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[M] (2) The Belly of the Beast

Forum Index > SC2 Maps & Custom Games
Post a Reply
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KingCorwin
Profile Joined February 2013
United States134 Posts
Last Edited: 2013-05-12 03:10:07
April 22 2013 06:04 GMT
#1
The Belly of the Beast v 0.5
Uploaded to [NA] [EU] [KR] [SEA]
Made by KingCorwin

Delve deep into a frozen cave. Welcome to your nightmare.
[image loading]
Click for angled view
+ Show Spoiler +

[image loading]


Stats:
Spawns: 2
Playable Bounds: 132x136
10 base, 2 gold base


Concept [Old]
+ Show Spoiler +
I had yet to experiment with an ice map, so I wanted to give it a shot. Of course I am incapable of making a "standard" map, so this map has some interesting features. The natural is inside of your main, but it can be harassed/sieged from the high ground that envelopes it. Each Xel'Naga Watchtower overlooks the main attack path, but alternate paths can be opened by destroying rocks. There is an area behind your main ramp with more bases that can only be reached by destroying rocks. There are two gold bases in this map, which are very open and exposed, and even have a path leading to another base behind the rich mineral line. There is a set of four rocks leading straight from each players main ramp to the other, allowing for a quick heavy push later into the game.

Screenshots
+ Show Spoiler +
Main Base
[image loading]

Natural Expansion
[image loading]

Third Base
[image loading]

Middle Area
[image loading]

Fourth Base
[image loading]

Gold Base and Fifth Base
[image loading]


Changelog
+ Show Spoiler +
Version 0.3
Increased size of each Main
Fixed mineral patches of corner bases
Recolored fog to make it more appropriate of caves
Version 0.4
Removed high ground surrounding natural due to balance
Moved rocks outside of main to outside of horizontal expansions
Added high ground with rocks in between nat and verticle expansions
Touched up aesthetic work
Version 0.5
Further aesthetic work done
Changed vespene geyesers in gold bases to be normal instead of rich
Moved unbuildable rocks at main ramp
Removed XNT
Removed rocks near 4th
Repositioned gold base
Widened ramp towards mid near gold bases
Pushed fourth away from main
Added custom Loading Screen


Please leave comments and feedback below!
Corwin#12780
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
April 22 2013 06:08 GMT
#2
Cool design. That is one long rush distance in the beginning ...
aka KanBan85. Working on Starbow.
Fatam
Profile Joined June 2012
1986 Posts
April 22 2013 06:24 GMT
#3
Some really interesting stuff going on here. Main/nat reminds me a lot of mammoth, although it is pretty different too. I hope there is enough building room in the main, although maybe you can kind of add some buildings along that ridge above your nat as the game progresses. And maybe a few on the lowground inbetween your nat and main. Hopefully enough room.

I guess one has to FFE all the way at the choke in front of your third? Cuz I don't know how to protect your nat mineral line otherwise from roaches/hydras.

Loving the aesthetics btw, that angled view is cool with the rock towers. Hopefully you can see them in-game
I do think that the kind of texturing you did (hard lines with natural textures) is something that looks a bit better on the overview than in-game.

The space efficiency is nice here.
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
Last Edited: 2013-04-22 19:36:40
April 22 2013 06:34 GMT
#4
On April 22 2013 15:24 Fatam wrote:
Some really interesting stuff going on here. Main/nat reminds me a lot of mammoth, although it is pretty different too. I hope there is enough building room in the main, although maybe you can kind of add some buildings along that ridge above your nat as the game progresses. And maybe a few on the lowground inbetween your nat and main. Hopefully enough room.

I guess one has to FFE all the way at the choke in front of your third? Cuz I don't know how to protect your nat mineral line otherwise from roaches/hydras.

Loving the aesthetics btw, that angled view is cool with the rock towers. Hopefully you can see them in-game
I do think that the kind of texturing you did (hard lines with natural textures) is something that looks a bit better on the overview than in-game.

The space efficiency is nice here.

yeah im kind of concerned about the size of the main also, since there is virtually no room for production buildings in the natural. i expanded the size of the main once already and may end up doing it again. there is decent room around the third for production buildings but thats assuming games last that long. also you can definatly see the rocks in game! sometimes you just have to move a unit close enough (map boundry black fog covers it), i wanted to give the feel of being inside of a cave. theres also cave reverb going on in the map (which sounds pretty nuts)
Corwin#12780
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 22 2013 07:21 GMT
#5
Well, the pathway at the edge of the map at 1 and 7 oclock, that's where map boundary is right? You have like 4-6 more vertical squares there you could use to enlarge the main, which is definitely needed.

I'm a little worried about a lot of things, but the distance helps mitigate most of them. Blink harass is going to be such a pain on this map. If it were in proleague, I think it'd quickly turn into a protoss-only map, because tvp will be so hard to play economically, and pvz is only a matter of not dying to roach ling at first, which should be easy with FFE -> voidray, or even gateway first.

Nevertheless this map is really cool, not sure how to alleviate problems without doing more harm than good.
Comprehensive strategic intention: DNE
OneRedBeard
Profile Joined October 2010
Germany313 Posts
April 22 2013 08:54 GMT
#6
Very nice map, with a lot of possibilities for positional play. Space in the main bases seems to be a potential problem, and reapers might be very strong - Imagine proxy rax at the 6/12 o'clock bases.
burn the land and boil the sea you can't take the sky from me
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
April 22 2013 10:14 GMT
#7
Pretty big fan here. the only issue I have is that the space that allows for harassing the nat might be a little too constricted. A mech army there could prove a bit too hard for Z to deal with.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
April 22 2013 10:21 GMT
#8
The mineral lines at the top right/bottom left corner base have an inefficient patch in the back which can only be accessed by walking all the way around the minerals in front of it.
vibeo gane,
KingCorwin
Profile Joined February 2013
United States134 Posts
April 22 2013 18:42 GMT
#9
@EatThePath Yeah that is the boundary, I think ill work on increasing the main size today.

@OneRedBeard Yeah I like allowing for high levels of reaper play, which is why I connected the main to the area in the back, but the rush distance to get from say bottom right spawn to top fourth is pretty dang long, so I dont see it being too incredibly hard to defend. It becomes a larger issue at your nat if you expand fast.

@SiskosGoatee the way the nat is set up, you can really only hit 2 or 3 mineral patches and the gas with units that aren't siege tanks, and there are two ramps up to that area (one from the third and one from near the main) so id have to see some real mech play before I were to change that portion of the map too much.

@NegativeZero thanks for pointing this out! Probably wouldn't have noticed it myself since that is most likely the last base a person is going to expand to, will fix this asap.
Corwin#12780
KingCorwin
Profile Joined February 2013
United States134 Posts
Last Edited: 2013-04-23 20:36:11
April 23 2013 20:35 GMT
#10
Got an update for you guys! Should be a little more balanced now. Had a couple masters play a few games on it and tell me what they thought. So tell me what you think of the changes! New screenshots are up of course.

Changelog Update
+ Show Spoiler +
Version 0.3
Increased size of each main
Fixed mineral patches of corner bases
Recolored fog to make it more appropriate of caves
Version 0.4
Removed high ground surrounding natural due to balance
Moved rocks outside of main to outside of horizontal expansions
Added high ground with rocks in between natural and vertical expansions
Moved map border rocks further out to not require no-fly zones (pathing balance)
Touched up aesthetic work
Corwin#12780
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2013-04-23 21:34:42
April 23 2013 21:34 GMT
#11
Totally gorgeous aesthetics - an organic map in hots at its best.

I have mized feelings about the layout, though. Why are the thirds not only far away but also qide open to the opponent?

I love how the middle works, with rocks and doodad-walls blocking, paths opens up in different states of the game, and all.
http://mentalbalans.se/aggedesign
KingCorwin
Profile Joined February 2013
United States134 Posts
April 23 2013 22:04 GMT
#12
On April 24 2013 06:34 Meltage wrote:
Totally gorgeous aesthetics - an organic map in hots at its best.

I have mized feelings about the layout, though. Why are the thirds not only far away but also qide open to the opponent?

I love how the middle works, with rocks and doodad-walls blocking, paths opens up in different states of the game, and all.


I really intended for the third to be complete vertical of each base, but after watching people play, they dont actually expand that way. Maybe I'll make the other base closer in next update.
And thank you for the kind words :D
Corwin#12780
Bionicrm
Profile Joined June 2012
United States116 Posts
April 23 2013 23:03 GMT
#13
I like the layout, so I'm not going to comment on that. But, the textures don't look blended enough. Since it's a cave, I'm thinking that it's not very manmade, therefore nobody was probably there to snow blow it . Don't get sloppy though, just sort of "blur" the edges between different textures (the "Blur" tool may work).

Good job, and keep up the good work.
isaachukfan
Profile Blog Joined October 2011
Canada785 Posts
April 24 2013 01:50 GMT
#14
Nice map. Great looking asthetics, looks like it will be fairly balanced, everything you could ask for!
However, i'd suggest moving the unbuildable debris from the front of the main ramp to the back, just so FFE'ing (which I believe will be the only option considering the layout of Main-nat-third) is possible.
I'm a mennonite, yes I'm allowed to use a computer
KingCorwin
Profile Joined February 2013
United States134 Posts
April 24 2013 02:18 GMT
#15
On April 24 2013 10:50 isaachukfan wrote:
Nice map. Great looking asthetics, looks like it will be fairly balanced, everything you could ask for!
However, i'd suggest moving the unbuildable debris from the front of the main ramp to the back, just so FFE'ing (which I believe will be the only option considering the layout of Main-nat-third) is possible.

a full walloff can be achieved in this map using 2 3x3 buildings and 1 2x2 building further passed that area. 3 3x3 buildings in another position near it
Corwin#12780
Meltage
Profile Joined October 2010
Germany613 Posts
April 24 2013 17:19 GMT
#16
http://imgur.com/MnxgRx4

I woudl smooth the snow edges a bit.. now each harder layer of snow has an hard edge.
http://mentalbalans.se/aggedesign
KingCorwin
Profile Joined February 2013
United States134 Posts
April 24 2013 20:21 GMT
#17
yeah i started blending the textures together to make the ice parts look better :3
Corwin#12780
SigmaFiE
Profile Blog Joined October 2011
United States333 Posts
April 26 2013 17:47 GMT
#18
I won't lie, this one has me floored K.C. As others have stated I think the texture work can be pushed a little further but overall an excellent map!
https://johnemerson.artstation.com/
KingCorwin
Profile Joined February 2013
United States134 Posts
May 04 2013 18:17 GMT
#19
New version now published! Here is the changelog:
+ Show Spoiler +
Further aesthetic work done
Changed vespene geyesers in gold bases to be normal instead of rich
Moved unbuildable rocks at main ramp
Removed XNT
Removed rocks near 4th
Repositioned gold base
Widened ramp towards mid near gold bases
Pushed fourth away from main
Added custom Loading Screen

also, happy 100 posts to me :3
Corwin#12780
llIH
Profile Joined June 2011
Norway2144 Posts
May 04 2013 18:20 GMT
#20
I thought it was a level in WoL first! :D
But yes I liked this map.
KingCorwin
Profile Joined February 2013
United States134 Posts
May 05 2013 09:14 GMT
#21
On May 05 2013 03:20 llIH wrote:
I thought it was a level in WoL first! :D
But yes I liked this map.

haha yeah I found that out after I published this map. I'm pretty awful with names to be honest.
Corwin#12780
eTcetRa
Profile Joined November 2010
Australia822 Posts
May 05 2013 10:05 GMT
#22
Looking a lot nicer mate. Aesthetics looks quite pretty in places too, I like how the towering rocks outside the bounds still throw shadows making it actually look a little more cave-like.
Retired Mapmaker™
KingCorwin
Profile Joined February 2013
United States134 Posts
May 12 2013 03:14 GMT
#23
A quick bump to mention this map is now published across the globe.
Corwin#12780
Meltage
Profile Joined October 2010
Germany613 Posts
May 12 2013 22:54 GMT
#24
I just realized.. you used light regions, right? :O
http://mentalbalans.se/aggedesign
KingCorwin
Profile Joined February 2013
United States134 Posts
May 13 2013 01:07 GMT
#25
On May 13 2013 07:54 Meltage wrote:
I just realized.. you used light regions, right? :O

I did not, for I do not know what those actually do!
Corwin#12780
lorestarcraft
Profile Joined April 2011
United States1049 Posts
May 13 2013 01:34 GMT
#26
My favorite implementation of gold bases yet.
SC2 Mapmaker
Zax19
Profile Blog Joined August 2010
Czech Republic1136 Posts
May 13 2013 11:22 GMT
#27
The paths seem a bit narrow but I like it.
Really Blizz, really? - Darnell
Meltage
Profile Joined October 2010
Germany613 Posts
May 14 2013 07:28 GMT
#28
On May 13 2013 10:07 KingCorwin wrote:
Show nested quote +
On May 13 2013 07:54 Meltage wrote:
I just realized.. you used light regions, right? :O

I did not, for I do not know what those actually do!


I havnt tried use them on a melee map yet, but bascially you can paint different lighting settings, similar to how you would paint a texture. You can bascially use different lighting colors and exposure (up to 5 different settings I think). I thought you might have used it for the lighter areas, where it looks almost like light is coming in from above, while the rest lies in shadow.
http://mentalbalans.se/aggedesign
MarlieChurphy
Profile Blog Joined January 2013
United States2063 Posts
Last Edited: 2013-05-14 11:06:06
May 14 2013 11:04 GMT
#29
looks good, but looks basically the same gameplay as neo planet S imo

Put some gimmicks on it http://www.teamliquid.net/forum/viewmessage.php?topic_id=410052
RIP SPOR 11/24/11 NEVAR FORGET
KingCorwin
Profile Joined February 2013
United States134 Posts
May 14 2013 20:45 GMT
#30
On May 14 2013 16:28 Meltage wrote:
Show nested quote +
On May 13 2013 10:07 KingCorwin wrote:
On May 13 2013 07:54 Meltage wrote:
I just realized.. you used light regions, right? :O

I did not, for I do not know what those actually do!


I havnt tried use them on a melee map yet, but bascially you can paint different lighting settings, similar to how you would paint a texture. You can bascially use different lighting colors and exposure (up to 5 different settings I think). I thought you might have used it for the lighter areas, where it looks almost like light is coming in from above, while the rest lies in shadow.


I'm going to have to expiremnt with this, as is the lore with this map, there are holes in the ceiling allowing snow to come in and freeze over the cave :3
Corwin#12780
CrystalDrag
Profile Joined July 2010
173 Posts
May 15 2013 00:39 GMT
#31
Main to Nat distance... Is quite long compared to other currently played maps. o.o
Can a reaper jump the cliff at the SE backdoor?.
Feel like the gold expansions will never be taken...But double expanding may do the trick. :D
I dont think middle will be used as much.. sorta like Neo Planet S
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 15 2013 01:36 GMT
#32
On May 14 2013 16:28 Meltage wrote:
Show nested quote +
On May 13 2013 10:07 KingCorwin wrote:
On May 13 2013 07:54 Meltage wrote:
I just realized.. you used light regions, right? :O

I did not, for I do not know what those actually do!


I havnt tried use them on a melee map yet, but bascially you can paint different lighting settings, similar to how you would paint a texture. You can bascially use different lighting colors and exposure (up to 5 different settings I think). I thought you might have used it for the lighter areas, where it looks almost like light is coming in from above, while the rest lies in shadow.

Wow I really need to try this out. I thought it regions like sharp boundaries for cutscenes and stuff.
Comprehensive strategic intention: DNE
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