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[M] Ice-Breaker

Forum Index > SC2 Maps & Custom Games
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MrSunny
Profile Joined September 2011
Australia73 Posts
April 19 2013 08:08 GMT
#1
[image loading]

[image loading]

Hi. Im MrSunny. A noob map maker and master league player from Australia! :D

Back door ramp to main
+ Show Spoiler +
[image loading]


Hostile Zealot at WT
+ Show Spoiler +
[image loading]


Center High Yield base, blocked by neutral Nexus
+ Show Spoiler +
[image loading]


Playable size: 162x156
Published on: NA
Spawns: 2

Made by: MrSunny

Considerations -
The Zealot was originally a DT, i changed it to a zealot. Considering removing it completely.
The back door is experimental. Not enough player testing. Potentially exploitable. (it requires 5 trips of resources to break one patch)
I was considering plopping a Healing Shrine under the neutral Nexus in the center of the map, but i don't know if it's a balanced mechanic, or if players would enjoy it.


Any feedback would be much appreciated!
gl hf! :D


IronManSC
Profile Blog Joined November 2010
United States2119 Posts
April 19 2013 08:19 GMT
#2
Those main bases are huge lol. 162x156 is too big for a 1v1 map. Try and condense it anywhere between 136x136 and 146x146.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
MrSunny
Profile Joined September 2011
Australia73 Posts
Last Edited: 2013-04-19 08:29:53
April 19 2013 08:26 GMT
#3
On April 19 2013 17:19 IronManSC wrote:
Those main bases are huge lol. 162x156 is too big for a 1v1 map. Try and condense it anywhere between 136x136 and 146x146.


Fair comment. The main bases are a little big, however the distance from the first base to the main and natural ramp isn't to far. The playable size is quite deceiving due to a large amount of air space. I think the distance from natural to natural is 45 in game seconds.

Edit: making the main bases smaller would enable me to reduce the bounds quite substantially, hitting two birds with one stone, so an easy 'fix' in short. I'm just not sure if i want to
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2013-04-19 08:35:30
April 19 2013 08:34 GMT
#4
Some things I would change:

[image loading]

First, that backdoor allows vision up the ramp, so put the mineral blocks on or at the bottom of the ramp. To do this hold down shift while you place them (or use the checkbox in properties "ignore placement requirements"). I recommend using a series of patches because it's clear how much progress you've made in breaking the mineral wall down, and that way you can have each individual patch only hold 10 or so.

Anyhoo, the layout is pretty good, nice job for a newb mapper! I recommend take out the connection with rocks to the 3rd base. It's already very close and defensible, don't need an extra defender-path. The nexus in the middle is cool but that base is the definition of winner's base, aka totally unnecessary for the map. The resources also clog up movement through there. I wouldn't mind this except that's a major engagement area on this map. If you really want another base you should put them somehwere in all the extra space you have around the outside (reform some things).

I drew on the right side how you could use some of this airspace you have (like a 1/3 of the map is airspace). Also, are those destructible ice rocks on the middle bases, or is that a doodad wall? I would say it should be a single rocks entrance (not too wide).

Push the minerals in the main base back just a little bit, right now they're kind of close to the cliff, which makes cannon cheese more viable and its never good that tanks can hit the main base resources from outside (even though it's not relevant most of the time).

The watchtowers are pretty random. They really only serve for early warning on side attacks at the 3rd base. I really don't think you need this extra defender's feature. Hostile units is a great feature that should be used more often, but I recommend against it if you want to submit for the map contest. It's that kind of a party. Instead, here I would put destructible rocks that land on top of the watchtowers. That way a defender can use them until the rocks are destroyed, which "disappears" the tower.

Last, the backdoor is neat but not that impactful on this map. It's unlikely anyone would choose to open another entrance into the main to take that as a 3rd given the easy 3rd you already have. This makes is really a lategame feature, which is relevant mostly for reinforce rallies (I guess). I would consider redesigning something here to make it more impactful, or removing it because it's kind of ancillary to the map. Alternatively, you could just make it a normal back door with rocks, Blistering Sands style. This actually seems kind of interesting for this map.



Is that enough feedback? XD
Comprehensive strategic intention: DNE
MrSunny
Profile Joined September 2011
Australia73 Posts
April 19 2013 09:47 GMT
#5
Hey EatThePath

Thanks for the analysis and effort!

The point you make about blink-stalkers is unquestionably right. I will put the mineral patches at the bottom of the ramp, or perhaps how you explained them. Im not sure if a backdoor with rocks is viable? it seems potentially imbalanced for early rushes, however i suppose if any map would include that feature it would probably be this one.

The rocks leading from the nat to the 3rd were to serve as a potential attack-able path into the natural, as well as easier access between the 3 main bases to defend drops, but perhaps you are right. Both the rocks and the unusually placed watchtowers are both in place to help protect a very fast 3rd. The idea for this map is that you expand onto 3 bases quickly and safely, enabling high economy. The attack paths are generally very wide and open to account for quick large armies.

The rocks near the center are destructible.

I will probably push the mineral lines in the main back 1 or 2 hex's, however i don't want the base to be to far from the ramp.

I think you're right about the zealots and the contest , but i don't think 2000hp rocks on the towers would be the correct solution, as it would take to long for a few units to break them, and putting your entire army out of position to destroy them probably isnt feasible. Maybe 500hp rocks or something would work, however for the contest there's already constraints on manipulating rocks.
MrSunny
Profile Joined September 2011
Australia73 Posts
April 19 2013 10:26 GMT
#6
[image loading]

Changes:
Reduced the size of main
Removed Zealot at WT
Removed Center gold base and Nexus
Fixed the back door, thanks to EatThePath

New playable size: 136x148
Existor
Profile Joined July 2010
Russian Federation4295 Posts
April 19 2013 14:04 GMT
#7
Make water color blue or just transparent and color-less, I think it would be cooler rather than green water around ice planet

Or create something more green, like some green lighting a bit.
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