to emphasize control over the center high ground areas, since they protect many of the expansions. I'm not sure whether having control over these areas might be too powerful, covering too many bases.

Edit:
Notable features:
-Close air distances
-High ground plateaus - control these for a very secure defensive position (counter-attacks still possible via the bottom lane)
-Reaper stairs into the main for short reaper rush distance
-Slightly narrower than normal natural choke (7 instead of 9, might change this) - this is mostly to help T with wall-ins vs counterattacks and stuff
-Low ground ledges next to 4ths for tank drops
-High ground ledge above gold for drops, which is initially blocked by rocks


Inspiration
+ Show Spoiler +
[image loading]

The map is an almost direct port of this earlier BW map of mine, which itself was based on the idea of a reflectionally symmetrical version of Match Point. In my opinion the layout makes a much better balanced SC2 map than BW map.
+ Show Spoiler +
[image loading]

Initial draft of SC2 version
vibeo gane,
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
July 11 2012 15:00 GMT
#2
[image loading]

[image loading]

O.o
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Gfire
Profile Joined March 2011
United States1699 Posts
July 11 2012 15:05 GMT
#3
I wasn't going to draw a comparison to Afterglow. They really aren't very similar at all. Just similar coloring and both reflectional 2p maps, with the mains in the same corners(ish).

They are drastically different.

Solid map, though. I really like it.
all's fair in love and melodies
Aunvilgod
Profile Joined December 2011
2653 Posts
Last Edited: 2012-07-11 15:33:17
July 11 2012 15:30 GMT
#4
Check your gold mineral line. Its not mirrored.


On July 12 2012 00:00 IronManSC wrote:
O.o


They are quite different, actually.
And I didn´t even read Gfire´s post. :D

It rather reminds me of Match Point. I think it would be cool to remove the path behind the LOSBs in the lower center.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
wrl
Profile Joined April 2011
United States209 Posts
July 11 2012 15:54 GMT
#5
On July 12 2012 00:00 IronManSC wrote:
[image loading]

[image loading]

O.o


I'd say it looks a lot more like Odin than Afterglow.

[image loading]

That said, its different enough from both, so I don't see the problem.
It's funny; I dream a lot, but I'm not a very good sleeper.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2012-07-11 23:50:22
July 11 2012 15:57 GMT
#6
On July 12 2012 00:30 Aunvilgod wrote:
Check your gold mineral line. Its not mirrored.


Show nested quote +
On July 12 2012 00:00 IronManSC wrote:
O.o


They are quite different, actually.
And I didn´t even read Gfire´s post. :D

It rather reminds me of Match Point. I think it would be cool to remove the path behind the LOSBs in the lower center.

That's actually correct, it's adapted from an old BW map I made which was based in the idea of a reflectionally symmetrical version of Match Point. I'll post a picture of it when I have access to a real computer.

Also, gold mineral line isn't symmetrical because the map is an even width and bases are an odd width (nexus/hatch/cc are 5x5 squares)

Edit: OP updated with picture of the BW map.

Also, I'm keeping the lower path because without it, both main attack routes are covered by the high-ground plateaus - I wanted to keep an additional counter-attack path open.
vibeo gane,
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2012-07-13 01:50:10
July 13 2012 00:06 GMT
#7
Version 0.1 published on NA, publicly available for testing. Might enter this into MotM for the lulz (edit: and i did)
vibeo gane,
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