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[M] City Sector (4) 1v1

Forum Index > SC2 Maps & Custom Games
Post a Reply
Infidler
Profile Joined June 2012
Norway49 Posts
Last Edited: 2012-07-14 00:14:33
July 13 2012 21:10 GMT
#1
City Sector
1v1 or ffa map made by Infidler
Playable Bounds; 156 x 156


Overview;
[image loading]

Additional pics;

+ Show Spoiler +
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+ Show Spoiler +
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+ Show Spoiler +
[image loading]


Analysis;
+ Show Spoiler +
[image loading]

+ Show Spoiler +
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+ Show Spoiler +
[image loading]


Please leave comments

A special thanks to Monitor and FlashFTW for helping me out
Eggs Dee
FlaShFTW
Profile Blog Joined February 2010
United States10232 Posts
July 13 2012 21:16 GMT
#2
<3 u bro. we already talked about this map so nothing im gonna say on this. Remember to PM plexa on this map :D
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Infidler
Profile Joined June 2012
Norway49 Posts
July 16 2012 00:42 GMT
#3
I am still up for improvements guys!
Eggs Dee
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2012-07-16 00:46:21
July 16 2012 00:46 GMT
#4
4 gate looks pretty hard to defend PvP, you can just warp into his main from outside can't you?
Otherwise it's fine. Maybe 5 base is too difficult.
Moderatorshe/her
TL+ Member
Infidler
Profile Joined June 2012
Norway49 Posts
Last Edited: 2012-07-16 00:56:48
July 16 2012 00:49 GMT
#5
On July 16 2012 09:46 TehTemplar wrote:
4 gate looks pretty hard to defend PvP, you can just warp into his main from outside can't you?
Otherwise it's fine. Maybe 5 base is too difficult.


have not tested that, but there are gaps and trees there, so i do not believe it will be too easy. im not even sure if you can warp 2 highrounds up, how nooby of me :D

EDIT; testing right now, thanks for comment!
EDIT; it was possible, going to change it if it is a big problem.
Eggs Dee
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
July 16 2012 00:57 GMT
#6
On July 16 2012 09:49 Infidler wrote:
Show nested quote +
On July 16 2012 09:46 TehTemplar wrote:
4 gate looks pretty hard to defend PvP, you can just warp into his main from outside can't you?
Otherwise it's fine. Maybe 5 base is too difficult.


have not tested that, but there are gaps and trees there, so i do not believe it will be too easy. im not even sure if you can warp 2 highrounds up, how nooby of me :D

EDIT; testing right now, thanks for comment!
EDIT; it was possible, going to change it if it is a big problem.

I meant from nat area to the main base (near choke)
Moderatorshe/her
TL+ Member
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
July 16 2012 01:32 GMT
#7
The symmetry in the center somehow got messed up - all of the ramps are different sizes. The bases in the center should be moved away from the center somehow. Right now a player with control over the center can deny all 4 expansions.

Also, are the main chokes blockable by 1 forcefield?
vibeo gane,
Timetwister22
Profile Joined March 2011
United States538 Posts
July 16 2012 01:33 GMT
#8
If you want to do a flat main choke, there are a few things you can do to make it so PvP is more playable.

For the first method, you must have that choke be 1ff wide. This of course results in super easy walling off the main, which is quite problematic. To fix this, just use los blockers to stop a single 3x3 building from walling off the choke. If possible, make it so that only a normal wall off (2 depots, 1 rax) would be possible. Do this to both sides, as you don't want to bring back the 2 pylon ramp block....or worse. Where this will make the flat choke less problematic, it is still quite problematic since you lose the semi-defenders advantage. In other words, its hard to ff your choke if you can't see your opponent coming through it.

Another method you could do is to actually widen the choke to be 2 depot and 1 rax wide, but then have a 3x ramp at the nat with rocks on it, so that a single ff can block the ramp up to the nat. Now, this of course has it's problems as well since it makes the nat super easy to take, and contributes to the 3 base cap problem. To kind of offset this you could make the third a half base, but not sure if that would suite this map quite well since the fourths are kinda hard to take.

Nevertheless, this is if you'd like to go through with the flat choke idea. For this map I would actually put the third on the same level as the nat, then just raise the main and give it a normal ramp. I think this solution fits this map the best considering the design and concept behind the third and fourth.
Former ESV Mapmaker | @Timetwister22
Infidler
Profile Joined June 2012
Norway49 Posts
July 16 2012 02:37 GMT
#9
On July 16 2012 10:33 Timetwister22 wrote:
If you want to do a flat main choke, there are a few things you can do to make it so PvP is more playable.

For the first method, you must have that choke be 1ff wide. This of course results in super easy walling off the main, which is quite problematic. To fix this, just use los blockers to stop a single 3x3 building from walling off the choke. If possible, make it so that only a normal wall off (2 depots, 1 rax) would be possible. Do this to both sides, as you don't want to bring back the 2 pylon ramp block....or worse. Where this will make the flat choke less problematic, it is still quite problematic since you lose the semi-defenders advantage. In other words, its hard to ff your choke if you can't see your opponent coming through it.

Another method you could do is to actually widen the choke to be 2 depot and 1 rax wide, but then have a 3x ramp at the nat with rocks on it, so that a single ff can block the ramp up to the nat. Now, this of course has it's problems as well since it makes the nat super easy to take, and contributes to the 3 base cap problem. To kind of offset this you could make the third a half base, but not sure if that would suite this map quite well since the fourths are kinda hard to take.

Nevertheless, this is if you'd like to go through with the flat choke idea. For this map I would actually put the third on the same level as the nat, then just raise the main and give it a normal ramp. I think this solution fits this map the best considering the design and concept behind the third and fourth.


Thanks for your feedback
Eggs Dee
AssyrianKing
Profile Blog Joined August 2011
Australia2115 Posts
July 16 2012 10:58 GMT
#10
You gotta change the centre, if you control the middle you control like every single path :\
John 15:13
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