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[M] (2) Pompeii

Forum Index > SC2 Maps & Custom Games
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ATTx
Profile Joined February 2012
Korea (South)178 Posts
February 02 2013 05:03 GMT
#1
[image loading]

[image loading]

[image loading]

Hello ! I'm ATTx

playable : 128x144

5one2heal@gmail.com
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
February 02 2013 05:05 GMT
#2
This guy officially has the weirdest maps I've ever seen, but I kind of like it.

Obligatory mentioning of bad natural for ZvZ by the way.
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 05:15 GMT
#3
The balance on this map could very well be horrible, but it is still very, very cool. Looks like fun at the very least, could be legendary though, time to wait and see if it gets to the GSL or something.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Quakecomm
Profile Joined April 2012
United States344 Posts
February 02 2013 05:34 GMT
#4
What is that sad lonely gas doing back there?
It better be pretty high yield if your going to need that many workers mining it.
gorkey island is the only good map
Unsane
Profile Joined September 2010
Canada170 Posts
February 02 2013 05:45 GMT
#5
Dat geyser.

I really like the rest of it looks-wise, just don't know much about the geyser. Ill assume the lack of information on that geyser is an oversight?
"What is the plural of y'all? All y'all." -Day9
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
February 02 2013 05:49 GMT
#6
It might be like an über high yield geyser or something yeah, not sure.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
bduddy
Profile Joined May 2012
United States1326 Posts
Last Edited: 2013-02-02 05:56:51
February 02 2013 05:56 GMT
#7
Are those gold minerals inside the rocks? Wow, this map is... interesting. And what are those burning things in the second pic? I assume that they're in play somehow, given that there are LoS blockers surrounding them...
>Liquid'Nazgul: Of course you are completely right
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2013-02-02 21:35:52
February 02 2013 06:54 GMT
#8
I think it's safe to assume the gas by itself is high yield (speaking of which, I wish Blizz would make a visual difference between normal and high yield geysers.. there's a diff between normal and HY minerals why not gas?).

Map is actually not weird in layout at all (it even has the super boring + token 2 towers near each other in the middle with narrow path inbetween), it just has gold minerals under the rocks at the nat and that geyser. I'm not sure I agree with the implementation, but I think anything that can mess with people's memorized timings and make them have to think on their feet more is good.
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
lost_artz
Profile Joined January 2012
United States366 Posts
February 02 2013 08:52 GMT
#9
On February 02 2013 14:56 bduddy wrote:
Are those gold minerals inside the rocks? Wow, this map is... interesting. And what are those burning things in the second pic? I assume that they're in play somehow, given that there are LoS blockers surrounding them...


It almost looks like there is a geyser hidden in there but it's hard to tell.
Timetwister22
Profile Joined March 2011
United States538 Posts
February 02 2013 09:27 GMT
#10
Super neat stuff here. Don't like the fifths, but with the map size and layout, this map clearly supports early-mid game aggression. If a game makes late game, it's going to be a tense and close game where fifths should be fought for.
Former ESV Mapmaker | @Timetwister22
Ragoo
Profile Joined March 2010
Germany2773 Posts
February 02 2013 11:15 GMT
#11
ATTx best Korean mapmaker: Confirmed!

Super interesting map and cool idea for the aesthetics.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Unsane
Profile Joined September 2010
Canada170 Posts
February 02 2013 12:46 GMT
#12
On February 02 2013 14:56 bduddy wrote:
Are those gold minerals inside the rocks? Wow, this map is... interesting. And what are those burning things in the second pic? I assume that they're in play somehow, given that there are LoS blockers surrounding them...



i did not see those gold mineral patches, wow... neat idea
"What is the plural of y'all? All y'all." -Day9
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2013-02-02 19:01:08
February 02 2013 18:58 GMT
#13
--- Nuked ---
BretZ
Profile Joined May 2011
United States1510 Posts
February 02 2013 19:03 GMT
#14
Is there anyway he could port this to HoTS?.. This deserves to be played and WoL will be emptying out here soon enough.
lorestarcraft
Profile Joined April 2011
United States1049 Posts
February 02 2013 19:12 GMT
#15
I think I like this map quite a bit,
SC2 Mapmaker
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
February 02 2013 20:07 GMT
#16
Wow, gentlemen, calm down, it's a nice map, but it definitely has some flaws. Specifically the fact that the natural is extremely tough on ZvZ defending aggression and to a lesser extend ZvT as well as the lack of overlord spot to check natural mineral line saturation making ZvZ pretty much a coinflip and in general making it hard for Z to check when an expo is taken which they sort of need to see I feel.

Apart from that, 10 bases is on the edge, but in this case your fifth is basically an enclave in enemy territory. Not sure if intentional but it's on a high ground and allows T and P to set a massive amount of pressure on Z's fourth while Z cannot easily take their own fifth because the fourth of T allows for a similar amount of pressure on Z's fifth. I would as T probably expand vertically and take the enclave as a fourth which practically limits Z to four bases as well and establishes a very threatening forward position.

Not that this makes it a super bad map but 'best map of WoL' is an overstatement for a map which makes ZvZ essentially a coinflip without scouting almost.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Exigaet
Profile Joined May 2010
Canada355 Posts
February 02 2013 20:24 GMT
#17
On February 03 2013 05:07 SiskosGoatee wrote:
Not sure if intentional but it's on a high ground and allows T and P to set a massive amount of pressure on Z's fourth while Z cannot easily take their own fifth because the fourth of T allows for a similar amount of pressure on Z's fifth.


How is this any different than taking a 5th on Ohana against Terran or Protoss?
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
February 02 2013 20:52 GMT
#18
On February 03 2013 05:24 Exigaet wrote:
Show nested quote +
On February 03 2013 05:07 SiskosGoatee wrote:
Not sure if intentional but it's on a high ground and allows T and P to set a massive amount of pressure on Z's fourth while Z cannot easily take their own fifth because the fourth of T allows for a similar amount of pressure on Z's fifth.


How is this any different than taking a 5th on Ohana against Terran or Protoss?

Your fifth on Ohana is tucked away nicely and away from T's fourth. On this map they can put tanks on the high ground of their own fifth (or fourth even) which puts a lot of pressure on Z's fourth

[image loading]
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
monitor
Profile Blog Joined June 2010
United States2408 Posts
February 02 2013 21:00 GMT
#19
Lot of cool things here. Honest though, it feels like a standard circle syndrome map with a twist. The inbase gas is sweet, though I'm really sure what the point.

Corner expo is cool but.. basically functions like a standard corner expo like CK.

The middle split paths are strange and I can't imagine how they're going to play. Towers definitely do not help anything imo.

So I guess... this is cool, but it seems like a lot of random ideas thrown together that aren't going to produce gameplay much different than many maps we've got already. But I do like it more than the other circle syndrome maps we've had (BelShir Beach, Dual Sight, Odd Eye)!
https://liquipedia.net/starcraft2/Monitor
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
February 02 2013 21:06 GMT
#20
Find myself agreeing with Monitor once in a while. It has the usual good parts and flaws of a map like this, with the added bonus of the nice quirks like the gas and the minerals blocked by rocks which is always cool for the sake of it because it's going to generate cool strats that people will no doubt develop using that gas and minerals.

I don't like the overall layout more than Dual Site though, which even though was imbalanced in PvZ generated some of the best TvZ games ever. Random quirks do make up for it.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2013-02-03 01:34:00
February 02 2013 21:41 GMT
#21
Map is cool in some regards, but I find myself asking the more I look at it - where does zerg take a decent engagement against a forcefield-heavy army, or against any army for that matter? The only remotely open spots are around the watchtowers.

I would like to see more contrast between hallway / choke widths, instead of everything across the map being 8-10 squares wide.
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
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
February 02 2013 22:44 GMT
#22
I'm not sure which zerg would dare to take that as a forth base sisko, it's obvious that it breaks the flow of the expantions, at least myself i would take the "other one" the corner base that's on top of the highground, that base even if it's closer to the enemy it's safer, because you control the low ground near it, plus the xel'naga.

Other thing sisko is that the map do has an overlord pod, just at the outside of the naturals, at one side of the rised supply depots, it's not big (actually is fucking tiny), but since it fairly away of the "normal" ones dunno if that one would get the job done.

I see this map as more of a standard one only that is has all of those aditions to make weird all ins (the rocks with minerals, the gas [i think there's enough space to fit a town hall there]), it's a cool map, but i would add a small bit (3x3) of "buildable creep" below the ramp facing the opponent, that way zerg can place a building to block part of the ramp (buildable creep or detructible creep that receeds fast enough and has very low HP, so toss an terran can still build on top of it if necesary), so there shouldn't be a problem in ZvZ.

These sand textures are a hell to use, they get sloppy with the slighest touch, but that natural texturing... damn that's soft, but sadly im not sure i can say the same of other areas of the map, it's just me the codecs and the quality of the picture or you can see the shape of a scuare brush at the shadow of the xel'naga towers?? (it can be seen more easely in the bottom one), and other shape this time of a circular brush at the 3 and 9 expansions at the side of a vespene geyser.

It's a nice map, i like it, especialy the center of it, i really like the center, that narrowed path, i have been wanting to use it in one of my maps since i saw it in Loki ^^.
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
Fatam
Profile Joined June 2012
1986 Posts
February 02 2013 22:49 GMT
#23
it's just me the codecs and the quality of the picture or you can see the shape of a scuare brush at the shadow of the xel'naga towers?


Nah that is actually where he textured part of the map then copy pasted, and didn't notice that it created a line in the texturing. You can notice the same line on the top half of the map too. Oops. I have done that before, but I usually notice it and fix it :-P Someone playing on KR will probably spot it and get him to fix it I would imagine, because it would be even more noticeable in-game.
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
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
February 02 2013 22:54 GMT
#24
On February 03 2013 07:44 Uvantak wrote:
I'm not sure which zerg would dare to take that as a forth base sisko, it's obvious that it breaks the flow of the expantions, at least myself i would take the "other one" the corner base that's on top of the highground, that base even if it's closer to the enemy it's safer, because you control the low ground near it, plus the xel'naga.
If Z takes the other fourth then T takes the third/fourth close there and puts pressure on the mineral line from the lowground with tanks.

Other thing sisko is that the map do has an overlord pod, just at the outside of the naturals, at one side of the rised supply depots, it's not big (actually is fucking tiny), but since it fairly away of the "normal" ones dunno if that one would get the job done.
I'm not talking about overlord pods to see if units leave, I'm talking about being able to check natural mineral line saturation with an overlord whih is essential for ZvZ.

I see this map as more of a standard one only that is has all of those aditions to make weird all ins (the rocks with minerals, the gas [i think there's enough space to fit a town hall there]), it's a cool map, but i would add a small bit (3x3) of "buildable creep" below the ramp facing the opponent, that way zerg can place a building to block part of the ramp (buildable creep or detructible creep that receeds fast enough and has very low HP, so toss an terran can still build on top of it if necesary), so there shouldn't be a problem in ZvZ.
The issue is that queens blocking the ramp do not guard the hatchery or the spines that guard the hatchery with transfuses.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
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