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[M] (4) Cyclone

Forum Index > SC2 Maps & Custom Games
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1 2 Next All
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2013-01-25 19:31:33
January 21 2013 19:03 GMT
#1
DF Cyclone - Version 1.0
Published - HotS beta

+ Show Spoiler [angled!] +
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[image loading]

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

Map Data:
-152x152 playable
-12 expansions
-1 Xel'Naga Tower

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

Ye, I know, another Ice map(woohoo!). Deal with it.

Anyway, the map is a simple blend of 2 ideas used in previous 4-player maps:

1) the secluded expansions which are vulnerable by air, seen also in Vicious
2) the somewhat forward second option for a third base, as seen on Fractured Glacier.

The far option for a 3rd is rounded out by rock towers, which help cover defense by ground, but encourages airborne harassment. The forward third isn't all that forward exactly, but is still close to the natural, which should keep it as a viable expansion no matter the matchup. There's also some destructible Ice, to help create a decent choke point. In any case, the whole point of this map is to give variety between spawn points, so the expansion patterns had to be different in either direction, unlike many past maps. So, there it is.

+ Show Spoiler [Pictures! - old!] +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
Last Edited: 2013-01-21 20:44:31
January 21 2013 19:22 GMT
#2
Ohh, I really like this one. Big fan of the complicated Terrain. I like maps that make you think which attack path to take.

Edit: Only thing I really don't like is a random token tower in the middle of the map, it really doesn't add a lot.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
monitor
Profile Blog Joined June 2010
United States2404 Posts
January 21 2013 19:24 GMT
#3
Middle looks way too choked. Could be me, but the mains looks a little small. Expos work but are really cluttered. Doesn't seem like there's much room to work with when maneuvering an army around the map. You could probably remove the expo against the main and add some sort of path to the third so its a 12 base map.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
January 21 2013 19:34 GMT
#4
I really don't like how centralized the defensive position is for 3 bases, more so the low ground 3rd. But, the map is as it is, I think it wouldn't be worth the effort to overhaul. I kind of like it, but I have reservations along the lings of what monitor pointed out. I like the tower and the high ground in the middle.
Comprehensive strategic intention: DNE
FlaShFTW
Profile Blog Joined February 2010
United States10107 Posts
January 21 2013 20:35 GMT
#5
KATRINA IS THAT YOU?! MY BELOVED KATRINA?!

drats it isnt. but a very solid map regardless. though id rather you move the third mineral lines closer to the ramps.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
January 21 2013 20:40 GMT
#6
On January 22 2013 04:24 monitor wrote:
Middle looks way too choked. Could be me, but the mains looks a little small. Expos work but are really cluttered. Doesn't seem like there's much room to work with when maneuvering an army around the map. You could probably remove the expo against the main and add some sort of path to the third so its a 12 base map.
What's wrong with a choked middle? That's exactly the kind of risk/reward ratio you want for attack paths, the middle is of course the fastest route to the enemy but also the most chocked one so it can be easily held with say a couple of tanks, this forces you to consider to go around it.

If the expo against the main is removed and you don't spawn cross you're expanding awfully close to your opponent even if you don't want to, say being Zerg.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Fatam
Profile Joined June 2012
1986 Posts
January 21 2013 21:31 GMT
#7
I think it could be a bit less chokey, but that's a personal preference.

As with a lot of 4p maps I think close spawns could be an issue. The 3rd of the CW player is not very far from the CCW player's nat at all. Looks like about 50-60 squares.

Map is still pretty solid. I like the expansion pattern/options in and of themselves (i.e. if it was a 1 player map or cross-spawn only), just not when compared to the other spawns (if that makes any sense).

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
monitor
Profile Blog Joined June 2010
United States2404 Posts
January 21 2013 21:53 GMT
#8
On January 22 2013 05:40 SiskosGoatee wrote:
Show nested quote +
On January 22 2013 04:24 monitor wrote:
Middle looks way too choked. Could be me, but the mains looks a little small. Expos work but are really cluttered. Doesn't seem like there's much room to work with when maneuvering an army around the map. You could probably remove the expo against the main and add some sort of path to the third so its a 12 base map.
What's wrong with a choked middle? That's exactly the kind of risk/reward ratio you want for attack paths, the middle is of course the fastest route to the enemy but also the most chocked one so it can be easily held with say a couple of tanks, this forces you to consider to go around it.

If the expo against the main is removed and you don't spawn cross you're expanding awfully close to your opponent even if you don't want to, say being Zerg.


The middle path is only the fastest in cross, which is only 1/3 of the time. But that's beside the point. I'm saying the whole map is really choked and especially the middle. There doesn't seem to be a location where z can surround easily or T to spread out bio against protoss. Going around the middle doesn't help because it also seems very choked. I'd just prefer some open space in the mid for large scale battles (despite only happening occasionally). I suppose its cool that you can block it with a few tanks but not sure that style works for making maps.

I meant to basically make it a standard 12 base map by adding another entrance to the third so both players could expand away.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Timetwister22
Profile Joined March 2011
United States538 Posts
January 21 2013 23:46 GMT
#9
Where the layout and the maps middle is over awesome, I am going to have to agree with monitor. You're going to need to find a way to make the middle and a few side paths a bit more open while keeping the necessary chokes in place. Otherwise, Z is at quite the disadvantage.
Former ESV Mapmaker | @Timetwister22
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
January 22 2013 00:14 GMT
#10
On January 22 2013 06:53 monitor wrote:
Show nested quote +
On January 22 2013 05:40 SiskosGoatee wrote:
On January 22 2013 04:24 monitor wrote:
Middle looks way too choked. Could be me, but the mains looks a little small. Expos work but are really cluttered. Doesn't seem like there's much room to work with when maneuvering an army around the map. You could probably remove the expo against the main and add some sort of path to the third so its a 12 base map.
What's wrong with a choked middle? That's exactly the kind of risk/reward ratio you want for attack paths, the middle is of course the fastest route to the enemy but also the most chocked one so it can be easily held with say a couple of tanks, this forces you to consider to go around it.

If the expo against the main is removed and you don't spawn cross you're expanding awfully close to your opponent even if you don't want to, say being Zerg.


The middle path is only the fastest in cross, which is only 1/3 of the time. But that's beside the point. I'm saying the whole map is really choked and especially the middle. There doesn't seem to be a location where z can surround easily or T to spread out bio against protoss. Going around the middle doesn't help because it also seems very choked. I'd just prefer some open space in the mid for large scale battles (despite only happening occasionally). I suppose its cool that you can block it with a few tanks but not sure that style works for making maps.

I meant to basically make it a standard 12 base map by adding another entrance to the third so both players could expand away.
It's a HotS map, Zerg has no difficulties with chokes in HotS whatsoever.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2013-01-22 00:55:24
January 22 2013 00:54 GMT
#11
I haven't played that much HOTS, but I find that a little hard to believe. I know Zerg isn't as affected by chokes in HOTS, but "no difficulties", really? So they don't use zerglings, roaches, hydras, or ultralisks anymore? Cuz I'm pretty sure all of those get owned by chokes. Hydras to a slightly lesser extent than the others, but they still don't like chokes in most situations, esp. when the opponent has splash.
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
llIH
Profile Joined June 2011
Norway2142 Posts
January 22 2013 02:01 GMT
#12
Interesting map
Love the rocks that fall over
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
January 22 2013 08:35 GMT
#13
On January 22 2013 09:54 Fatam wrote:
I haven't played that much HOTS, but I find that a little hard to believe. I know Zerg isn't as affected by chokes in HOTS, but "no difficulties", really? So they don't use zerglings, roaches, hydras, or ultralisks anymore? Cuz I'm pretty sure all of those get owned by chokes. Hydras to a slightly lesser extent than the others, but they still don't like chokes in most situations, esp. when the opponent has splash.
You can pretty much crash into a choke with ultras without a need for a flank if you spam that delicious green cloud over it. It makes other units as melee as your ultra. Which is also why I'm not sure if I like it because proper flanking has a higher skill ceiling than spamming green clouds.

But hey, when people say they want a 'high skill ceiling and a hard game', they're actually just lying to themselves. The same people who say SC2 is ezmode because Stalkers don't derp like Goons say ultralisks are useless and bad because they derp and should be able to step over Zerglings.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Antares777
Profile Joined June 2010
United States1971 Posts
January 24 2013 02:39 GMT
#14
On January 22 2013 17:35 SiskosGoatee wrote:
Show nested quote +
On January 22 2013 09:54 Fatam wrote:
I haven't played that much HOTS, but I find that a little hard to believe. I know Zerg isn't as affected by chokes in HOTS, but "no difficulties", really? So they don't use zerglings, roaches, hydras, or ultralisks anymore? Cuz I'm pretty sure all of those get owned by chokes. Hydras to a slightly lesser extent than the others, but they still don't like chokes in most situations, esp. when the opponent has splash.
You can pretty much crash into a choke with ultras without a need for a flank if you spam that delicious green cloud over it. It makes other units as melee as your ultra. Which is also why I'm not sure if I like it because proper flanking has a higher skill ceiling than spamming green clouds.

But hey, when people say they want a 'high skill ceiling and a hard game', they're actually just lying to themselves. The same people who say SC2 is ezmode because Stalkers don't derp like Goons say ultralisks are useless and bad because they derp and should be able to step over Zerglings.

You are not considering the early and mid game when Ultras and Vipers are not available, and the timing pushes that other races can use against Zerg. And, correct me if I am wrong, but ranged units outside of the cloud will still be effective. I am mainly thinking of Siege Tanks and Colossi.

I am not sure what you mean by your second paragraph. What people are you talking about, specifically?
NewSunshine
Profile Joined July 2011
United States5938 Posts
January 24 2013 05:54 GMT
#15
Got a bit of a change.
+ Show Spoiler [before] +
[image loading]

+ Show Spoiler [after] +
[image loading]

The primary change is a more open center area, but the area just outside the natural is a bit more open, as well - the ramps opposite the natural's were pushed back slightly.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
eTcetRa
Profile Joined November 2010
Australia822 Posts
January 24 2013 06:52 GMT
#16
I like the changes, good work!
Retired Mapmaker™
NewSunshine
Profile Joined July 2011
United States5938 Posts
January 24 2013 07:14 GMT
#17
On January 24 2013 15:52 eTcetRa wrote:
I like the changes, good work!

Thanks

Now that the changes are made, I'll be re-uploading it as DF Cyclone, just for consistency. Since BNet is down atm though, it'll be a short while.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Timetwister22
Profile Joined March 2011
United States538 Posts
January 24 2013 08:09 GMT
#18
Really like the changes, but I just noticed that the mains are incredibly small. Additionally, the natural gases are in a bit too much of an awkward position for zerg to scout well with an OL, which is important for pvz. Using up some of that dead space and rearranging things such as this might help: + Show Spoiler +
[image loading]
Former ESV Mapmaker | @Timetwister22
Unshapely
Profile Joined November 2012
140 Posts
Last Edited: 2013-01-24 09:26:34
January 24 2013 09:20 GMT
#19
On January 22 2013 04:22 SiskosGoatee wrote:
Ohh, I really like this one. Big fan of the complicated Terrain. I like maps that make you think which attack path to take.

Edit: Only thing I really don't like is a random token tower in the middle of the map, it really doesn't add a lot.


You can't call it random -- it has been purposely placed in the centre. I think what you were trying to say, is that it was placed there just for the sake of having a Xel'Naga Watch Tower. Though, it's not completely useless as it can still spot pushes crossing the centre, thereby serving it's purpose.


+ Show Spoiler +
Sheesh, people these days use words without really knowing how to use them.
That is not dead which can eternal lie; and with strange aeons even death may die.
eTcetRa
Profile Joined November 2010
Australia822 Posts
January 24 2013 11:28 GMT
#20
I think the changes to the main and natural that Timetwister suggests are probably a good idea. I'd like to see that happen :D
Retired Mapmaker™
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