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[M] (2) DF Gleaming Gold

Forum Index > SC2 Maps & Custom Games
Post a Reply
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NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2013-02-13 08:25:45
February 02 2013 05:03 GMT
#1
[image loading]

DF Gleaming Gold - version 1.1
Published - HotS beta

[image loading]


Map Data:

-136x136 Playable
-10 Expansions - 10 normal
-2 Xel'Naga towers
-Nat-nat rush distance ~ 120

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

The main point of this map is to encourage plays different to normal maps, since it's a HotS map I figure there should be more experimentation in this regard anyhow. The differences start right away with the natural expansion, which has 3 entrances. 1 is sealed to begin with, and another can be closed via the Cooling Towers. As for rush distances, it starts off as shorter than just about every modern map, at slightly shorter than Ohana's, or about 120. However, once 1 tower is felled that distance becomes approximately 160, the same as on Akilon Wastes. With both towers knocked down, the distance goes up to 200.

Most importantly though, despite the short rush distance, the low central path is not built to be the most desirable path of attack, as the side paths offer better angles of attack, as well as possible vision of a Xel'Naga Tower.

This map isn't just unusual features though, since it happens to be coupled with what's probably my favorite expansion setup I've ever created. This map has 2 main directions to expand in, either horizontally or vertically, and beyond the natural you will always have a choice of expansions. It all depends on your playstyle, your race, and how you want to utilize the features of the map. The various implementations of debris have a huge impact on how the map promises to play out.

My other special favorite part of this map is the Xel'Naga Towers themselves. Just like with expanding, your playstyle and current situation will have large bearing on which of the 2 towers is more valuable. In the early game, both towers have merit when spotting rushes, but the direction you choose to expand in can change all that. Expand horizontally, and the bottom tower becomes imperative, leaving only the two flank paths to your base un-spotted. Expand vertically, and the top tower covers the shortest path between you and your opponent. Also of note, if you hold both towers simultaneously, the only path which your opponent can use to sneak past is blocked by 2 sets of debris.

Close-Ups:
+ Show Spoiler [13 pictures] +
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Thar it be. Feedback is of course welcome.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
February 02 2013 05:08 GMT
#2
Natural hatch is far away from the ramp which presents a certain problem in ZvZ and ZvT in holding of early attacks.

Apart from that, I like the trend that people are finally moving away from these snoozefest über defensive naturals. Map obviously looks amazing.

What's the name of the doodat wires on some of the gas geysers?
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
NewSunshine
Profile Joined July 2011
United States5938 Posts
February 02 2013 05:13 GMT
#3
On February 02 2013 14:08 SiskosGoatee wrote:
Natural hatch is far away from the ramp which presents a certain problem in ZvZ and ZvT in holding of early attacks.

Apart from that, I like the trend that people are finally moving away from these snoozefest über defensive naturals. Map obviously looks amazing.

What's the name of the doodat wires on some of the gas geysers?

Those are the new Generic Space Pipes(by name).

As for the natural, I'll keep an open mind, but for now it's wait and see.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Timetwister22
Profile Joined March 2011
United States538 Posts
February 02 2013 09:29 GMT
#4
Small maps making a comeback. Looks really nice, though a map this size should not have towers imo. Would really help emphasize the gameplay this map supports.
Former ESV Mapmaker | @Timetwister22
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
Last Edited: 2013-02-02 12:22:37
February 02 2013 12:21 GMT
#5
I honestly think this map would be brilliant without the towers. I love the aesthetics and especially the layout.

They seem likme they'd be far too strong at stopping the majority of aggression and don't really add anything to the map at all.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
ameob1
Profile Joined May 2012
United States3 Posts
February 02 2013 12:38 GMT
#6
As a protoss player I am worried about a ling runby if I cannot kill the desructible debris fast enough, maybe make it easier to wall off if I ffe?
Naniwa! Huk! gogo Protoss!
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
February 02 2013 12:39 GMT
#7
On February 02 2013 21:38 ameob1 wrote:
As a protoss player I am worried about a ling runby if I cannot kill the desructible debris fast enough, maybe make it easier to wall off if I ffe?


Can't you just block your ramp with zealots or wall the top of your ramp with a zealot?

You could then have the rest of your units at your nat. That should pretty much shut down lings I think right?
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
novamarine
Profile Joined February 2011
Malaysia215 Posts
Last Edited: 2013-02-02 15:42:53
February 02 2013 15:37 GMT
#8
I've played 5 times so far on this map(vs elite a.i), I like it. ^^
People.....People never change
KalWarkov
Profile Blog Joined December 2011
Germany4126 Posts
February 02 2013 17:08 GMT
#9
back to 3 gate expand for protoss!

seriously, the natural is way too open
DiaBoLuS ** Sc2 - Protoss: 16x GM | Dota2 - Offlane Immortal | Wc3 - Undead decent level | Diablo nerd | Chess / Magnus fanboy | BVB | Agnostic***
lorestarcraft
Profile Joined April 2011
United States1049 Posts
Last Edited: 2013-02-02 17:48:45
February 02 2013 17:47 GMT
#10
What's the deal with the natural's these days???
SC2 Mapmaker
Sumadin
Profile Joined August 2011
Denmark588 Posts
February 02 2013 18:00 GMT
#11
Looks decent really.I really like the expansion layout. I actually really dig the way the Xelnagas are placed. The reason being at the early game they are hyper accessible so you will see that six pool coming with a worker scout. Then as you secure your natural and take down the debris tower the route to the Xelnagas becomes much longer making it harder to consistantly having a unit holding it. Really impressive design that i hope others take note by.

Also like the rocked in corner bases. You can take down the debris towers for maximum security... unless the base gets dropped at which point that debris becomes a PITA. Risk-reward at its finest.

My only complaint would be the half bases. They seem to be half bases for the sake of having half bases. It is not like they are easy to hold, in-house or anything like that in fact they are easily the most exposed fourth avaliable and you might wanna pick the corner bases first.
The basic key to beating a priest is playing a deck that is terrible.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
February 02 2013 18:20 GMT
#12
I do like the towers, but think you should get rid of the rocks at the 6th bases (3 and 9 oclock)

The highground by those corner bases is pathable?

Really nice work. I am digging how you can skirt around all the different attack paths.
~ ~ <°)))><~ ~ ~
NewSunshine
Profile Joined July 2011
United States5938 Posts
February 02 2013 18:43 GMT
#13
On February 03 2013 03:20 TheFish7 wrote:
The highground by those corner bases is pathable?

Yep.
On February 03 2013 02:47 lorestarcraft wrote:
What's the deal with the natural's these days???

Trying something new?

If it helps, the FFE is still possible, though it isn't by any means ideal. That's the point.
On February 03 2013 03:00 Sumadin wrote:
My only complaint would be the half bases. They seem to be half bases for the sake of having half bases. It is not like they are easy to hold, in-house or anything like that in fact they are easily the most exposed fourth avaliable and you might wanna pick the corner bases first.

They have reduced resources right now because of their forward position, and proximity to a Tower which accentuates it. It's not vital that they have reduced resources, but I figure it keeps the theme of positional play more consistent.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
lorestarcraft
Profile Joined April 2011
United States1049 Posts
Last Edited: 2013-02-02 19:11:55
February 02 2013 19:11 GMT
#14
On February 03 2013 03:43 NewSunshine wrote:
Show nested quote +
On February 03 2013 03:20 TheFish7 wrote:
The highground by those corner bases is pathable?

Yep.
Show nested quote +
On February 03 2013 02:47 lorestarcraft wrote:
What's the deal with the natural's these days???

Trying something new?

If it helps, the FFE is still possible, though it isn't by any means ideal. That's the point.
Show nested quote +
On February 03 2013 03:00 Sumadin wrote:
My only complaint would be the half bases. They seem to be half bases for the sake of having half bases. It is not like they are easy to hold, in-house or anything like that in fact they are easily the most exposed fourth avaliable and you might wanna pick the corner bases first.

They have reduced resources right now because of their forward position, and proximity to a Tower which accentuates it. It's not vital that they have reduced resources, but I figure it keeps the theme of positional play more consistent.

If FFE gets much harder, then Zerg can punish anytime they decide that they want to. This leads to imbalance, not interesting games. Nats were made a certain way for a reason.
SC2 Mapmaker
Unsane
Profile Joined September 2010
Canada170 Posts
February 02 2013 21:00 GMT
#15
Ive gotta point out this name seems completely off. 'Obligatory exposed ramp comment' and all, but the name prepared me for a very different looking map.
"What is the plural of y'all? All y'all." -Day9
NewSunshine
Profile Joined July 2011
United States5938 Posts
February 02 2013 21:11 GMT
#16
On February 03 2013 04:11 lorestarcraft wrote:
If FFE gets much harder, then Zerg can punish anytime they decide that they want to. This leads to imbalance, not interesting games. Nats were made a certain way for a reason.

Theoretically. My goal is to find another way, if you choose to condemn it that's your opinion, one which I will value but not necessarily act upon.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2013-02-02 21:45:45
February 02 2013 21:45 GMT
#17
Cool. I agree that the name is.. a bit hard to understand until you look at the close-ups, and even then maybe there's not enough gold mineral decorations to justify it. But w/e, it's just a name. Map seems fun. Idk if 2 entrance naturals will end up being balanced, but hopefully. corner bases are cool, aesthetics as well.
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
February 02 2013 22:09 GMT
#18
On February 03 2013 06:11 NewSunshine wrote:
Show nested quote +
On February 03 2013 04:11 lorestarcraft wrote:
If FFE gets much harder, then Zerg can punish anytime they decide that they want to. This leads to imbalance, not interesting games. Nats were made a certain way for a reason.

Theoretically. My goal is to find another way, if you choose to condemn it that's your opinion, one which I will value but not necessarily act upon.

I think Caldeum is a good starting point for evaluating this. It's the only map in the current metagame with a natural even remotely "dangerous" for FFE. Of course the rush distance is a lot longer on Caldeum, but one thing it has in common is a long pathway between the different entrances. Protoss has been more than okay so far on Caldeum. The short distance here is pretty scary, but I think a FFE is possible if you can find a cannon placement that guards the ramp, the nexus, and can shoot the rocks to close everything but the route near the ramp. Alternatively, a gateway expand would be pretty snug rather quickly due to the proximity of the nexus to the ramp. I'd love to try it out.
Comprehensive strategic intention: DNE
408xParadox
Profile Joined December 2011
United States140 Posts
February 02 2013 22:25 GMT
#19
Looks awesome, but why would I expand to horizantally to the lowground third, when it has one gas and two entrances, when i can always expand to the two gas, and one entrance third vertically.
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2013-02-02 22:43:07
February 02 2013 22:40 GMT
#20
On February 03 2013 07:09 EatThePath wrote:
Protoss has been more than okay so far on Caldeum. The short distance here is pretty scary, but I think a FFE is possible if you can find a cannon placement that guards the ramp, the nexus, and can shoot the rocks to close everything but the route near the ramp. Alternatively, a gateway expand would be pretty snug rather quickly due to the proximity of the nexus to the ramp. I'd love to try it out.


Haven't several protosses just died when they tried to FFE on Cal'deum? I know that was mostly pre-patching of the map where they increased the rock armor and assimilator hp, but still, "more than okay" seems a stretch.
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
February 03 2013 00:50 GMT
#21
On February 03 2013 03:43 NewSunshine wrote:
They have reduced resources right now because of their forward position, and proximity to a Tower which accentuates it. It's not vital that they have reduced resources, but I figure it keeps the theme of positional play more consistent.


I am not really convinced. The position is central but not really forward. The third is slightly futher ahead from where i look.

It is true that holding the watchtower will be essential to taking that base, but knowing an attack is coming there will only be half the battle if you intend to hold it.

If you still think it is a problem then you could remove the rock at the 9,3 a clock bases. It won't affect the vulnerbility of the thirds much but what it will do is to open up another attack path to the high ground area where the towers lies. And if that area is lost for the defender, then chances are hight that the base may follow.
The basic key to beating a priest is playing a deck that is terrible.
NewSunshine
Profile Joined July 2011
United States5938 Posts
February 03 2013 09:42 GMT
#22
Having surveyed the feedback so far, it's pretty varied, so the only one I could really go through with is changing the three-quarter base to a full one. A lot of the other suggestions appear to be matters of personal preference. The XNT's for example - they have a really cool interaction with the map where they are, but I can also see how having no towers would be cool. That's one I'm going to continue to think about.

Image(if you forgot what a normal base looks like for some reason and need proof that they still exist, idk):
+ Show Spoiler +
[image loading]
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
NewSunshine
Profile Joined July 2011
United States5938 Posts
February 13 2013 08:19 GMT
#23
A'ight peoples, in between works on other projects I've decided to put out a small update(basically see above post):
[image loading]

As for the name...

+ Show Spoiler +
[image loading]

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[image loading]


I went for the second most abundant color in the above images. Yeah, artistic weirdness, or whatever you wanna call it. Although, at one point previously and now, I'm considering something like this, which I guess fits better:

+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2013-02-13 21:06:19
February 13 2013 21:02 GMT
#24
Map looks fantastic.

I like the dynamic expanding pattern, both doesn't it make for some awkawrd situation late game where both players bases are too close to one another? I.E circle syndrome .. especially on a small map like this with short rush distance with all rocks taken down. The horizontal 4th base is really neat. I loled at the situations I saw in my head when I first saw the close-up image. If you can do damage to you'r opponents rock tower beforehand it becomes a trap ... I see funny situations where tanks or immortals are dropped inse and shuts the door first
http://mentalbalans.se/aggedesign
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
February 13 2013 21:04 GMT
#25
circle syndrome is more awesome than split maps anyway.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
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