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[M] (2) Temple of Void

Forum Index > SC2 Maps & Custom Games
Post a Reply
Ferisii
Profile Joined February 2011
Denmark199 Posts
Last Edited: 2013-05-30 16:43:09
May 29 2013 17:44 GMT
#1
[image loading]

"Random voidy quote goes here... !"
Released on: Global - UNLOCKED

Here's my go on the Immortal Forge tileset, which was pretty fun to work with. Always interresting to try combine the xel'naga'ish texture work into the natural looking stuff. Here's a hint: Paint the natural layer first!
The mineral wall located in the middle of the map is inspired by monitor's TWP Koprulu. It used to be a contested high yeild expansion, but I later decided to scoop in a normal base for each side there. Does the idea work? No idea, but found it interresting enough to try.

Map details:
Temple of Void is a 140x140 playable map.
Map contain 11 expansions (Mains incl.)
High yeild mineral wall located at the middle, with 500 resources in each cluster (6x = 3000 resources total)
One Xel'naga Watchtower, found at top-right area of the map.
Distance between mains is roughly 56 seconds (ingame)
Foggy

Update log:
~0.2
Extended main base area more towards the natural, eliminating the safe fly zone.
Small ramps leading down the the middle expansions has been enlarged slightly. A nifty rock placed ontop of them
Minor aesthetic changes
~0.1
Map Release.

Screenshots
+ Show Spoiler [Screenshots & Overview] +
Overview:
[image loading]
Leftside Bases
[image loading] [image loading]
[image loading] [image loading]
[image loading] [image loading]
Details
[image loading] [image loading]
[image loading]



Fun times ahead! ~
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2013-05-29 17:57:03
May 29 2013 17:55 GMT
#2
This map rocks. Your mineral wall actually works and doesn't break the map, unlike Monitor's map, so good job. The expansion path is interesting enough and it seems the whole map will get used.

Only thing I'm kind of up in the air about is the little pocket of air space behind the main & natural. It'd be so easy to park a flying unit there and easily be able to harass either or depending which isn't defended as well. Although that could be fixed by extending the terrain by the natural out a little farther.

I also think the single wide ramp from the middle to the forward 3rds/gold base should be bigger, I feel like they might be better if you make them 2 or 3x wide but just put rocks to make it down to a single wide.

Too bad you created this map after TLMC, I think it would have stood a great chance of being in the top.

Great work!
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
lorestarcraft
Profile Joined April 2011
United States1049 Posts
May 29 2013 18:18 GMT
#3
I think the map looks great. You really used Immortal Forge to its fullest extent, imo.
SC2 Mapmaker
LoveTool
Profile Joined April 2012
Sweden143 Posts
Last Edited: 2013-05-29 21:36:13
May 29 2013 21:34 GMT
#4
That main is super close to the enemy main, which makes for very fast and powerful medivac drops. The third is even closer. Combine this with the fact that the third and main are close by air and a lot longer by ground, which makes elevator play between these bases very powerful.

Just one of these three issues would have made it arguably imbalanced in X vs terran matchup. With all three?

The primary concept of this map seems to be the close by air mains. With such a design I think your only choice is to accompany this idea with expansions away from the opponent's main. That third has to go.
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2013-05-29 22:36:59
May 29 2013 22:36 GMT
#5
To be fair, there is another base you can take as your third.

The very first version of Cradle (before a billion changes, and well before release) had a 4 base layout that was scarily close to the first 4 bases here, practically identical. Same rocks and everything. Crazy how people independently come up with the same combination of ideas when there are so many possibilities.

I do think it's backwards that now that air/drops are really strong / borderline OP in HOTS, we're NOW seeing all these air maps, when really it made a lot more sense to make them in WOL to encourage/incentivize air play (because it was sort of scarce back then). That's kind of a map philosophy discussion though, so hopefully I won't derail the thread too much :-P

Anyway, map seems pretty nice, it is nice to see someone use a different method of dealing with close rush distances for mirror symmetry other than just rocks.
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
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 30 2013 02:29 GMT
#6
Wait, so those are standard 1500 capacity gold patches? TvZ imba.

I know it's part of the map's "heritage". But if it were me I would just make a small gap there and put some overlapping small mineral patches to block it. I think the map would work just fine with no connection there anyway.

I like the expansion layout a lot. I would much rather play this than newkirk. And I'm 100% certain games would be way more interesting to watch as well.
Comprehensive strategic intention: DNE
Ferisii
Profile Joined February 2011
Denmark199 Posts
May 30 2013 16:46 GMT
#7
Thanks for all comments! Map has jumped from v 0.1 to 0.2.

And no, the high yeild minerals aren't 1500, but 500.
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
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