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[M] (2) Startropics

Forum Index > SC2 Maps & Custom Games
Post a Reply
lorestarcraft
Profile Joined April 2011
United States1049 Posts
Last Edited: 2013-06-24 06:31:56
June 22 2013 00:16 GMT
#1
Startropics
134x128
nat to nat 43 seconds

Overview:
[image loading]
Overview: (old)
+ Show Spoiler +
[image loading]

Concept:
Hello TL! I know everybody loves their beach maps, and now we even have city beach maps. I decided I would just beat everyone to the punch and introduce the 1st starship beach map. And yes, there is a colossus building in the middle. The side bridges are guarded by a rock tower and LoS blockers, and the gold bases on each side of the middle are introduce some cool dynamics. There is also a back door into the main so be careful, but it is further away than the nat choke for the attacker and if opened up, it helps defend three bases against drops, which can be powerful here due to some air space around the edges. Anyways, have fun!
Aesthetics: (old)
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading][image loading]
[image loading]
[image loading]
SC2 Mapmaker
lorestarcraft
Profile Joined April 2011
United States1049 Posts
Last Edited: 2013-06-24 06:33:22
June 22 2013 00:27 GMT
#2
If you know where the name comes from... bonus points!
SC2 Mapmaker
zelevin
Profile Joined January 2012
United States255 Posts
June 22 2013 05:27 GMT
#3
From the looks of things, this map looks like Terran would be highly susceptible to MASS baneling all ins. I'm talking like 40-60 banelings rolling into the third and then the natural. It may not be easy to see at first, but trust me, it's very likely. You may want to make some modifications to the map to weaken that all in.
lorestarcraft
Profile Joined April 2011
United States1049 Posts
June 22 2013 05:46 GMT
#4
On June 22 2013 14:27 zelevin wrote:
From the looks of things, this map looks like Terran would be highly susceptible to MASS baneling all ins. I'm talking like 40-60 banelings rolling into the third and then the natural. It may not be easy to see at first, but trust me, it's very likely. You may want to make some modifications to the map to weaken that all in.

I saw that game too, man. you still won.
SC2 Mapmaker
eTcetRa
Profile Joined November 2010
Australia822 Posts
June 22 2013 13:56 GMT
#5
Fourth and fifth look a little too easy to take. Sitting at the gold with your main army and you got both covered.

The main ramp looks really awkward too.

'tis a beach though. 10/10
Retired Mapmaker™
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2013-06-22 14:56:14
June 22 2013 14:55 GMT
#6
Medivacs good unit, so don't make them better. What I mean is that the third has a large amount of deadspace behind it, so even though you have your third, the main is still vulnerable to drops. This will make drops incredibly powerful on this map, because terran will essentially be able to deny early thirds while taking one themselves by putting pressure on the main, nat, and third. One could also argue the same for zerg with mutas in zvp, by having the mutas have a safe haven behind the third and main.

I simply suggest you rearrange the main/nat/third a bit so the nat and third are right along the edges of the map. You could open the third up a bit as well, but that would not be good for protoss. The simplest solution is to just have the nat/third along the edges with this kind of triangular layout between the first three bases.

The rest of the map is meh. Everything works aside that drop issue. I will say I'm not a fan of that touch of protoss in the aesthetics, but that's w/e. Generally a nice map.
Former ESV Mapmaker | @Timetwister22
lorestarcraft
Profile Joined April 2011
United States1049 Posts
June 24 2013 06:33 GMT
#7
Version 2.0

-reduced air space behind third
-increased pathing from natural to third for attacker
-third ramp smaller
-4th further from 3rd and 5th
SC2 Mapmaker
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
June 24 2013 06:40 GMT
#8
On June 22 2013 23:55 Timetwister22 wrote:
Medivacs good unit, so don't make them better. What I mean is that the third has a large amount of deadspace behind it, so even though you have your third, the main is still vulnerable to drops. This will make drops incredibly powerful on this map, because terran will essentially be able to deny early thirds while taking one themselves by putting pressure on the main, nat, and third. One could also argue the same for zerg with mutas in zvp, by having the mutas have a safe haven behind the third and main.
I disagree, medivacs cool unit to watch so make them ever better. Apart from that oracles and void rays have been pretty brutal in HotS so it all evens out. Maps should encourage multitasking and harassment, not discourage from it. This mentality is exactly why David Kim lamented medivac drops became too easy too stop. People didn't get magically better at stopping them, people removed dead space from maps. Dead space plays an integral part in breaking up the deathball. T parks 2 medivacs in dead space ready to strike whenever, Protoss is forced to leave army at home to deal with it, et voilla, your deathball is a bit more broken up. Deadspace creates a very interesting dynamic in this regard, [i]especially[/i[ when medivacs can get trapped, in this case they can't go out, they can't unload because stalkers are waiting, but they are still there, you can often even see them, but you can't fire at them unless you get air. Resulting in a very cool threat situation.

The rest of the map is meh. Everything works aside that drop issue. I will say I'm not a fan of that touch of protoss in the aesthetics, but that's w/e. Generally a nice map.
Gotta agree here though.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
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