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[M] (2) Featuretical

Forum Index > SC2 Maps & Custom Games
Post a Reply
RFDaemoniac
Profile Joined September 2011
United States544 Posts
Last Edited: 2012-08-28 05:39:16
August 28 2012 00:49 GMT
#1
Featuretical (0.0)

Made by: RFDaemoniac

Published on: Not published yet

Current Version Overview:
[image loading]

Additional Overviews (Angled/High Res)
+ Show Spoiler +

[image loading]
[image loading]



Inspiration:
New natural set up
Easy to defend bases that are far away from each other to allow for recovery
Egg walls (Green)
Mineral walls (Yellow)
Dropable high ground (Teal)
Easy scouting path (workers and other small units can go through destructible rocks (Blue))
Multiple attack paths that don't force base trades
LOS blockers are pink, XNT radius is white

Aesthetics

Data (Aesthetics):
  • Texture Set:
    1. Niflheim Snow
    2. Agria Rock
    3. Mar Sara Rocky
    4. Tarsonis Dirt
    5. Niflheim Ice Cracked
    6. Braxis Alpha Rock
    7. Shakuras Dirt Cracked

  • Cliff Type:
    1. Mar Sara Organic Cliffs


Pictures (Gameplay):
+ Show Spoiler +

[image loading]
Egg wall and rocks that let small units (workers, marines, zealots, zerglings, etc) through. This is at the backdoor expansion.


Data (Gameplay):
  • Playable Bounds: 168x104
  • Main Choke <-> Main Choke Distance(s): 45 seconds
  • Mineral/Gas Counts: All bases have 8m2g


Further Balance Comments:
I also have fog that almost covers the low ground, which I think is a cool way to allow you to hide reapers/workers in the fog. What do you think about this?

About the egg wall. Workers can mineral walk through it, so you can use it to scout even if your opponent walls off.
Each egg has 200 health and 10 armor, like normal eggs.
After killing 4 eggs, marines can walk through but BARELY, they sort of freak out.
After 5 eggs, marines can walk through normally.
After 7 eggs, Marauders/Hellions can walk through.
After 9 eggs, Tanks and Thors can walk through.

Also reapers can move pretty much anywhere on the map uncontested. There are very few cliffs that jump two and no gaps in the field that are unpathable (only around the edges).

Changelog
+ Show Spoiler +
0.0 - original map


Much love,

RFDaemoniac
Gfire
Profile Joined March 2011
United States1699 Posts
Last Edited: 2012-08-28 02:10:47
August 28 2012 02:09 GMT
#2
By the way, if you use winding paths a bit more extremely you could increase the walk distance between key points without having to make the map excessively large and increase other distances. I think if you got rid of the two central bases (which seem useless) you might be able to turn those spaces into less direct paths, to reduce the distance from the outer nat to the low ground base for the opponent. It feels like if you take your outer nat, that low ground base becomes off limits for the opponent.

Then again, maybe the choke to that nat should be moved so it points more towards your other bases and not the middle.

Overall, not sure if there's a huge problem, though, because you can only push from that nat to the cliff behind the base, not completely into the base.

The main mineral line is pretty far from the nat (either) so it might be a bit hard to get back and forth between them or to spread creep.

It seems like you've put a lot of thought and effort into this map and there are some nice improvements over the last one. I like it quite a bit, it feels more interesting and like it has a stronger identity with more solid gameplay.
all's fair in love and melodies
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
August 28 2012 04:19 GMT
#3
Is there a larger overview somewhere?
~ ~ <°)))><~ ~ ~
RFDaemoniac
Profile Joined September 2011
United States544 Posts
August 28 2012 05:40 GMT
#4
Gfire
I like making more extreme winding paths. I did in earlier stages but couldn't find a way to make the middle less cramped. I'm a fan of dropable high ground in the middle of a map like shakuras (this feature, specifically), but I'll spend some time working on increasing the distances.

I agree that the low ground is probably too hard to hold, and making the distances farther by having less direct paths would help this as well. I think I still want the high ground behind it, as a small path, but I'll work on it. I think I want to edit this map for a couple iterations rather than start again on another.

For the middle bases, are you referring to those that are through the mineral wall (north/south middle) or the ones behind the dropable high ground (east/west middle).

I hadn't been thinking about how many creep tumors to connect them. I'll rethink how the main/nat/east middle fit together, but I'm pretty happy with the backdoor to the main.

TheFish7
I've updated the main post with a higher rez overview that doesn't have the lines drawn on it, as well as an angled one.
FakePseudo
Profile Joined January 2012
Belgium716 Posts
Last Edited: 2012-08-28 18:56:28
August 28 2012 18:51 GMT
#5
I really do like the idea of larva walls, but i wonder if it does not make this map a cannon rush slug fest against zerg: probe will be able to go up and down your backdoor while you wont be able to chase it down and destroy the lowground pylons with zerglings (And you cant really defend a cannon rush all the way along w/ only drones, imho, it's actually the arrival of the lings that triggers the end of the cannon rush, if you managed to handle it correctly beforehand with your drones)

[Well on second thought, i think that kind of move wouldnt harm you to much since this area doesnt give the protoss control of anything...Do you think the zerg could live knowing he has a pylon and 2or more cannons in his main?]
I am the 0.0007% /forum/viewpost.php?post_id=17208334|| Big Black Women Vocals Is Like Porn to my Ears ||San Antonio Spurs|Boston Celtics||#1EZToss Hater;
WniO
Profile Blog Joined April 2010
United States2706 Posts
August 28 2012 19:23 GMT
#6
this design is honestly awesome - but the third is sketchy for normal play
RFDaemoniac
Profile Joined September 2011
United States544 Posts
August 28 2012 21:26 GMT
#7
FakePseudo
I hadn't thought about cannon rushes, and it's true that it'd be pretty easy to set up cannons on the low ground and then the high ground and the probe could get in and out. This spot is pretty far from the main hatchery, so it shouldn't be too much of a problem, but I'll definitely keep it in mind as I'm shortening the main to decrease the distance between the main and the natural.

WniO
Thanks What features do you think I should try to replicate/improve upon in my next map, and which should be dropped. Do you think there is any way that you'd be happy with a second entrance to the main?
Fatam
Profile Joined June 2012
1986 Posts
August 29 2012 20:34 GMT
#8
This map is pretty crazy. The more you look at it the more you realize it's actually pretty complex. I'm intrigued.

I like some of the texturing and some of it I'm not sure if it works. But I;m not exactly the greatest at aesthetics so take that with a pound of salt
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
lawol
Profile Joined February 2011
91 Posts
September 07 2012 21:34 GMT
#9
The textures looks awesome :O more aesthetic screenshots pls!
@lawolawol
AssyrianKing
Profile Blog Joined August 2011
Australia2111 Posts
September 25 2012 08:04 GMT
#10
Talk about dynamic
John 15:13
Fatam
Profile Joined June 2012
1986 Posts
September 25 2012 09:22 GMT
#11
map is fairly nuts (i think I already said this ~1 month ago, BEFORE the eggs and such were added lol). I'd love to try it once I'm able to play sc2 again, i'll let you know
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
September 25 2012 09:50 GMT
#12
Wow I love your experimentation on this map, those egg walls are a great idea!

I also am in love with your base layout.
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