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[M] (2) Verdant Mountain

Forum Index > SC2 Maps & Custom Games
Post a Reply
lorestarcraft
Profile Joined April 2011
United States1049 Posts
Last Edited: 2013-06-12 21:11:51
June 12 2013 21:11 GMT
#1
Hey all, here is a little map I made a while back but never really released officially. I submitted it to TLMC #2, but I didn't know if anyone liked it or not until monk said it was in his top 25. Anyway, one of the knocks on the map was the feeling that the third base is too hard for protoss. I had debated that in my mind, but thought that the third being tucked away was enough to make up for that. Anyway, what do you guys think? Should the 3rd be tweaked to be easier?

Verdant Mountain

Overview:
[image loading]
60 degrees
+ Show Spoiler +
[image loading]

Aesthetics:
+ Show Spoiler +
[image loading]
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[image loading]
SC2 Mapmaker
Antares777
Profile Joined June 2010
United States1971 Posts
June 13 2013 01:06 GMT
#2
The middle low ground expansions look very difficult to hold from either spawn. The two thirds are set up nicely so there is one safer choice and one more aggressive one. Beyond that, however, the line between your bases and your opponent's bases becomes confusing. There expansion pattern is a bit unclear to me.

The obstructions in the high ground areas on both sides of the map are going to add to tactical gameplay in a good way. However, the pools might need to be shrunk a little bit. Test games should determine whether or not those areas are too choked or not.

The aesthetics are nice--you can easily distinguish between the three terrain levels and there is a clear theme for the map. The lava off to the side is a nice addition, especially since it isn't overkill. People tend to not like too much lava, and this seems to be a good amount.
Meerel
Profile Joined March 2012
Germany713 Posts
Last Edited: 2013-06-13 01:39:16
June 13 2013 01:38 GMT
#3
i like the water, nice setting you got there. besides that the third is still too open, just block the second entrance with that rdm rock that lays right next to it.

(which you just removed^^)
SDMF
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
June 13 2013 01:43 GMT
#4
Fwiw, Morrow ranked this very highly.
Administrator~ Spirit will set you free ~
Qwyn
Profile Blog Joined December 2010
United States2779 Posts
June 13 2013 02:00 GMT
#5
Aesthetics are really well done - maximum use of the tileset. Really good use of space, too - everything looks quite clean.
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
TheHuman
Profile Joined April 2013
7 Posts
June 13 2013 02:47 GMT
#6
After you take a 4th, getting another base looks a bit difficult. Other than that the map looks good.
lorestarcraft
Profile Joined April 2011
United States1049 Posts
June 13 2013 03:14 GMT
#7
On June 13 2013 10:38 Meerel wrote:
i like the water, nice setting you got there. besides that the third is still too open, just block the second entrance with that rdm rock that lays right next to it.

(which you just removed^^)

Ah, yeah, that was actually over a litte "mini-base" that I later removed for TLMC. I will play with the thirds.
SC2 Mapmaker
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
June 13 2013 08:29 GMT
#8
Really like the aesthetics.

I think PvZ would be fine taking the lowground 3rd. It's pretty narrow. It's comparably to belshir vestige in distance to natural and intervening openness and paths. You can also warp in from the main base and use pylon power to start a cannon if need be.

My only problem is actually the potential 4th 1/7 oclock base. Seems maybe a little easy expanding in that direction and close/protected by the center 5th. If the 1/7 was moved more to the corner and maybe had a more isolate entrance it'd be possible to take that base for either player in either expansion pattern which I think would be really cool on this map. Overall small complaint though.

What about ditching the tower?
Comprehensive strategic intention: DNE
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2013-06-13 08:43:42
June 13 2013 08:38 GMT
#9
I think the thirds as they appear now are pretty cool. I could see you maybe narrowing that lowground choke slightly or adding rocks as mereel said. Since even w/ a narrow choke that third would be somewhat dangerous w/ the highground there. But the concept is good I think.

I also think ambiguous expansion patterns can be cool. I don't know why, but a lot of players/mapmakers/etc. seem to think they should always be able to expand in a straight line on any map, and/or there should be a clear 6 bases on each side of the map and that "their" expos shouldn't realistically be takeable by the opponent. I think maps should make you struggle, and players should battle for positioning (or sometimes even expos) :-P

But maybe I'm living in an idealist bubble lol

edit - path posted @ same time I think that 4th isn't too bad, considering you definitely have to cover a good 25-30 more squares to the left or right to defend it. Plus the 5th seems pretty tough.
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
Big J
Profile Joined March 2011
Austria16289 Posts
June 13 2013 11:49 GMT
#10
wow, my eyes really like that map. Make the middle lowground expos golden and you have my heart as well
mogoh
Profile Joined August 2011
Germany109 Posts
July 30 2013 21:58 GMT
#11
Can you please publish it on Europe?
Existor
Profile Joined July 2010
Russian Federation4295 Posts
July 30 2013 22:07 GMT
#12
On July 31 2013 06:58 mogoh wrote:
Can you please publish it on Europe?

With patch 2.0.10 mapmakers can publish their maps to all servers at same time
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 30 2013 22:43 GMT
#13
On July 31 2013 07:07 Existor wrote:
Show nested quote +
On July 31 2013 06:58 mogoh wrote:
Can you please publish it on Europe?

With patch 2.0.10 mapmakers can publish their maps to all servers at same time

I love when you come in and post stuff like this existor, I don't know why it just makes me feel good. ^^

It's like "hey good news everyone!"
Comprehensive strategic intention: DNE
mogoh
Profile Joined August 2011
Germany109 Posts
July 30 2013 22:58 GMT
#14
On July 31 2013 07:07 Existor wrote:
Show nested quote +
On July 31 2013 06:58 mogoh wrote:
Can you please publish it on Europe?

With patch 2.0.10 mapmakers can publish their maps to all servers at same time


I am looking forward for this. I hope everyone will use it asap. =)
lorestarcraft
Profile Joined April 2011
United States1049 Posts
July 31 2013 00:47 GMT
#15
On July 31 2013 07:58 mogoh wrote:
Show nested quote +
On July 31 2013 07:07 Existor wrote:
On July 31 2013 06:58 mogoh wrote:
Can you please publish it on Europe?

With patch 2.0.10 mapmakers can publish their maps to all servers at same time


I am looking forward for this. I hope everyone will use it asap. =)

Should be on Europe now.
SC2 Mapmaker
mogoh
Profile Joined August 2011
Germany109 Posts
July 31 2013 12:03 GMT
#16
On July 31 2013 09:47 lorestarcraft wrote:
Show nested quote +
On July 31 2013 07:58 mogoh wrote:
On July 31 2013 07:07 Existor wrote:
On July 31 2013 06:58 mogoh wrote:
Can you please publish it on Europe?

With patch 2.0.10 mapmakers can publish their maps to all servers at same time


I am looking forward for this. I hope everyone will use it asap. =)

Should be on Europe now.


Thx =)
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