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[M] (4) Desolation

Forum Index > SC2 Maps & Custom Games
Post a Reply
NewSunshine
Profile Joined July 2011
United States5938 Posts
March 10 2013 08:27 GMT
#1
[image loading]

DF Desolation - 1.0 - NA (WoL)

[image loading]


Map Data:
-144x144 playable
-No Xel'Naga towers
-12 expansions
-Rush distance (nat-nat):
      close - 137
      cross - 167
----------------------------------------------------------------------------------------------------------
+ Show Spoiler [spoiler] +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

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

This map had a weird start. It began as a 2-spawn map, but something went horribly, cataclysmally wrong. The rush distances were enormous, it never would have worked well. So to mix things up, and perhaps make things more interesting in the process, I turned it into a 4-spawn map. It might well also be my final Wings of Liberty map, but hey, shit happens.

This map has turned out quite unlike my previous maps. First, it's ended up smaller than my other 4-spawn attempts. Also, because of how it maximizes the usage of space it pushes the idea of a map with no Xel'Naga towers, though it wasn't for lack of trying. Nor was it, as it turns out, for the sake of being a hipster.

>.>

No. Actually, even with one dead center, a Xel'Naga tower would straight up make the map worse. It's too powerful, so instead you have to secure your map control BW-style, for better or worse. Deal with it.

Also of note is the screwed up expansion pattern. Or so it appears. This is something else the map is pushing when you think on it I guess. Anyway, because of how the terrain is so contorted in this map what would otherwise be an intolerably forward 3rd base is actually quite distal to your opponent. Harassment, as a final note, should be very strong here indeed. Though I leave that to you nerds to find out.

Have fun!
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
kochanfe
Profile Joined July 2011
Micronesia1338 Posts
March 10 2013 08:40 GMT
#2
Hmmm seems pretty damn cool, but the third looks awfully easy to siege.
"The flame that burns twice as bright burns half as long." - Lao Tzu
Kmatt
Profile Joined July 2011
United States1019 Posts
Last Edited: 2013-03-10 17:46:33
March 10 2013 17:08 GMT
#3
On March 10 2013 17:40 kochanfe wrote:
Hmmm seems pretty damn cool, but the third looks awfully easy to siege.


If you mean that you can siege from the corner bases, then either

A) Terran has the bulk of their army there and are going to lose their expansions to a counterattack in the name of worker harass

or

B) They send 2-4 tanks to go alone and any amount of air/small group of zerglings eat them while the workers take an unpaid vacation to another base.


The other explanation is that you mean the high ground by the third, which while it does look dangerous, some test games would be necessary before making a conclusion, though widening the choke (to the right of the ramp on the bottom of the map, and vice-versa) would likely alleviate this. I'll attach a picture with a better explanation.

[image loading]

I would vouch to play the test games myself, but I'd rather wait for HotS, to be the most accurate.
We CAN have nice things
Kmatt
Profile Joined July 2011
United States1019 Posts
Last Edited: 2013-03-10 17:13:08
March 10 2013 17:12 GMT
#4
Accidentally quoted, delteate pl0x.
We CAN have nice things
DBS
Profile Joined July 2012
515 Posts
March 10 2013 17:27 GMT
#5
I really like this map, though counter attack pontential seems very strong, However this isn't really a problem, in terms of balance as long as terran is smart and plays mech in TvZ. Also the expansion pattern encourages active armies in the mid game. Both of these i think make the game more exciting/ skill based.
tl;dr: great map
"a pitchfork is for hay. a trident is for killing bitches." -djwheat
monitor
Profile Blog Joined June 2010
United States2404 Posts
March 10 2013 18:57 GMT
#6
Might work even better if you simply remove the ramp to the third.

I think the map might work better as 152x152 with a little longer rush distances in close positions.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Unsane
Profile Joined September 2010
Canada170 Posts
March 11 2013 04:29 GMT
#7
Looks like you can siege up the third of a player whose counter clockwise to you with tanks from your main. (Have not played the map TBH)
"What is the plural of y'all? All y'all." -Day9
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 11 2013 11:35 GMT
#8
So positional imba. Why did you make this a 4p? Just keep working on your 2.
Comprehensive strategic intention: DNE
Semmo
Profile Joined June 2011
Korea (South)627 Posts
March 11 2013 12:54 GMT
#9
I feel like this map does not try to minimalize the spawn imbalances. That's kinda disappointing.

Also the layout is nothing new; it's kinda bland really, along with the textures that you've used for your last 3 maps.

And there are 16 expansions, not 12.

That being said, I think a layout like this has some potential.
Mapmaker of Frost, Fruitland and Bridgehead
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
Last Edited: 2013-03-12 00:05:37
March 11 2013 23:53 GMT
#10
On March 11 2013 21:54 Semmo wrote:
I feel like this map does not try to minimalize the spawn imbalances. That's kinda disappointing.

Also the layout is nothing new; it's kinda bland really, along with the textures that you've used for your last 3 maps.

And there are 16 expansions, not 12.

That being said, I think a layout like this has some potential.

I think NewSunshine got me on this before as well; 4 mains, 12 expansions, 16 bases total. It's weird because usually the status quo is to state the number of total bases.

EDIT: NewSunshine, you're on a mapmaking rampage. 4 published maps in 3 months, who knows how many WIPs. o_O Have you thought at all about slowing down and polishing up the maps more with some play testing? I'd feel quality and balance stats beats quantity. Not saying the maps are low quality at all, but rather taking some time to demonstrate they play well might be beneficial.

Depends on your goals, really. If you're making maps for the sake of making maps, then feel free to ignore me. If you want your maps getting played though, I think pumping out so many so fast makes it hard.
Twitter: @iamcaustic
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