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[M] (2) DF Yeonsu - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
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eTcetRa
Profile Joined November 2010
Australia822 Posts
January 25 2013 04:19 GMT
#21
On January 25 2013 11:11 Fatam wrote:
Show nested quote +
The main is easier to wall than normal, one supply depot and barracks


I think this could be a problem because a probe scouting on 9 won't get in :-\ But shifting the ramp a bit shouldn't be very difficult


If it does come to it I will change it to be more standard, as it is currently it is easier to wall of but more difficult to position units on the high ground to defend.

On January 25 2013 11:05 Antares777 wrote:

I think that the way that those rocks are set up is the best way to balance island expansions in the game. Players can still expand there, but the bases are more or less useless until the rocks are taken down. I especially like how Stalkers can blink up to the islands with sight. It will make games very interesting. Maybe part of the islands could be extended so that it connects to the mainland, allowing Reapers/Colossi to traverse the ledge, and still preventing Siege Tanks from cliffing the expansion because you'd be extending the high ground not the low ground.

The main looks like it is more vulnerable to drops than on other maps due to the distance between the mineral line and the edge of the main. It leaves less space for Stalkers/Hydras/Marines to fend off drops. I'd consider extending the main out a bit to counter-act that if drop play winds up being too powerful.


That was exactly my thoughts with the rocks, though not entirely useless the rocks don't block the gas. I like the idea of adding a reaper path to the islands but I'm not sure I'd like colossus to be readily available on an island expansion, I think blink stalker access would be enough for Protoss.

In regards to moving the towers toward the edge of the map, I will likely not do that anymore, seeing as they might provide vision to the island expansions, and would make blink harrass too easy.

The mains minerals have been moved further into the main since I took these pictures, for creep purposes. So that should already be solved :D


Thanks for the feedback everyone! Much appreciated!
Retired Mapmaker™
Fatam
Profile Joined June 2012
1986 Posts
January 25 2013 04:38 GMT
#22
I don't think reaper path to island is necessary since terran will have the easiest way to get armies to the island anyway (medivacs). But yeah good 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
iMrising
Profile Blog Joined March 2012
United States1099 Posts
January 25 2013 06:01 GMT
#23
Shift the ramp. it seems a little off, but otherwise...
I HOPE TOURNAMENTS USE THIS MAP... ONly because the paths in the middle are much more interesting than the map pool we have
$O$ | soO
Ragoo
Profile Joined March 2010
Germany2773 Posts
January 25 2013 10:06 GMT
#24
Brilliant map!

I love the dynamic of the fourth, how it's quite hard to take because one player has better positioning for the fourth but the other can cliff it so easily. And how these harder fourths really make the islands necessary and not just a fun gimmick on top (hello Metropolis).

The aesthetics are great, I normally don't like 2 different themes but this is so sublte and well done. The texturing is really clean and the different levels are also different in a nice way.

Overall just a phenomenal map.

I would remove the towers, I think they are just too strong and reduce need for good scouting.
Maybe the middle could be a bit more interesting as monitor said, but I don't mind an open middle like this at all.

A little thought: The third base is really close. The highground thing is really nice for it but I feel like it's just very easy, close and thus rather boring. Considering you can just camp on 3 bases in SC2 and this is one of the main criticisms with maps, I would personally use a half base here, just to give more incentive to take a fourth and not let games end on 3 bases too much cos people didn't see the need to expand further.

Btw the word half base is kinda stupid since it's a 3/4 base really
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
January 25 2013 21:23 GMT
#25
On January 25 2013 19:06 Ragoo wrote:
Brilliant map!

I love the dynamic of the fourth, how it's quite hard to take because one player has better positioning for the fourth but the other can cliff it so easily. And how these harder fourths really make the islands necessary and not just a fun gimmick on top (hello Metropolis).

The aesthetics are great, I normally don't like 2 different themes but this is so sublte and well done. The texturing is really clean and the different levels are also different in a nice way.

Overall just a phenomenal map.

I would remove the towers, I think they are just too strong and reduce need for good scouting.
Maybe the middle could be a bit more interesting as monitor said, but I don't mind an open middle like this at all.

A little thought: The third base is really close. The highground thing is really nice for it but I feel like it's just very easy, close and thus rather boring. Considering you can just camp on 3 bases in SC2 and this is one of the main criticisms with maps, I would personally use a half base here, just to give more incentive to take a fourth and not let games end on 3 bases too much cos people didn't see the need to expand further.

Btw the word half base is kinda stupid since it's a 3/4 base really

Haha, indeed. I couldn't decide if I disliked the lowground 3rd to say something about it, but I sort of like the idea of a 3/4 base. NEW TREND INC This would give players the option to extend themselves to the peninsula for a full 3rd base, which drastically opens the map if both players choose to go that way. The current low ground 3rd is pretty vulnerable to the high ground position next to it, so even though it's very close, it might be deceptively not-turtley.

A 3/4 low 3rd would also put a little more incentive on going to the island, which already looks like a legitimate 4th base anyway, so that'd be cool.
Comprehensive strategic intention: DNE
Seldentar
Profile Joined May 2011
United States888 Posts
January 26 2013 03:35 GMT
#26
WOW very cool looking map and quite smart as well

Awesome work!
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
January 26 2013 03:39 GMT
#27
By the way? T can wall off on this map with only a rax or at least a depot + rax right?

Not sure if I like.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
eTcetRa
Profile Joined November 2010
Australia822 Posts
January 27 2013 11:45 GMT
#28
Had a chance to make a few updates today, nothing major so far though.

[image loading]


List of changes in v1.1:
- Texturing Refinement.
- Main choke fixed.
- Path to high ground third widened slightly. (2-4 squares).

List of changes in v1.2:
- Low ground third moved away from natural slightly (4-5 squares).
- Low ground third minerals and gas reoriented.
- Added overlord hiding spot to top natural to match bottom natural.
- High-ground path above low-ground third widened slightly, and ramp moved backward slightly also.



Trying to work on a fix for the towers, but haven't figured out what I want to do for them yet.

More changes to come!
Retired Mapmaker™
Duvon
Profile Joined October 2011
Sweden2360 Posts
January 27 2013 14:50 GMT
#29
I feel like the higher ground should be paler and the lower ground more verdant green.

Otherwise, a map. The island is so far from the main, and blinkable, I don't know what to think about it.
Nothing is impossible, only some things for some people.
Samro225am
Profile Joined August 2010
Germany982 Posts
January 27 2013 15:38 GMT
#30
you got some nice features implemented here. really like it. if it only was a bit bigger (main, space in between).
eTcetRa
Profile Joined November 2010
Australia822 Posts
Last Edited: 2013-01-28 14:51:46
January 28 2013 14:07 GMT
#31
List of changes in v1.3:
THIS VERSION IS YET TO BE UPLOADED AND UPDATED.
- Many texturing and foliage refinement.
- Separate towers removed and singular tower added to middle. This allows for scouting the short rush distance but allows for sneaky army movement around the edges of the map out of the tower's vision. :D

Edit:

***SNIPPET, bad design, scrapped and thrown down the longdrop***

MAP REVERTED TO v1.2


Retired Mapmaker™
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
January 28 2013 14:52 GMT
#32
I still want to know if you can wall of your main with a single depot and rax because it looks like it.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Samro225am
Profile Joined August 2010
Germany982 Posts
January 28 2013 14:54 GMT
#33
On January 28 2013 23:52 SiskosGoatee wrote:
I still want to know if you can wall of your main with a single depot and rax because it looks like it.


main does not work anyway
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
Last Edited: 2013-01-28 15:14:22
January 28 2013 15:04 GMT
#34
On January 28 2013 23:54 Samro225am wrote:
Show nested quote +
On January 28 2013 23:52 SiskosGoatee wrote:
I still want to know if you can wall of your main with a single depot and rax because it looks like it.


main does not work anyway
Hmm, you mean you can't wall your main with a single depot and rax?

Edit: Well, you can: [image loading]

this is a tight wall, scv can't leave.

Not sure if I like it if T has the ability to wall tight at 12 pop and on top of that have a high ground. No way to know if T took gas or is 2raxing or is going 1 rax CC etc.

Well, I'm sure that I don't like it. Something like this is pretty much a dealbreaker for me. Map has to be really good to compensate for this. I like my scouting.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
eTcetRa
Profile Joined November 2010
Australia822 Posts
Last Edited: 2013-01-28 15:27:49
January 28 2013 15:22 GMT
#35
On January 29 2013 00:04 SiskosGoatee wrote:
Show nested quote +
On January 28 2013 23:54 Samro225am wrote:
On January 28 2013 23:52 SiskosGoatee wrote:
I still want to know if you can wall of your main with a single depot and rax because it looks like it.


main does not work anyway
Hmm, you mean you can't wall your main with a single depot and rax?

Edit: Well, you can: + Show Spoiler +
[image loading]


this is a tight wall, scv can't leave.

Not sure if I like it if T has the ability to wall tight at 12 pop and on top of that have a high ground. No way to know if T took gas or is 2raxing or is going 1 rax CC etc.

Well, I'm sure that I don't like it. Something like this is pretty much a dealbreaker for me. Map has to be really good to compensate for this. I like my scouting.


The current thread version has fixed this. I just need to update it on the servers, unfortunately my internet is on the fritz at the moment and uploading anything is an exhausting process.

On January 28 2013 23:54 Samro225am wrote:

main does not work anyway


Too small? Thats my next change, tomorrow!
Retired Mapmaker™
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
January 28 2013 15:36 GMT
#36
On January 29 2013 00:22 eTcetRa wrote:
Show nested quote +
On January 29 2013 00:04 SiskosGoatee wrote:
On January 28 2013 23:54 Samro225am wrote:
On January 28 2013 23:52 SiskosGoatee wrote:
I still want to know if you can wall of your main with a single depot and rax because it looks like it.


main does not work anyway
Hmm, you mean you can't wall your main with a single depot and rax?

Edit: Well, you can: + Show Spoiler +
[image loading]


this is a tight wall, scv can't leave.

Not sure if I like it if T has the ability to wall tight at 12 pop and on top of that have a high ground. No way to know if T took gas or is 2raxing or is going 1 rax CC etc.

Well, I'm sure that I don't like it. Something like this is pretty much a dealbreaker for me. Map has to be really good to compensate for this. I like my scouting.


The current thread version has fixed this. I just need to update it on the servers, unfortunately my internet is on the fritz at the moment and uploading anything is an exhausting process.
Cool, it's the only real flaw with the map I can think of I guess.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Samro225am
Profile Joined August 2010
Germany982 Posts
January 28 2013 16:06 GMT
#37
On January 29 2013 00:22 eTcetRa wrote:
Show nested quote +
On January 29 2013 00:04 SiskosGoatee wrote:
On January 28 2013 23:54 Samro225am wrote:
On January 28 2013 23:52 SiskosGoatee wrote:
I still want to know if you can wall of your main with a single depot and rax because it looks like it.


main does not work anyway
Hmm, you mean you can't wall your main with a single depot and rax?

Edit: Well, you can: + Show Spoiler +
[image loading]


this is a tight wall, scv can't leave.

Not sure if I like it if T has the ability to wall tight at 12 pop and on top of that have a high ground. No way to know if T took gas or is 2raxing or is going 1 rax CC etc.

Well, I'm sure that I don't like it. Something like this is pretty much a dealbreaker for me. Map has to be really good to compensate for this. I like my scouting.


The current thread version has fixed this. I just need to update it on the servers, unfortunately my internet is on the fritz at the moment and uploading anything is an exhausting process.

Show nested quote +
On January 28 2013 23:54 Samro225am wrote:

main does not work anyway


Too small? Thats my next change, tomorrow!



it works, but it is too small in my opinion. there is a lot of space covered by siegetanks. not a balance issue really, but a good indicator that your main is small.
eTcetRa
Profile Joined November 2010
Australia822 Posts
Last Edited: 2013-01-30 11:27:10
January 30 2013 11:21 GMT
#38
Okay, version 1.2 officially uploaded to [SEA] [NA] [EU] [HOTS] [KR]


List of changes in v1.2 from v1.0 (which is currently uploaded):

- Main bases enlarged slightly.
- Main ramp changed to require standard wall-of.
- Added overlord hiding spot to top natural to match bottom natural.
- Low ground third moved away from natural slightly (4-5 squares).
- Low ground third minerals and gas reoriented.
- High-ground path above low-ground third widened slightly.
- Ramp from low-ground third to high-ground path moved backward slightly.
- Cliffs surrounding the low-ground paths (3 oclock and 9 oclock) changed to match each other (for overlord purposes).

[image loading]
Retired Mapmaker™
eTcetRa
Profile Joined November 2010
Australia822 Posts
February 15 2013 03:32 GMT
#39
Now uploaded on [NA]


Also minor update to the rocks on the islands, which now have 750 health and 1 armour, up from 500 health and 1 armour.
Retired Mapmaker™
NewSunshine
Profile Joined July 2011
United States5938 Posts
February 15 2013 03:36 GMT
#40
On January 30 2013 20:21 eTcetRa wrote:
List of changes in v1.2 from v1.0 (which is currently uploaded):

- Added overlord hiding spot to top natural to match bottom natural.

Heh... heheh
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
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