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[M] (2) Agria Homestead

Forum Index > SC2 Maps & Custom Games
Post a Reply
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2013-06-18 20:35:35
June 12 2013 02:27 GMT
#1
Agria Homestead
(by Fatam)

Map Size: 128x140
Published on: [NA] [EU] [KR] [SEA]

(click on image to view larger version)
[image loading]

+ Show Spoiler [Old] +
[image loading]


Original Agria Valley: + Show Spoiler +
[image loading]





Description:

Hey guys, here's my second submission for the blizz remake contest: a remake of Agria Valley.

The main concept is something I've had in my head for a while now, especially with the prominence of air/drop play in HOTS.. an in-base nat that's simply really far away. You get a "free" base but defending it may not be so easy. Of course, you're not obligated to take it as your nat; taking the third as your natural may be better in some matchups.

The only other "outlandish" feature is the middle bases and the rocks above them. You have to kill the rocks to be able to harass from the highground. Until you kill both rocks, tanks are the only units that can harass from beyond them (actually colossi with range can barely hit the geyser if 1 rock is killed, but that is the only exception).

The little crevices behind the XNTs are pathable, also



Aesthetics:
+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]
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
skdeimos
Profile Joined May 2013
Canada155 Posts
June 12 2013 02:37 GMT
#2
I actually really like this, it's an interesting main/nat concept. I don't really have any complaints about the layout. The idea with the rocks on the high ground that you have to remove to harass is really interesting.

However, I really don't like the texturing at the in-base nat and the corner bases. I don't feel that the Agria crop texture looks nice by itself; rather, it looks nice layered on top of other things. Those corner bases just look really ugly in my opinion.

InfCereal
Profile Joined December 2011
Canada1759 Posts
June 12 2013 02:46 GMT
#3
Wow, I really like the look of the map.

Not sure about balance, but that doesn't matter. It looks really fun to play on.

Cereal
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
June 12 2013 02:56 GMT
#4
On June 12 2013 11:46 InfCereal wrote:
Wow, I really like the look of the map.

Not sure about balance, but that doesn't matter. It looks really fun to play on.


Yeah, ahahaha this is awesome. As a remake of Agria Valley, for what that map is meant to be, it's perfect. This would actually make for really interesting and unique games with the risk/reward for the first two expansions and all the ways different build orders would interact and develop. But the 5 base clump kind of undoes that if the game goes longer than the opening harass and pressure stage.
Comprehensive strategic intention: DNE
meatpudding
Profile Joined March 2011
Australia520 Posts
June 12 2013 03:44 GMT
#5
Haha! I love it!

This is the not a map I expected to see remade, and I think you gave yourself a bit of a challenge trying to make it

Not really a fan of that natural layout though. Imagine a large bio force that can mass up outside the third, and quickly drop into the nat. This could be a problem for the defending ground army since the pathing is so long.
Be excellent to each other.
WedRine
Profile Joined March 2013
Denmark64 Posts
June 12 2013 04:00 GMT
#6
Cool map just dicked around with some stalkers and stuff on it. but what is the point of the trees that are randomly in front of the main?
Mike Kilo Papa!
lorestarcraft
Profile Joined April 2011
United States1049 Posts
June 12 2013 04:30 GMT
#7
On June 12 2013 13:00 WedRine wrote:
Cool map just dicked around with some stalkers and stuff on it. but what is the point of the trees that are randomly in front of the main?

Microable area
SC2 Mapmaker
Timetwister22
Profile Joined March 2011
United States538 Posts
June 12 2013 05:54 GMT
#8
Looks like quite the nice remake ^^ Just make sure that you put in in the actual thread as some point so I can better keep track of the submissions.
Former ESV Mapmaker | @Timetwister22
Fatam
Profile Joined June 2012
1986 Posts
June 12 2013 06:04 GMT
#9
On June 12 2013 13:30 lorestarcraft wrote:
Show nested quote +
On June 12 2013 13:00 WedRine wrote:
Cool map just dicked around with some stalkers and stuff on it. but what is the point of the trees that are randomly in front of the main?

Microable area


Yeah, I felt like T/P needed some chokes over in that area or it would be too open.
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
Antares777
Profile Joined June 2010
United States1971 Posts
June 13 2013 01:16 GMT
#10
Hellbat drops would scare me on this map because of the length between the in-base expansion and distance from the main. However, it might not be too bad because the path is behind the natural, so a drop wouldn't be too difficult to see coming, and the mineral line is facing away from the map, so I'm not sure.

The rocks that make up the third/natural's choke are an interesting design. It's original, and not too over the top at the same time, which is a great balance.

Killing the rocks up top to harass the bases? That's a new use for destructible rocks that you have discovered. You're originality in this map and Flame Crest are amazing. You are really revolutionizing Blizzard maps and I'm sure many others can use some of these great, new ideas that you have created.

I am impressed
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2013-06-15 00:00:22
June 14 2013 23:59 GMT
#11
I'm considering moving the 8/2 o'clock bases a bit up/down respectively (they would be more like 9/3 o'clock bases then) so that once the game is on 5 bases it isn't as turtley. Good change?
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
Last Edited: 2013-06-15 00:58:14
June 15 2013 00:41 GMT
#12
I would also make changes in the middle, to make it more viable for both players to hold that base once the rocks are down.

+ Show Spoiler [my 2 cents] +

[image loading]


I just realized those rocks aren't covering a ramp. lol. maybe put a ramp there. XD
Comprehensive strategic intention: DNE
Elldar
Profile Joined July 2010
Sweden287 Posts
June 18 2013 12:58 GMT
#13
The low grond natural does not need rocks to make it easier to defend since you alread has an in-base natural.
Aunvilgod
Profile Joined December 2011
2653 Posts
June 18 2013 13:57 GMT
#14
Now thats innovative!

I think the path to the backdoor expansion needs to be even more tight. Also I think the rocks tightening the natural are completely unnecessary, after all its rather a 3rd than a natural. Overall I think this map might favor Zerg over Terran so you should open up the paths a bit more imo.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
June 18 2013 14:32 GMT
#15
Personally, I'd put rocks at the backdoor base those. This map gives you 5 bases reaaaaaly close together currently. If you keep one giant blob ball at near the rocks in front of the forward natural you can basically cover all 5 to some extend.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2013-06-18 20:52:12
June 18 2013 20:42 GMT
#16
So I made a few changes here.

Most notably - the 8/2 o'clock bases were moved a good distance away (albeit not so far that they aren't takeable). In conjunction with this, I moved back the nearby 2FF ramp a little bit to open up the lowground some.

The nat was adjusted a bit - the choke between the rocks and the main ramp is now 12 instead of 9. The entire choke when the rocks are down is 20 (which is pretty freakin' huge for anyone thinking it's too turtley.. and is the reason the rocks probably have to stay.. I don't want a Star Station third ). Another thing to consider when looking at the third is how HUGE an offensive concave you can make outside of it.

Also added a couple overlord spots and little changes like that.

[image loading]
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
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