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[M] (2) Void Night

Forum Index > SC2 Maps & Custom Games
Post a Reply
lorestarcraft
Profile Joined April 2011
United States1049 Posts
Last Edited: 2013-08-28 04:31:47
August 28 2013 02:20 GMT
#1
Void Night
(by Ethan "Lore" Jones)

Map Size: 140x140
Published on: [NA] [EU] [SEA] [KR]

(click image for larger version)
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Introduction / Map Concept:

The inspiration for this map was to redesign the 12 base 4 player map style. This map features a new take on the natural expansions that I hope is fresh. The rocks and low ground positioning of the bases make 3 base turtling harder, and players can get a 4th with out being guaranteed a 5th and 6th, unlike some 4p maps. I hope you enjoy!
SC2 Mapmaker
a176
Profile Blog Joined August 2009
Canada6688 Posts
August 28 2013 02:58 GMT
#2
the entire map is kind of flat ... wouldnt mind seeing some parts having elevation changes to promote just a bit of positional play. other than that i like it.
starleague forever
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
August 28 2013 03:11 GMT
#3
Oooh the 12 base 4 spawn map. I actually think that something like this (where the nat and 3rd are equidistant from the main choke) is the only way that the 12 base 4spawn maps will work. Pushes down a ramp are going to be better than pushes up a ramp, but in this case you have flanking opportunities so it is probably cool to have that setup. I'd guess you do still end up with the typical split-map lategame scenario/5th is easier than the 4th type of thing, but to a much lesser extent than say, entombed valley.

All spawns enabled?
~ ~ <°)))><~ ~ ~
Semmo
Profile Joined June 2011
Korea (South)627 Posts
August 28 2013 04:27 GMT
#4
Not bad.
Mapmaker of Frost, Fruitland and Bridgehead
lorestarcraft
Profile Joined April 2011
United States1049 Posts
August 28 2013 04:28 GMT
#5
Yes, all spawns. Rush distances are weird to measure with the setup but not that close, not super far either.
SC2 Mapmaker
meatpudding
Profile Joined March 2011
Australia520 Posts
August 28 2013 05:14 GMT
#6
looks good the way it is.
Be excellent to each other.
NewSunshine
Profile Joined July 2011
United States5938 Posts
August 28 2013 06:01 GMT
#7
You can tell the symmetry tool was used... parhaps a bit too much. Some of the expansions appear to be a couple cards short of a deck, if you know what I mean.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
August 28 2013 06:20 GMT
#8
Interesting self-contained concept, which I really like. I think this needs to be bigger or you need a helper feature to make it work though. How is zerg supposed to survive close spawns?
Comprehensive strategic intention: DNE
RFDaemoniac
Profile Joined September 2011
United States544 Posts
August 28 2013 06:46 GMT
#9
On August 28 2013 15:20 EatThePath wrote:
Interesting self-contained concept, which I really like. I think this needs to be bigger or you need a helper feature to make it work though. How is zerg supposed to survive close spawns?


What if the area past the ramps to the nat/third opened up quite a bit to give zerg a good place to hold for a surround?
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2013-08-28 10:47:05
August 28 2013 10:46 GMT
#10
I think it's pretty interesting.

Especially with regards to FE builds where you are taking your nat before your scout gets to the opponent (this being 4p all spawns that is even more likely). If you get close positions and you happen to choose the nat that's towards your opponent the game could be very different than if you chose the other one. Especially if they expanded towards you too. I could see some people (mostly zerg ) complaining about this RNG element, but I also think it could make for some interesting games where someone is forced to change their gameplan on the fly.

Getting a 4th looks a little 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
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