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[M] (2) TPW Rocky Waste

Forum Index > SC2 Maps & Custom Games
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Meerel
Profile Joined March 2012
Germany713 Posts
April 21 2013 21:03 GMT
#1
[image loading]


Second submission for TLMC. Standard Desert design.
The third and the low main are risky but i like it.

Overview:
+ Show Spoiler +
[image loading]

General:
+ Show Spoiler +
Texture: Phaeton
Playable: 144x136
Expands: 10
Xel'Naga: 0

Pictures:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
SDMF
WedRine
Profile Joined March 2013
Denmark64 Posts
April 21 2013 21:33 GMT
#2
the low main, i love it! the third, i love it! the middle, i love it! - but whats up with the reactor doodads? great aesthetics aswell.
Mike Kilo Papa!
Gfire
Profile Joined March 2011
United States1699 Posts
April 21 2013 21:39 GMT
#3
I'm not sure about the name... "Rocky Waste" is so dull.

Low ground main seems silly since you could raise it up two levels, but whatever. Good to find out if it works, anyway.

Seems like the unpathable high ground bits could use some more doodads.

Layout is neat, though. I like the style.
all's fair in love and melodies
moskonia
Profile Joined January 2011
Israel1448 Posts
April 21 2013 22:08 GMT
#4
Low main does not work, there is no reason I can think of that would make it better to have a low ground other than being different.
Kruxxen
Profile Joined April 2010
United States149 Posts
Last Edited: 2013-04-21 22:18:23
April 21 2013 22:17 GMT
#5
The only reason I think the lowground main might work in this situation is that the whole rest of the main can't be accessed by anything but air. Blink allins could still be really hard to defend but the natural is relatively safe so I'm not so sure it's a problem. Can't speak for pvp though, would probably cause for too many shenanigans.
Ragoo
Profile Joined March 2010
Germany2773 Posts
April 21 2013 22:17 GMT
#6
Idk if the lowground is good or not and that's sth you probably have to find out during testing and can change easily in some minutes.

However the general layout of the map is really cool imo. The way the thirds are quite close and straight forward to move to by ground, yet blocked by rocks. And even if you'd expect your enemy to take out the rocks and pressure you hard third to third, you can take another alternative corner base that's very far away instead. The last base has a very interesting neutrality going on, kinda between the nat of one player and the fourth of another, yet not a strong strategical position to take and also very close by air to the main. Overall the bases are all very unqiue, nothing is too turtly or too hard. Brilliant map layout imo.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2013-04-21 23:05:49
April 21 2013 23:05 GMT
#7
the only thing i want to comment about is the lack of reaper harass options ;d
starleague forever
Quakecomm
Profile Joined April 2012
United States344 Posts
April 21 2013 23:21 GMT
#8
do i like it?shhhoooooooorre i do
naw but 4 real great job with the map
I wonder if the low main will be a bit easy to siege? However it's something new and that's good.
gorkey island is the only good map
Fatam
Profile Joined June 2012
1986 Posts
April 21 2013 23:33 GMT
#9
Definitely some interesting things here. Corner bases and how they are doodaded is very cute. Interesting choice to have each rock block in the middle be 2 separate rocks, instead of just 1. As some people have said, lowground main could ruin the map, but hopefully not, and if so it's an easy fix.

Securing 4ths + 5ths should be important here, since they are far away.
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
KingCorwin
Profile Joined February 2013
United States134 Posts
April 22 2013 00:14 GMT
#10
Heres how I would grade this map out of 5.
1 point for perfect use of map space/boundary
1 point for low ground main
1 point for layout (bases flow well, alternate paths flow well)
.5 points for textures (getting tired of seeing endless phaetheon, even tho theres a little temple mixed in here)
.5 for the awesome temple corner bases (i feel like if i were to play this, id just ditch my main and go make new base up there where its so neat)
Thats 4 out of 5, very good work on this one!
Corwin#12780
Caviar
Profile Joined April 2011
70 Posts
April 22 2013 01:10 GMT
#11
Great stuff.
Very unique layout.
I just wish the aesthetics were as interesting as the layout
FeyFey
Profile Joined September 2010
Germany10114 Posts
April 22 2013 01:32 GMT
#12
dunno why but this maps appeals alot to me. Like it alot.
Quakecomm
Profile Joined April 2012
United States344 Posts
April 22 2013 01:40 GMT
#13
is this published anywhere?
gorkey island is the only good map
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2013-04-22 02:24:11
April 22 2013 02:23 GMT
#14
On April 22 2013 06:33 WedRine wrote:
the low main, i love it! the third, i love it! the middle, i love it! - but whats up with the reactor doodads? great aesthetics aswell.

mereel can correct me if wrong, but they seem meant to harken back to the BW badlands doodads, which is awesome, like this map. skeptical about lowground but it's probably the best take on it I've seen.
Comprehensive strategic intention: DNE
Meerel
Profile Joined March 2012
Germany713 Posts
April 22 2013 02:37 GMT
#15
On April 22 2013 11:23 EatThePath wrote:
Show nested quote +
On April 22 2013 06:33 WedRine wrote:
the low main, i love it! the third, i love it! the middle, i love it! - but whats up with the reactor doodads? great aesthetics aswell.

mereel can correct me if wrong, but they seem meant to harken back to the BW badlands doodads, which is awesome, like this map. skeptical about lowground but it's probably the best take on it I've seen.

correct
SDMF
Meerel
Profile Joined March 2012
Germany713 Posts
April 22 2013 02:37 GMT
#16
On April 22 2013 10:40 Quakecomm wrote:
is this published anywhere?

on EU ofc
SDMF
gobbledydook
Profile Joined October 2012
Australia2605 Posts
April 22 2013 03:00 GMT
#17
There is a glaring problem with lowground mains.
You can't hold the ramp against cheese because the defenders won't be able to shoot up while the attackers can shoot down.
I am a dirty Protoss bullshit abuser
Gfire
Profile Joined March 2011
United States1699 Posts
April 22 2013 03:13 GMT
#18
On April 22 2013 12:00 gobbledydook wrote:
There is a glaring problem with lowground mains.
You can't hold the ramp against cheese because the defenders won't be able to shoot up while the attackers can shoot down.

Well, players will need to take that into account when picking builds and such. Might still end up being deemed broken, but can't we give it some time?
all's fair in love and melodies
Quakecomm
Profile Joined April 2012
United States344 Posts
April 22 2013 19:47 GMT
#19
On April 22 2013 11:37 Terranlover wrote:
Show nested quote +
On April 22 2013 10:40 Quakecomm wrote:
is this published anywhere?

on EU ofc

NA Please? I really want to test it, and I get a lot of lag on EU.
gorkey island is the only good map
Quakecomm
Profile Joined April 2012
United States344 Posts
April 22 2013 19:49 GMT
#20
On April 22 2013 12:13 Gfire wrote:
Show nested quote +
On April 22 2013 12:00 gobbledydook wrote:
There is a glaring problem with lowground mains.
You can't hold the ramp against cheese because the defenders won't be able to shoot up while the attackers can shoot down.

Well, players will need to take that into account when picking builds and such. Might still end up being deemed broken, but can't we give it some time?

I agree, the meta game will never evolve if we never put players in uncomfortable situations. That's why Blizzard is taking so long to patch HotS and I think it's a good thing.
gorkey island is the only good map
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
April 22 2013 20:06 GMT
#21
On April 22 2013 12:13 Gfire wrote:
Show nested quote +
On April 22 2013 12:00 gobbledydook wrote:
There is a glaring problem with lowground mains.
You can't hold the ramp against cheese because the defenders won't be able to shoot up while the attackers can shoot down.

Well, players will need to take that into account when picking builds and such. Might still end up being deemed broken, but can't we give it some time?

On this map I can see proxy pylon+forge+pylon wall being an incredibly effective pvz strategy
Administrator~ Spirit will set you free ~
Quakecomm
Profile Joined April 2012
United States344 Posts
April 22 2013 20:44 GMT
#22
On April 23 2013 05:06 Plexa wrote:
Show nested quote +
On April 22 2013 12:13 Gfire wrote:
On April 22 2013 12:00 gobbledydook wrote:
There is a glaring problem with lowground mains.
You can't hold the ramp against cheese because the defenders won't be able to shoot up while the attackers can shoot down.

Well, players will need to take that into account when picking builds and such. Might still end up being deemed broken, but can't we give it some time?

On this map I can see proxy pylon+forge+pylon wall being an incredibly effective pvz strategy

Maybe unbuildable rocks at the top of the ramp for version 1.1? I feel like that would be an easy fix.
gorkey island is the only good map
Gfire
Profile Joined March 2011
United States1699 Posts
Last Edited: 2013-04-22 20:47:45
April 22 2013 20:46 GMT
#23
On April 23 2013 05:44 Quakecomm wrote:
Show nested quote +
On April 23 2013 05:06 Plexa wrote:
On April 22 2013 12:13 Gfire wrote:
On April 22 2013 12:00 gobbledydook wrote:
There is a glaring problem with lowground mains.
You can't hold the ramp against cheese because the defenders won't be able to shoot up while the attackers can shoot down.

Well, players will need to take that into account when picking builds and such. Might still end up being deemed broken, but can't we give it some time?

On this map I can see proxy pylon+forge+pylon wall being an incredibly effective pvz strategy

Maybe unbuildable rocks at the top of the ramp for version 1.1? I feel like that would be an easy fix.

Yeah, I think it would probably be good to do this.

But then, what about blocks on the bottom? Is that an issue? And you can't really do it on the bottom and the top since then the defender won't be able to wall off at all, either.
all's fair in love and melodies
Quakecomm
Profile Joined April 2012
United States344 Posts
Last Edited: 2013-04-22 21:16:05
April 22 2013 21:11 GMT
#24
On April 23 2013 05:46 Gfire wrote:
Show nested quote +
On April 23 2013 05:44 Quakecomm wrote:
On April 23 2013 05:06 Plexa wrote:
On April 22 2013 12:13 Gfire wrote:
On April 22 2013 12:00 gobbledydook wrote:
There is a glaring problem with lowground mains.
You can't hold the ramp against cheese because the defenders won't be able to shoot up while the attackers can shoot down.

Well, players will need to take that into account when picking builds and such. Might still end up being deemed broken, but can't we give it some time?

On this map I can see proxy pylon+forge+pylon wall being an incredibly effective pvz strategy

Maybe unbuildable rocks at the top of the ramp for version 1.1? I feel like that would be an easy fix.

Yeah, I think it would probably be good to do this.

But then, what about blocks on the bottom? Is that an issue? And you can't really do it on the bottom and the top since then the defender won't be able to wall off at all, either.

Can you not wall off the bottom the same way you do the top? I'm zerg so I don't actually know
Edit: I realize that there's no point to walling off the bottom anyway, so maybe debris at the ramp top is a bad idea.
gorkey island is the only good map
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
April 22 2013 21:14 GMT
#25
You can 3 pylon wall at the top as well, this is still popssible with neutral platse and depots, the point is surface area is greater in that case.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
PXEnTei
Profile Blog Joined April 2012
United States209 Posts
April 22 2013 21:15 GMT
#26
WAlling off the bottom is not usefull at all. IF u 6 pool, i would have to scan to kill ur lings. i would have no vission.
"Sue me, dickhead!" -Thor
lorestarcraft
Profile Joined April 2011
United States1049 Posts
April 22 2013 21:24 GMT
#27
The low ground main here is just dumb since it serves no purpose expect making stupid cheeses work and limiting solid openers.

Other than that I like it really well. I do think that those little ramps by the 3rd should be 2x instead of 1x because that just hurts the defender from dealing with harass of the third base by choking things up too much there.
SC2 Mapmaker
Gfire
Profile Joined March 2011
United States1699 Posts
April 22 2013 21:43 GMT
#28
On April 23 2013 06:15 SC_THORLORD wrote:
WAlling off the bottom is not usefull at all. IF u 6 pool, i would have to scan to kill ur lings. i would have no vission.

They'll be in vision by the time they're close enough to attack anything, since they're melee units.
all's fair in love and melodies
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2013-04-22 21:54:39
April 22 2013 21:53 GMT
#29
On April 23 2013 06:43 Gfire wrote:
Show nested quote +
On April 23 2013 06:15 SC_THORLORD wrote:
WAlling off the bottom is not usefull at all. IF u 6 pool, i would have to scan to kill ur lings. i would have no vission.

They'll be in vision by the time they're close enough to attack anything, since they're melee units.


Agreed. I think plexa is onto something tho about the forge wall. I think the meta would be pretty tricky here for zerg b/c protoss can just threaten a wall and zerg has to early pool, meanwhile it could be a fake and protoss is nexus firsting or some such.
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
Meerel
Profile Joined March 2012
Germany713 Posts
April 22 2013 22:01 GMT
#30
i will add those rocks ontop of the ramp
SDMF
Quakecomm
Profile Joined April 2012
United States344 Posts
April 22 2013 22:03 GMT
#31
On April 23 2013 07:01 Terranlover wrote:
i will add those rocks ontop of the ramp

k and that NA upload?
gorkey island is the only good map
Qwyn
Profile Blog Joined December 2010
United States2779 Posts
April 22 2013 22:23 GMT
#32
Oh man the Aiur temple pods look so fucking sweet. Adds that bit of BW "wasteland metal" flavor.
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
Master of DalK
Profile Blog Joined June 2012
Canada1803 Posts
April 22 2013 22:40 GMT
#33
I think with the main being so big, it doesnt matter if its low ground or not (in terms of sieging it).`

Really great map! I do think that the name could use a bit of work though =/
@MasterDalK | Maelstrom Entertainment | Streaming Every Esport Under the Sun
Meerel
Profile Joined March 2012
Germany713 Posts
April 22 2013 22:44 GMT
#34
On April 23 2013 07:03 Quakecomm wrote:
Show nested quote +
On April 23 2013 07:01 Terranlover wrote:
i will add those rocks ontop of the ramp

k and that NA upload?

i dont know how to do that. can you just look if its up, i tried something, maybe it worked.
SDMF
Quakecomm
Profile Joined April 2012
United States344 Posts
April 22 2013 23:31 GMT
#35
On April 23 2013 07:44 Terranlover wrote:
Show nested quote +
On April 23 2013 07:03 Quakecomm wrote:
On April 23 2013 07:01 Terranlover wrote:
i will add those rocks ontop of the ramp

k and that NA upload?

i dont know how to do that. can you just look if its up, i tried something, maybe it worked.

k ill try thanks
gorkey island is the only good map
Quakecomm
Profile Joined April 2012
United States344 Posts
April 22 2013 23:36 GMT
#36
On April 23 2013 08:31 Quakecomm wrote:
Show nested quote +
On April 23 2013 07:44 Terranlover wrote:
On April 23 2013 07:03 Quakecomm wrote:
On April 23 2013 07:01 Terranlover wrote:
i will add those rocks ontop of the ramp

k and that NA upload?

i dont know how to do that. can you just look if its up, i tried something, maybe it worked.

k ill try thanks

It's not there, but here's a guide I found on how to change your editor's region.
http://www.sc2mapster.com/forums/development/editor-bugs-and-feedback/6780-info-changing-your-editors-region-server/
Also, you may not want to do this, but you could put the map file up for download and I'd happily upload to NA for you, giving all credit to you of course.
gorkey island is the only good map
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 23 2013 03:14 GMT
#37
I just assumed this had unbuildable plates. Of course it needs those just like any map (at the top in this case).
Comprehensive strategic intention: DNE
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
April 23 2013 05:12 GMT
#38
On April 23 2013 08:36 Quakecomm wrote:
Show nested quote +
On April 23 2013 08:31 Quakecomm wrote:
On April 23 2013 07:44 Terranlover wrote:
On April 23 2013 07:03 Quakecomm wrote:
On April 23 2013 07:01 Terranlover wrote:
i will add those rocks ontop of the ramp

k and that NA upload?

i dont know how to do that. can you just look if its up, i tried something, maybe it worked.

k ill try thanks

It's not there, but here's a guide I found on how to change your editor's region.
http://www.sc2mapster.com/forums/development/editor-bugs-and-feedback/6780-info-changing-your-editors-region-server/
Also, you may not want to do this, but you could put the map file up for download and I'd happily upload to NA for you, giving all credit to you of course.

Lol, why do that when Blizzard added official support for region changing?
Just select the region in Preferences.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
gronnelg
Profile Joined December 2010
Norway354 Posts
April 23 2013 07:28 GMT
#39
Wow! This map seems awesome! Loving the lowground main.
I usually look at maps when I'm at work, and then forget about the maps once I'm home. Hopefully I'll remember this time around
Lulzez || My stream: http://www.twitch.tv/gronnelg
Meerel
Profile Joined March 2012
Germany713 Posts
May 02 2013 17:39 GMT
#40
now on NA Server
SDMF
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