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[M] (2) Pyroplasm (HotS)

Forum Index > SC2 Maps & Custom Games
Post a Reply
NewSunshine
Profile Joined July 2011
United States5938 Posts
November 26 2012 09:01 GMT
#1
Pyroplasm - Version 1.0
Published - HotS beta
[image loading]


Map Data:
136x136 Playable
10 Expansions
2 Xel'Naga Towers
Tileset: Zerus
Lighting: modified Starship

----------------------------------------------------------------------------------------------------------

2 main points about the map: 1 is the large, wide open natural with a rock tower at the front. Knock the rocks down and the entrance becomes as narrow as the main's. 2 is the configuration of the Xel'Naga Towers, which borrow the idea from Eternal Scar(seen here - http://day9.tv/d/Day9/heart-of-the-swarm-terran-vs-protoss-battle-report/). It's possible, using the towers, to seal a unit or group of units next to the tower, to gain some semi-permanent vision over the main rush path.

Pretty Pictures!
+ Show Spoiler +
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This is my second map published to HotS so far, and I'm sure as hell not done yet.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Sumadin
Profile Joined August 2011
Denmark588 Posts
November 26 2012 15:37 GMT
#2
Cool map. Very beatiful assets. Havn't got much to critique.

I got a question since you are a HOTS map maker. How does rock tower react to landing on minerals? Does it create a testbug-ish mineral rock blockade or does it just bug out.

I have been toying with the idea of having expansions with an overshadowing rock tower. If this works the tower would pose an extreme risk as if the rocks were taken down by enemy harras not only would the minerals be blocked off but all unfortunate workers would be crushed in the process. And unlike normal harras attacking these rocks would not alert your opponent through the minimap or alarms.

This could work with High yields for those players that just wanna take their greedy builds one step futher. While also adding much more risk to it.
The basic key to beating a priest is playing a deck that is terrible.
SigmaFiE
Profile Blog Joined October 2011
United States333 Posts
November 26 2012 16:58 GMT
#3
On November 27 2012 00:37 Sumadin wrote:
Cool map. Very beatiful assets. Havn't got much to critique.

I got a question since you are a HOTS map maker. How does rock tower react to landing on minerals? Does it create a testbug-ish mineral rock blockade or does it just bug out.

I have been toying with the idea of having expansions with an overshadowing rock tower. If this works the tower would pose an extreme risk as if the rocks were taken down by enemy harras not only would the minerals be blocked off but all unfortunate workers would be crushed in the process. And unlike normal harras attacking these rocks would not alert your opponent through the minimap or alarms.

This could work with High yields for those players that just wanna take their greedy builds one step futher. While also adding much more risk to it.



I actually played with this very concept already Sumadin. The destructible debris that is created cause 500 damage to structurers below it and than dissapears if it is a permanent unit (such as minerals--which are invincible to damage). Thus, in essence -- it does nothing for the particular effect you are asking about. I was able to force it to bug such that it would kill the workers but than I changed my layout and it no longer bugged it. I might try it in a test environment again. You can see my original musing's and responses about the issue here: http://us.battle.net/sc2/en/forum/topic/7178927983

As for the map -- LOVING IT! Will play a few games on it tonight of course!
https://johnemerson.artstation.com/
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-11-26 17:15:42
November 26 2012 17:14 GMT
#4
Pretty cool overall.

If this was a WOL map I'd say that Protoss (and Terran to some extent) will complain that the path from the nat to the third is incredibly exposed and you might want to do something there, but maybe in HOTS this won't be as big of an issue.

I'm also not a huge fan of maps where there is a direct path from nat to nat which also happens to be the widest + best path. But I like most everything else. The new rocks should be fun to play with.
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
Sumadin
Profile Joined August 2011
Denmark588 Posts
November 26 2012 20:00 GMT
#5
On November 27 2012 01:58 SigmaFiE wrote:
Show nested quote +
On November 27 2012 00:37 Sumadin wrote:
Cool map. Very beatiful assets. Havn't got much to critique.

I got a question since you are a HOTS map maker. How does rock tower react to landing on minerals? Does it create a testbug-ish mineral rock blockade or does it just bug out.

I have been toying with the idea of having expansions with an overshadowing rock tower. If this works the tower would pose an extreme risk as if the rocks were taken down by enemy harras not only would the minerals be blocked off but all unfortunate workers would be crushed in the process. And unlike normal harras attacking these rocks would not alert your opponent through the minimap or alarms.

This could work with High yields for those players that just wanna take their greedy builds one step futher. While also adding much more risk to it.



I actually played with this very concept already Sumadin. The destructible debris that is created cause 500 damage to structurers below it and than dissapears if it is a permanent unit (such as minerals--which are invincible to damage). Thus, in essence -- it does nothing for the particular effect you are asking about. I was able to force it to bug such that it would kill the workers but than I changed my layout and it no longer bugged it. I might try it in a test environment again. You can see my original musing's and responses about the issue here: http://us.battle.net/sc2/en/forum/topic/7178927983

As for the map -- LOVING IT! Will play a few games on it tonight of course!


Well i am glad to see i am not the only one that had the idea. Sad it doesn't work. We need to get Blizzard on that, this is beta afterall. Those rock towers could potentially cause 4 player maps with 4 high yield expansions(and thus no position based imbalances) and all that without people bitching endlessly. Thus a great increase in map devolopment variety. Ill make the suggestion on the EU, well once Blizzards blue gets more active they have been rather silent since the BWC.
The basic key to beating a priest is playing a deck that is terrible.
Quakecomm
Profile Joined April 2012
United States344 Posts
November 27 2012 00:43 GMT
#6
I like the fact that destroying the rocks at your natural ramp creates a nice choke, but doesn't wall you in.
Also I like the texture work.
I like the choice of thirds but it seems like they're both far away.
Overall, good work.
gorkey island is the only good map
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
November 27 2012 02:07 GMT
#7
I could see gateway expands making a comeback in this environment :-)

Both choices for 3rd base seem kind of exposed against 2 pronged attacks and drop/warp prism play. Lots of LOS blockers! Seems like the map could make for some fun and interesting games.
~ ~ <°)))><~ ~ ~
NewSunshine
Profile Joined July 2011
United States5938 Posts
November 27 2012 03:21 GMT
#8
On November 27 2012 11:07 TheFish7 wrote:
Lots of LOS blockers!

Well, they were new, and kinda cool lookin', sooo...
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Blind Io
Profile Joined October 2012
United Kingdom56 Posts
December 28 2012 17:46 GMT
#9
I have to say there is so much to love about this map you obviously put a lot of time and talent into it
TaeJa GOAT
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