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[M] (2) (HotS) DF Fortune Plango

Forum Index > SC2 Maps & Custom Games
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1 2 Next All
SigmaFiE
Profile Blog Joined October 2011
United States333 Posts
Last Edited: 2013-04-01 14:06:39
December 02 2012 20:12 GMT
#1
[image loading]


DF Fortune Plango

Ver. 1.2

By SigmaFiE

Uploaded to [NA] [EU] [KR] [SEA]



Unique Features:
      High Harassment opportunities with drop pods/zones
      Army heal points at the "Infirmary"s--NO Xel'Naga Watch Towers -- Scouting REQUIRED
      Custom music to help set the stage (more incoming as this map reaches finalization)--original music is still present

Base Count: 10 Normal, 2 Half -- (5.5 bases per person)
Bounds: 148 x 120
Aesthetics: 937 Doodads
Textures: Daelaam Ark Plates
      Kaldir Ice Cracked
      Kaldir Snow Icy
      Kaldir Rock
      Kaldir Ice Crumbled
      Korhal Platform Panels Medium
      Kaldir Ice Light
      Korhal Platform Small Detail
      Korhal Platform Manmade Cliffs
      Kaldir Organic Cliffs

Custom Music Playlist:
http://grooveshark.com/playlist/Map Fortune Plango/80232002

Songs:
      O Fortune from Carmina Burana
      Fortune Plango from Carmina Burana
      Dream of the Shore Near Another World from Chrono Cross
      Time's Scar from Chrono Trigger
      Water Ruins by Rare Studios LLC from Jet Force Gemini


Overview
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Base and Aesthetic Shots (Caution: High Number of Images)
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8 O'Clock
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2 O'Clock
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Center
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Infirmary (Xel'Naga Heal Pad) (Please note these are currently graphically bugged -- they function correctly though)
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FFE
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SpellDrop
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https://johnemerson.artstation.com/
algue
Profile Joined July 2011
France1436 Posts
December 02 2012 20:28 GMT
#2
I really like it, great job. I'm not predicting macro game on this map but it's still great.
rly ?
Fatam
Profile Joined June 2012
1986 Posts
December 02 2012 22:37 GMT
#3
Glad to see this done. Dat file size is probably huge cuz of the music, but maybe it;s worth it :-P I am a lover of certain video game music, esp. if it's games I've played a long time ago, the nostalgia factor is OP.
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
SigmaFiE
Profile Blog Joined October 2011
United States333 Posts
December 02 2012 22:41 GMT
#4
On December 03 2012 07:37 Fatam wrote:
Glad to see this done. Dat file size is probably huge cuz of the music, but maybe it;s worth it :-P I am a lover of certain video game music, esp. if it's games I've played a long time ago, the nostalgia factor is OP.


It is actually only about 15 MB. No biggy really.
https://johnemerson.artstation.com/
Asthenic
Profile Joined March 2012
United Kingdom45 Posts
December 03 2012 01:12 GMT
#5
I really like the look of this map. Looks difficult to get a third, but with alot of options. Hopefully lots of back and forth and harassment potential. Good job.
For my latest casts and other content : http://www.youtube.com/user/AsthenicSC2. or https://twitter.com/AsthenicSC2
Ironmammoth
Profile Joined June 2011
United States16 Posts
December 03 2012 04:02 GMT
#6
Good. We need some variation in the map pool anyway. I think this may steer to a more exciting game
Dine upon my humble words; they taste best with vinegar
ian952
Profile Joined February 2012
Canada124 Posts
December 03 2012 04:04 GMT
#7
I am not sure about the healing place... I feel that it gives terran an advantage if they decide to camp there with siege tanks.
...
fuzzylogic44
Profile Joined December 2011
Canada2633 Posts
December 03 2012 04:28 GMT
#8
We need maps with interesting features like the healing thing, dunno about that specifically. I always imagined a map with a narrow tunnel that leads into the main or something but there are constant psi storms generated by the map all over it
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-12-03 04:53:37
December 03 2012 04:53 GMT
#9
Do the xel'naga healing pads in HOTS heal all units, or just bio? What about air units?

I think they're pretty cool, but not 100% sure about where they should be placed. I mean, maybe they should be slightly out of the way instead of in the middle so that you have to make a choice whether or not to use them - they aren't just on the way.
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
December 03 2012 05:08 GMT
#10
Custom music is nice, but i do hope you got your right to use it. If not Blizzard will remove the map and bash your account faster than you can say "Copyright". Well once they find out.
The basic key to beating a priest is playing a deck that is terrible.
Gaius Baltar
Profile Blog Joined April 2010
United States449 Posts
December 03 2012 07:47 GMT
#11
I really dig the layout, particularly the very thin paths to the third and fourth from the natural. With armies that clump as tight as they do in SC2, oftentimes rendering map features like traditional 'chokes' ignorable, why not finally work in a few small paths that force single file (or shoulder-to-shoulder) unit movement? Such map features should promote more army movement decision-making, the breaking of small task forces off the main army, and interesting scouting and harassment.

An example, highlighting your third:
+ Show Spoiler +
[image loading]

If, at the time of an attack against your third, you had neglected setting up defense at the green rectangle and instead had your whole army located at say, the green circle, you would have two defensive options. You could immediately rush your army along the lines of the thick green arrows, or you could move through the extremely small choke along the thin green line. In the first case, you'd be sacrificing the position of actually being between your expansion and the hostile army. In the second case you'd risk your defending army showing up single file instead of together in strength. Incidentally, both options encourage allocating some defense to the green rectangle in the first place, which rewards the spread out army. With clever layouts like this, you begin to feel map features actually matter.


A few questions about the pathing:
+ Show Spoiler +
[image loading]

I know you can drop on the green check marks, but can you walk units on the arms reaching out from the main, highlighted in orange? What about the spot in purple? I can't quite tell if those blocks are texture or doodads.
SigmaFiE
Profile Blog Joined October 2011
United States333 Posts
December 03 2012 14:17 GMT
#12
I am not sure about the healing place... I feel that it gives terran an advantage if they decide to camp there with siege tanks.

There are other ways of getting around a slow moving mech army on this map. Due to LOS mechanics and the use of at least some medivacs in siege tank play (assuming standard WoL play) -- I am not particularly concerned about this. Figuring out how to respond to your opponent is part of the game. As for HotS play -- unknown as of yet because HotS is what this map is played on.
Do the xel'naga healing pads in HOTS heal all units, or just bio? What about air units?

Xel'Naga Healing pads heal ALL units.
Custom music is nice, but i do hope you got your right to use it. If not Blizzard will remove the map and bash your account faster than you can say "Copyright". Well once they find out.

I tried to pick music that was old enough that the copyright should no longer be an issue. We'll see.

A few questions about the pathing:

The orange areas CANNOT be accessed by anything. The purple is accessible to small units such as reapers, zealots, probes, etc. . .
https://johnemerson.artstation.com/
moskonia
Profile Joined January 2011
Israel1448 Posts
December 03 2012 15:25 GMT
#13
You should make it more clear on which zones are pathable and which are not, will help for understanding the map while first playing it, maybe put a few doodads there?

About the healing pads, are they a new normal melee map feature in HOTS or are they a thing you made? Cause they would really favor Protoss since Protoss is the only race that can heal their health. While other races will of course enjoy the faster / free heal, Protoss will enjoy it much much more. Not saying that would make it imbalanced, but it is to consider.

About the map itself, it looks really cool but from your pics it seems FFE will take 2 canons to cover the back door and the front door, which while not being game breaking it does make it much harder to defend versus 6 lings from 9-14 pools (you wall the entrance versus these unlike 6-8 where you build a cannon in your mineral line).

I dunno how the drop locations will work out but I am pretty sure they will make for interesting games, overall I think the map would be fun to play on and to view games on, I hope HOTS tournies will consider using it!
SigmaFiE
Profile Blog Joined October 2011
United States333 Posts
Last Edited: 2012-12-03 15:53:53
December 03 2012 15:52 GMT
#14
On December 04 2012 00:25 moskonia wrote:
You should make it more clear on which zones are pathable and which are not, will help for understanding the map while first playing it, maybe put a few doodads there?

About the healing pads, are they a new normal melee map feature in HOTS or are they a thing you made? Cause they would really favor Protoss since Protoss is the only race that can heal their health. While other races will of course enjoy the faster / free heal, Protoss will enjoy it much much more. Not saying that would make it imbalanced, but it is to consider.

About the map itself, it looks really cool but from your pics it seems FFE will take 2 canons to cover the back door and the front door, which while not being game breaking it does make it much harder to defend versus 6 lings from 9-14 pools (you wall the entrance versus these unlike 6-8 where you build a cannon in your mineral line).

I dunno how the drop locations will work out but I am pretty sure they will make for interesting games, overall I think the map would be fun to play on and to view games on, I hope HOTS tournies will consider using it!


I do need to make it more apparent in areas that you cannot traverse there. I will look into it -- I just got excited and wanted to release the map

The healing pads are a normal melee map feature in HotS. I double checked it. People keep questioning my use of it so allow me to explain. Many times in the current WoL games (and from what I have seen in many HotS games as well) you get one (maybe 2) large engagements that determines the winner. Often the losing player will try to retreat and re-cuperate, but this is difficult to do because of reinforcement mechanics along with the now damaged retreating army forces taking up supply, thus in effect even though you might get up to the same supply as your enemy you retreat from, you are still a weaker force. The healing pads present an opportunity to recuperate along the path of your retreat towards your reinforcement lines, giving the defender an opportunity to not flat out lose. Placement could be played with but right now I like it being in the middle because it encourages you to retreat in specific pathways, allowing the opponent to possibly split his army into multi-pronged aggression at that point of to continue pursuit of your forces. The idea is to encourage back and forth.

Also -- Protoss is not the only race that can heal their health. Terran has medivac's/SCV's and zerg has burrow heal + transfusions.....

My FFE pics arn't the best. There is probably a better one out there that I just didn't think of when making the photos. As for the early ling attacks -- I really don't think people should be flat out given an expansion. That is a personal opinion though -- but I think they can be overcome with good play -- good players reward, bad players punished, and the in-betweens will figure it out. For the record I am a bad player
https://johnemerson.artstation.com/
moskonia
Profile Joined January 2011
Israel1448 Posts
December 03 2012 17:13 GMT
#15
You misunderstood me, Protoss is the only race that can't heal, only their shield regenerate while their actual health cannot heal itself, but the heal pads change that and make it for Protoss to be able to actually able to heal their units (unless the pads only heal shields in which case Protoss earns the least from them since the shields regenerate pretty fast out of combat anyways.

About the open natural, I think it would be OK, but it would make early pressure and all ins much stronger in certain situations, but I don't think it will be broken in high level play since with good map control and scouting you will be able to stop things just like on regular maps.
SigmaFiE
Profile Blog Joined October 2011
United States333 Posts
December 03 2012 17:27 GMT
#16
On December 04 2012 02:13 moskonia wrote:
You misunderstood me, Protoss is the only race that can't heal, only their shield regenerate while their actual health cannot heal itself, but the heal pads change that and make it for Protoss to be able to actually able to heal their units (unless the pads only heal shields in which case Protoss earns the least from them since the shields regenerate pretty fast out of combat anyways.

About the open natural, I think it would be OK, but it would make early pressure and all ins much stronger in certain situations, but I don't think it will be broken in high level play since with good map control and scouting you will be able to stop things just like on regular maps.


Gotcha. The heal pads are for ALL races and are inclusive of both HP AND SHIELDS.

As for the nat. I have played mutliple games on the map (of course) and seen multiple games at higher levels of play. I don't think it will be a problem as you can easily gain view of that back route and/or prepare a defense there. Zerg can put overlords above it to see, spine crawler/queen defens -- and protoss can cannon fairly easily (albeit tightly/compactly) -- and terran has their mobile marine force + bunkers. Should be perfectly fine. I expect FFE's on the map to be a little more difficult which is fine in my opinion because I don't think greed builds should also be the safest builds. It will certainly be fun to watch -- especially if we were to see very high level games (ala semi-pro/pro level). But who knows......
https://johnemerson.artstation.com/
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
December 07 2012 14:31 GMT
#17
On December 03 2012 23:17 SigmaFiE wrote:
I tried to pick music that was old enough that the copyright should no longer be an issue. We'll see.
Even if the piece itself is public domain, whatever performed it still holds artistic rights to the specific performance.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Fatam
Profile Joined June 2012
1986 Posts
December 07 2012 18:36 GMT
#18
I think it's a case of "it's small enough that no one is going to care", especially since he's not making money off the map
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
SigmaFiE
Profile Blog Joined October 2011
United States333 Posts
Last Edited: 2012-12-08 17:51:21
December 08 2012 17:51 GMT
#19
On December 07 2012 23:31 SiskosGoatee wrote:
Show nested quote +
On December 03 2012 23:17 SigmaFiE wrote:
I tried to pick music that was old enough that the copyright should no longer be an issue. We'll see.
Even if the piece itself is public domain, whatever performed it still holds artistic rights to the specific performance.


That is correct. I am currently seeking some legal advice on the matter but if there is a cease & desist letter and/or Blizzard removes my map from the pool I will remove the infringing materials and re-publish. I am hopeful that it is a "too small to care" type deal.

As for the map itself, I have updated it to version 0.8 to include aesthetic changes that make the non-pathable areas around the thirds more apparent as being non-pathable. I had a test game played last night and the players claimed they were experiencing lag. Whether this is a direct result of the map or of server instability I am not sure, as this map does not push boundaries in terms of doodad count (the majority of which scale with a player's user settings).

Replay pack of the map thus far. Games are not the best but it will give you little bit of a feel maybe?..... Still waiting on more test games before making changes.
+ Show Spoiler +

http://drop.sc/282763
http://drop.sc/282762
http://drop.sc/282761
http://drop.sc/282760
http://drop.sc/282759
http://drop.sc/282758
http://drop.sc/282757
https://johnemerson.artstation.com/
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
December 08 2012 18:07 GMT
#20
I love this map! The heal pads are a really interesting and unique idea. Cool expansion pattern too. One of my fave maps from the past few months.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
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