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Active: 1323 users

[M] (4) Space Circuit

Forum Index > SC2 Maps & Custom Games
Post a Reply
Semmo
Profile Joined June 2011
Korea (South)627 Posts
Last Edited: 2013-01-07 04:21:08
January 06 2013 05:17 GMT
#1
[M] (4) Space Circuit
Playable: 148x148
Tileset: Castanar + Braxis Alpha Manmade Cliff
Published: Nowhere

Overview:
[image loading]

Bases:
[image loading]

The Neutral 4th base. The cliff can be used for harassment and also leads (Small Unit Entrance) to the natural expansion.




[image loading]

The Back expansion is temporarily a mineral only, like the original; However, rocks can be broken to become a full expansion.




[image loading]

The back expansion's backdoor is blocked by 2 supply depots; this means 6 pool won't arrive in time, etc, but early-midgame harassment is definitely possible. However, a full army cannot pass through here, as the defender has so much advantage. and even a roach can hit siege tanks from the high ground. The entrance can be blocked with 3 pylons.




[image loading]

The natural expansion. it's a bit more risky with 3x ramp, and the small unit entrance. One can put a zealot in the entrance, or simcity it like so. It can be FFE'd with 3 gateways and 1 zealot.



Comments:
Hi. Back with another 4p map. It is a reinterpretation of Electric Circuit, a BW map.
This time, the theme is Macro and harassment.
Although there are easy to hold bases, harassment is quite easy as well.
There are holding points using bridges that give the defender an advantage, and the route to the center is through bridges as well; hopefully this feature and the ways of harassment will discourage death balls and give defender's advantage.
Mapmaker of Frost, Fruitland and Bridgehead
Quakecomm
Profile Joined April 2012
United States344 Posts
January 06 2013 05:20 GMT
#2
I love the creativity, but I feel that the second main entrance be difficult to deal with for some lower level players. Overall great work though!
gorkey island is the only good map
Semmo
Profile Joined June 2011
Korea (South)627 Posts
January 06 2013 05:33 GMT
#3
On January 06 2013 14:20 Quakecomm wrote:
I love the creativity, but I feel that the second main entrance be difficult to deal with for some lower level players. Overall great work though!


Thanks for the comment.

Yeah, that's the problem with concept maps really, the pros will be able to play on it but if you can't fully utilize the concepts, you are at a disadvantage. It kinda forces you to play the map.
Mapmaker of Frost, Fruitland and Bridgehead
Drake Merrwin
Profile Joined July 2012
Canada130 Posts
Last Edited: 2013-01-06 06:21:21
January 06 2013 06:20 GMT
#4
I'd love to see some FFE timings on this map. When 6 pools hits at each entrance etc. Because lets face it, these are much worse options than most but not like most other maps where the nat sucks. It's not some silly open nat where you simply cannot expand with a forge. IDK. Only testing will tell.

I'll put in my monthly spot light and see how the rest of reddit and TL feel.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
January 06 2013 08:11 GMT
#5
Really like the combination of quirks here. But essentially you just have an egregious 3base turtle map. Also, I'd take out the tower because the alternate routes are so cramped as it is.
Comprehensive strategic intention: DNE
Semmo
Profile Joined June 2011
Korea (South)627 Posts
Last Edited: 2013-01-06 09:17:31
January 06 2013 09:13 GMT
#6
Eat// actually there has been too much harassment that im considering removing some of the paths. It is possible to harass very effectively. Not much turtle as well as if you take a forward position you can deal with harass better.

Even if you turtle, you'll need to keep moving your army if there is a lot of harassment.
Should be better than calm before the storm, anyhow.
Mapmaker of Frost, Fruitland and Bridgehead
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
January 06 2013 09:22 GMT
#7
This is really cool and different. I wish I had some good feedback to give but I am afraid I don't know how it would play out.
~ ~ <°)))><~ ~ ~
Quakecomm
Profile Joined April 2012
United States344 Posts
January 06 2013 21:31 GMT
#8
Any plans to publish on NA? I'd love to play test this map.
gorkey island is the only good map
Fatam
Profile Joined June 2012
1986 Posts
January 06 2013 21:40 GMT
#9
Cool. I love backdoor/harassy stuff. I'm not sure about the rocks on the back expansion. It makes no sense to cover 2 geysers and 0 minerals because that favors the shit out of terran. The rocks should cover 4 minerals and 1 geyser.
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
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
January 06 2013 23:27 GMT
#10
On January 07 2013 06:31 Quakecomm wrote:
Any plans to publish on NA? I'd love to play test this map.

Diito!

On January 07 2013 06:40 Fatam wrote:
Cool. I love backdoor/harassy stuff. I'm not sure about the rocks on the back expansion. It makes no sense to cover 2 geysers and 0 minerals because that favors the shit out of terran. The rocks should cover 4 minerals and 1 geyser.

Actually it makes it so that zerg has to build some units/not have map presence before they take 6 geysers. Should be fine I think.

On January 06 2013 18:13 Semmo wrote:
Eat// actually there has been too much harassment that im considering removing some of the paths. It is possible to harass very effectively. Not much turtle as well as if you take a forward position you can deal with harass better.

Even if you turtle, you'll need to keep moving your army if there is a lot of harassment.
Should be better than calm before the storm, anyhow.

Well the problem isn't whether defending 3 bases is interesting or active, just that it's easy to take a fast 3rd and then based on that, sit tight until you are ready to push, optionally putting a 4th down behind the push. But yeah, better than calm.
Comprehensive strategic intention: DNE
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2013-01-07 00:49:35
January 07 2013 00:36 GMT
#11
Actually it makes it so that zerg has to build some units/not have map presence before they take 6 geysers. Should be fine I think.


With 4m1g blocked they could only get 5 geysers not all 6. And also, we shouldn't just look at how to keep zerg down when we balance things, even though they are the slightly more powerful race atm. There's for instance, TvP to look at, where T would benefit from an 8m0g base a lot more than P.
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
Semmo
Profile Joined June 2011
Korea (South)627 Posts
Last Edited: 2013-01-07 01:50:08
January 07 2013 01:34 GMT
#12
On January 07 2013 09:36 Fatam wrote:
Show nested quote +
Actually it makes it so that zerg has to build some units/not have map presence before they take 6 geysers. Should be fine I think.


With 4m1g blocked they could only get 5 geysers not all 6. And also, we shouldn't just look at how to keep zerg down when we balance things, even though they are the slightly more powerful race atm. There's for instance, TvP to look at, where T would benefit from an 8m0g base a lot more than P.


You can't do 4m 1g and things like that, because the workers bug out. and Gas Geysers are more important to block imo (balance on the protoss side), and the workers don't bug out from gas blocked.

Also maybe you should watch the games more, by the time protoss normally gets 3 bases the rocks are really nothing for them. Doesn't affect much. And toss is THE race that wants to 3 base turtle the most, anyways.
Mapmaker of Frost, Fruitland and Bridgehead
Fatam
Profile Joined June 2012
1986 Posts
January 07 2013 02:48 GMT
#13
Didn't know rocks blocking minerals bugged workers out, had never tried it. That's too bad.

But if that base is always going to be taken as a 3rd (I was thinking you might wall your front ramp and take it as a nat in some circumstances..) then there's not much point in having the rocks at all, so our discussion is silly. Even a zerg going quick 3 base won't normally take his 5th and 6th geysers for a while.. you're maybe delaying his gases by 20 or 30 sec, not a big impact, if he knows the map he can just take his 3rd and 4th gas slightly earlier to compensate.
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
Semmo
Profile Joined June 2011
Korea (South)627 Posts
January 07 2013 03:37 GMT
#14
On January 07 2013 11:48 Fatam wrote:
Didn't know rocks blocking minerals bugged workers out, had never tried it. That's too bad.

But if that base is always going to be taken as a 3rd (I was thinking you might wall your front ramp and take it as a nat in some circumstances..) then there's not much point in having the rocks at all, so our discussion is silly. Even a zerg going quick 3 base won't normally take his 5th and 6th geysers for a while.. you're maybe delaying his gases by 20 or 30 sec, not a big impact, if he knows the map he can just take his 3rd and 4th gas slightly earlier to compensate.


No, many people take it as natural instead (sometimes 3rd) because it's easier to defend that than the natural + backdoor. So it is relevant.

I did this so that the Zerg would actually have to get an army with the third out. both for backdoor of opponent and also for breaking rocks.
Mapmaker of Frost, Fruitland and Bridgehead
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
January 07 2013 10:35 GMT
#15
Semmo, one thing that just occurred to me is that cannon rush from the natural mineral/cliff up into the main would be a giant pain. You might want to move the minerals in the main base, or no-build behind the natural mineral line, or something.
Comprehensive strategic intention: DNE
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