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[M] (2) Oblivion

Forum Index > SC2 Maps & Custom Games
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Aircooled
Profile Joined July 2012
United States79 Posts
Last Edited: 2013-12-08 00:19:55
August 30 2013 23:05 GMT
#1
I never update my maps because making the original layout is the most fun for me so I decided to force myself to do so before starting a new one. I fixed the easily blinkable main and made the third much easier to defend. I thought two ramps was a bit too much though so I basically stole the fifth from Synapse. I also overhauled the fourth/fifths on the sides and added two watch towers.

AM

136x128
10 8m2g, 2 6m2g

Overview: [image loading]

Closeups:+ Show Spoiler +

[image loading]
[image loading]
[image loading]
[image loading]



Version 1
+ Show Spoiler +
I wanted to try and make an aggressive map by placing the more open areas towards the center of the map as well as having center gold bases that are decently easy to hold.



136x128
10 8m2g, 2 6m2hg

Overview
[image loading]

Closeups:
+ Show Spoiler +
[image loading][image loading][image loading][image loading]


Thanks for any more feedback.
Phaenoman
Profile Joined February 2013
568 Posts
August 30 2013 23:21 GMT
#2
Hmm... u say u want to make it an aggressive map but then u say the gold bases are (decently) easy to hold. Tbh i don't see why this map is supposed to be played aggressively. Can u make ur thoughts a bit more clearly?
Random is hard work dude...
Fatam
Profile Joined June 2012
1986 Posts
August 31 2013 02:16 GMT
#3
looks neat, although all the possible thirds seem 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
InfCereal
Profile Joined December 2011
Canada1759 Posts
August 31 2013 02:26 GMT
#4
On August 31 2013 08:21 Phaenoman wrote:
Hmm... u say u want to make it an aggressive map but then u say the gold bases are (decently) easy to hold. Tbh i don't see why this map is supposed to be played aggressively. Can u make ur thoughts a bit more clearly?


Accelerates the game. Take macro zvt for instance, you get 3 bases, some drones, then you start defending the pressure for the rest of the game. Problem being that it took 12 minutes for something to happen. Having defensible gold bases might make that 10 minutes instead?
Cereal
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
August 31 2013 02:27 GMT
#5
Unfortunately, the excessive difficulty of the third base options moves this from an aggressive-style map straight into an early game all-in map (I think when you said the gold bases are decently easy to hold, you meant decently easy to deny off a 2-base timing). I suggest looking at maps like Bel'Shir Vestige and Neo Planet S to get an idea of how to balance the third base to allow for aggression with the possibility to play out a full game behind that aggression.

That aside, I quite like the general proportions and design concept of the map. I think if you fix your thirds (I'd suggest playing around with the 1/7 o'clock bases) you have a pretty darn good map on your hands.
Twitter: @iamcaustic
Aircooled
Profile Joined July 2012
United States79 Posts
August 31 2013 02:35 GMT
#6
I meant aggressive as in to defend the possible thirds it pushes you more towards the middle of the map but unfortunately I do agree w/ caustic and think I did it a bit too much. I'll def look into the 1/7 bases maybe ill just remove a ramp or two or completely re adjust them
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
August 31 2013 04:48 GMT
#7
On August 31 2013 11:35 Aircooled wrote:
I meant aggressive as in to defend the possible thirds it pushes you more towards the middle of the map but unfortunately I do agree w/ caustic and think I did it a bit too much. I'll def look into the 1/7 bases maybe ill just remove a ramp or two or completely re adjust them

I don't think you need a complete redesign. They are not really that bad at all in like pvz for instance, where they are no worse than planet S. (Which was a tough 3rd but not impossible, and there is less intervening openness here.) The killer is that you can hit the mineral line from the high ground. If you flip the base around and bring the ramp 1 unit closer it'll be fine imo.

As for the map overall, this is really cool! I will have to think hard about any deeper problems but from a quick glance it seems nice.
Comprehensive strategic intention: DNE
Aircooled
Profile Joined July 2012
United States79 Posts
August 31 2013 05:47 GMT
#8
sweet thanks, i was also thinking about that option early on, but was really unnecessarily trying to make the "highground" third work.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
Last Edited: 2013-08-31 07:43:22
August 31 2013 07:41 GMT
#9
On August 31 2013 13:48 EatThePath wrote:
Show nested quote +
On August 31 2013 11:35 Aircooled wrote:
I meant aggressive as in to defend the possible thirds it pushes you more towards the middle of the map but unfortunately I do agree w/ caustic and think I did it a bit too much. I'll def look into the 1/7 bases maybe ill just remove a ramp or two or completely re adjust them

I don't think you need a complete redesign. They are not really that bad at all in like pvz for instance, where they are no worse than planet S. (Which was a tough 3rd but not impossible, and there is less intervening openness here.) The killer is that you can hit the mineral line from the high ground. If you flip the base around and bring the ramp 1 unit closer it'll be fine imo.

As for the map overall, this is really cool! I will have to think hard about any deeper problems but from a quick glance it seems nice.

Yeah pretty much; that's probably the biggest reason I recommended looking at the 1/7 bases. Such a simple tweak to make them not absurd, which then allows the rest of the map to remain mostly as-is. The only other thing that would make me worried as a Terran is the amount of cliff area at the main for blink stalker all-ins.
Twitter: @iamcaustic
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2013-08-31 10:34:13
August 31 2013 10:32 GMT
#10
It looks nice. Two things:
- not sure if the gold is attackable enough. I imagine it being VERY hard to kill that base once it is established, at least as Zerg.
- The main & natural seem kind of small, maybe a little more room in the main would be good.

6m2hg

Not sure if it is just a typo, but the usual gold base setup is 6hm2g, so no high yield gas, just 2 normal ones.
Aircooled
Profile Joined July 2012
United States79 Posts
December 08 2013 00:24 GMT
#11
Map/OP Update:
[image loading]
iMrising
Profile Blog Joined March 2012
United States1099 Posts
December 08 2013 01:37 GMT
#12
Unfortunately, the third still looks impossible. I also dont see a point in making a little cliff above the base unless you want to make tvz drops impossible to defend
$O$ | soO
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