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[M] (2) CruX Pantanal

Forum Index > SC2 Maps & Custom Games
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CruxEWPrime
Profile Joined July 2012
Korea (South)27 Posts
Last Edited: 2013-08-31 06:45:26
August 31 2013 06:36 GMT
#1
[image loading]

Bases:
•+ Show Spoiler +


[image loading]

[image loading]

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[image loading]

[image loading]




Aesthetics:
•+ Show Spoiler +


[image loading]

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[image loading]




*Map Name : CruX Pantanal

*Published : KR (판타날)

*Tileset : 제루스(밀림)

*Size : 120x144

*Suggest Players : 2 Players

*Amount Of Resourse :

본진 : 8m 2g (1 o'clock 7 o'clock)

앞마당 : 8m 2g (2개)

확장 : 8m 2g (8개)

*Version : 1.0


*Concept And History

Concepted by Pantanal


Created by EastWindy

TeamCrux.tistory.com

ps94406@naver.com


*character

[언덕지상][복합][전면전][전술형]

*type

Strategy


Hey :D I'm CruX EastWindy Prime


This Map's Concept is Pantanal

CruX Pantanal [판타날] 1.0ver Published.
Team Crux EastWindy Prime
lolfail9001
Profile Joined August 2013
Russian Federation40190 Posts
Last Edited: 2013-08-31 07:16:04
August 31 2013 06:42 GMT
#2
There is something lacking in OP.... pictures?
EDIT: Holy.... this map looks like an artwork, not a map.
DeMoN pulls off a Miracle and Flies to the Moon
NewSunshine
Profile Joined July 2011
United States5938 Posts
August 31 2013 06:50 GMT
#3
This is sick, man. Aesthetically awesome and unique, gameplay-wise very concise, with good flow.

Is this one of the new GSTL maps? Would sure as hell like to see this somewhere.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Whiplash
Profile Blog Joined October 2008
United States2929 Posts
August 31 2013 07:09 GMT
#4
What a map. I REALLY want to see this used in tournament play, fantastic job overall.
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2013-08-31 07:58:21
August 31 2013 07:52 GMT
#5
Had the idea to do protoss in the swamp a while back, but what I tried didn't come out too well. Glad someone w/ the time + aesthetic skills made it work well.

Layout is pretty sick too, choice between aggressive and defensive 3rds and 4ths.

Probably couldn't ever be a ladder map without heavy editing cuz holy doodad count + water + shinies, but w/e.

edit - rocks are pretty dynamic and interesting as well, could see the defender or attacker bringing those down as the game progresses. really sick map
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
Kaleidos
Profile Joined October 2010
Italy172 Posts
August 31 2013 08:19 GMT
#6
Amazing map! Good luck with it being used in tournaments, it really deserves!
IeZaeL
Profile Joined July 2012
Italy991 Posts
August 31 2013 08:52 GMT
#7
Really good map. Glad to see you're improving !
Author of Coda and Eastwatch.
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
August 31 2013 09:55 GMT
#8
Nice aesthetics!
GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
Aunvilgod
Profile Joined December 2011
2653 Posts
August 31 2013 10:20 GMT
#9
I am... amazed. So amazed. I didn't even know these doodads!
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
TeflonArena
Profile Joined August 2013
Finland18 Posts
August 31 2013 10:49 GMT
#10
Amazing. Gotta hope this goes to ladder in a season or two.
"Enemy team leads 21 - 5? We got this." - derafrhe
NewEyes
Profile Joined March 2012
Germany113 Posts
August 31 2013 10:58 GMT
#11
Not a whole lot to say... except that this is extremly awesome!
Existor
Profile Joined July 2010
Russian Federation4295 Posts
August 31 2013 11:03 GMT
#12
Jungles and Protoss platrofm? Thats the best tileset hybrid I've ever seen
Arceus
Profile Blog Joined February 2008
Vietnam8333 Posts
August 31 2013 11:22 GMT
#13
The aesthetic is a work of art but the map layout is actually rather generic :/
lolfail9001
Profile Joined August 2013
Russian Federation40190 Posts
August 31 2013 12:58 GMT
#14
On August 31 2013 20:22 Arceus wrote:
The aesthetic is a work of art but the map layout is actually rather generic :/

I forgot when last time i have seen a map without generic layout that had a chance to be used in competitive game. This one certainly has a shot at being used in some korean team league IMO.
DeMoN pulls off a Miracle and Flies to the Moon
Weavel
Profile Joined January 2010
Finland9223 Posts
August 31 2013 13:22 GMT
#15
Most beautiful map I've ever seen.
Life/Seed//Mvp/NaNiwa fighting! ZeNEX forever!
Lorch
Profile Joined June 2011
Germany3691 Posts
August 31 2013 14:05 GMT
#16
Looks insanely awesome, great job!

I would love for you to use blizzards new feature to publish maps on all regions though, I'd actually love to play on it.
Timetwister22
Profile Joined March 2011
United States538 Posts
August 31 2013 14:53 GMT
#17
Yeah, the aesthetics are awesome. Quite impressive. Yet, the layout is super boring and generic. Now that we finally have a wcs map pool that is solid, wouldn't really want to see this join them. Something a bit less generic would be preferred from my point if of view.
Former ESV Mapmaker | @Timetwister22
DilemaH
Profile Blog Joined September 2012
Canada402 Posts
August 31 2013 14:55 GMT
#18
Everything about this map is so good. Expansion patterns are nice, amazing aesthetics, good map layout.
We want to see this in tournament play!
They don't want you to construct additional pylons
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
August 31 2013 15:35 GMT
#19
That is 5 bases seriously close together...
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
August 31 2013 15:43 GMT
#20
On August 31 2013 21:58 lolfail9001 wrote:
Show nested quote +
On August 31 2013 20:22 Arceus wrote:
The aesthetic is a work of art but the map layout is actually rather generic :/

I forgot when last time i have seen a map without generic layout that had a chance to be used in competitive game. This one certainly has a shot at being used in some korean team league IMO.
Well, Icarus and Anaconda come to mind, proleaguie certainly spices it up but in proleague balance doesn't really matter all that much due to the format of course.

Sky Island was also used in WCS AM. I liked Icarus a lot, Anaconda and Sky Island not so much, not because of the general concepts of the map but rather just the terrain and stuff.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
August 31 2013 15:58 GMT
#21
I demand for this map to be published in AM and EU!!!!

Oh dear god this thing is damn pretty, and the flow is really really good, the rocks are incredibly dynamic i just love that, my only concern would be the FPS but that would ruin the map aesthetics since you would have to remove a bunch of water and plants.
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
lorestarcraft
Profile Joined April 2011
United States1049 Posts
August 31 2013 17:50 GMT
#22
It is super easy to get 5 bases here. Air based armies can defend the bases all well due to the layout too. At the same time drops will be super good into the main (dead space+ exposed area.) Overall I think it is a pretty map but I really don't want to see it become the next big thing.
SC2 Mapmaker
Antares777
Profile Joined June 2010
United States1971 Posts
September 02 2013 15:45 GMT
#23
This is a beautiful map! It looks like art, seriously.

As far as gameplay goes, I don't really see anything special about the map. It's just another macro map. The coolest feature, in my opinion, are the destructible rocks blocking that ramp to the natural/third. It's an interesting touch and adds a good amount of risk vs. reward, but even then there's very little that stands out (other than the aesthetics). There may be some balance problems. Like lorestarcraft said, air play is going to be powerful for two main reasons:

1. The distances between the mains are long. This means it's going to be more difficult to put on early pressure while your opponent can tech to air. It also makes the map more of a macro one, which favors higher tech and later game strategies.

2. The air distances between the expansions are very small. The only expansion that is further away is the potential fourth on the high ground close to the middle. Air armies can defend these bases easier than ground armies because of the shorter distances and on offense can switch to a different base when the defending player's army arrives.

You could shrink the map, but that's a pain in the ass. And it still won't bring any new/interesting features. After people start playing games on it, everyone will get a better understanding of its balance.

TXRaunchy
Profile Joined June 2013
United States131 Posts
September 03 2013 14:35 GMT
#24
i wanna play this map in the ladder!
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
September 04 2013 17:51 GMT
#25
One of the most beautiful maps I've seen yet. It's one of those overviews you could just look at for an hour straight.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
March 27 2014 01:39 GMT
#26
On September 03 2013 23:35 TXRaunchy wrote:
i wanna play this map in the ladder!

fortunately for you, soon you will!
vibeo gane,
Timetwister22
Profile Joined March 2011
United States538 Posts
March 27 2014 02:11 GMT
#27
This is a good map, and making those center bases golds for ladder will make this map a bit more interesting. Still the most standard map since Daybreak, but as long as the entire map pool isn't filled with super standard I'm totally ok with it.
Former ESV Mapmaker | @Timetwister22
JessicaSc2
Profile Joined February 2014
Poland123 Posts
Last Edited: 2014-03-27 06:37:35
March 27 2014 06:37 GMT
#28
It's pretty and all but why the hell every map has to follow smiliar expansion pattern? Like I was seeing yeonsu.

[image loading]

It's boring as fuck.
EthanS
Profile Joined February 2011
United States206 Posts
March 27 2014 11:12 GMT
#29
On March 27 2014 15:37 JessicaSc2 wrote:
It's pretty and all but why the hell every map has to follow smiliar expansion pattern? Like I was seeing yeonsu.

+ Show Spoiler +
[image loading]


It's boring as fuck.


Didn't understand the graphic. By "expansion pattern" to you mean the order that players expand, or the layout/orientation of the individual expansions?

You're an accomplished mapmaker here, so I'm curious what you consider a dissimilar expansion pattern would look like that wouldn't be unbalanced given match-up considerations. Examples?
JessicaSc2
Profile Joined February 2014
Poland123 Posts
Last Edited: 2014-03-27 11:44:50
March 27 2014 11:43 GMT
#30
Didn't understand the graphic. By "expansion pattern" to you mean the order that players expand, or the layout/orientation of the individual expansions?


I mean both. It's very similar to Ohana, Bel'shir or Yeontsu etc. Yawn.

You're an accomplished mapmaker here, so I'm curious what you consider a dissimilar expansion pattern would look like that wouldn't be unbalanced given match-up considerations. Examples?


Polar Night is a good example. The King Sejong Station - new ladder map has a creative expansion layout. I was also trying to capture this feature with my latest map "Arctic" where there are literally FOUR legit 3rds available, each with unique playstyles and advantages. Check it out
moskonia
Profile Joined January 2011
Israel1448 Posts
March 27 2014 13:39 GMT
#31
I agree with Jessica, this is an extremely standard map except for the gold base, and a slight difference from the norm is not make it that much different than other standard maps. but I do think that standard maps have their place as the core of the meta, and it's okay to have a few standard map in the map pool. The next season map pool seems to have a fair amount of different maps, so I think it's fine to have this map to balance out the rest of the pool.
Phaenoman
Profile Joined February 2013
568 Posts
Last Edited: 2014-03-27 13:52:56
March 27 2014 13:52 GMT
#32
Is there a path behind the 3rd to use in order to jump into the natural with a reaper?
Random is hard work dude...
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
March 27 2014 13:57 GMT
#33
On March 27 2014 20:12 EthanS wrote:
Show nested quote +
On March 27 2014 15:37 JessicaSc2 wrote:
It's pretty and all but why the hell every map has to follow smiliar expansion pattern? Like I was seeing yeonsu.

+ Show Spoiler +
[image loading]


It's boring as fuck.


Didn't understand the graphic. By "expansion pattern" to you mean the order that players expand, or the layout/orientation of the individual expansions?

You're an accomplished mapmaker here, so I'm curious what you consider a dissimilar expansion pattern would look like that wouldn't be unbalanced given match-up considerations. Examples?


Just visualizing:
+ Show Spoiler +
[image loading]
~ ~ <°)))><~ ~ ~
Ragoo
Profile Joined March 2010
Germany2773 Posts
March 27 2014 14:06 GMT
#34
Hehe I wanted to make the comparison to Bel'Shir Beach as well. Then I thought it might lose me even more Karma on reddit than my usual anylsis. Cos beaches are pretty and cool yo.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
And G
Profile Joined May 2012
Germany491 Posts
Last Edited: 2014-03-27 14:11:00
March 27 2014 14:10 GMT
#35
I think it's okay to have one or two very "standard" maps in the pool, and since Yeonsu is gone I'm actually okay with this map. In fact I'd say the forward gold base should make this map more interesting than Yeonsu, so yeah, let's not hate on this map too much just because it's not very innovative.
not a community mapmaker
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
March 27 2014 14:55 GMT
#36
On March 27 2014 23:06 Ragoo wrote:
Hehe I wanted to make the comparison to Bel'Shir Beach as well. Then I thought it might lose me even more Karma on reddit than my usual anylsis. Cos beaches are pretty and cool yo.


I wouldn't worry about reddit Karma especially when it comes to mapmaking

If reddit was around in the 1500s Galileo would have gotten downvoted into oblivion
~ ~ <°)))><~ ~ ~
Redrot
Profile Blog Joined September 2012
United States446 Posts
March 27 2014 16:56 GMT
#37
Why are the expos laid out in a similar fashion... because that is what works? Note that if you rotate polar night about 45 degrees or so it follows the same layout as well. The actual map layout is very much different, but as the best 1v1 maps tend to go, there is a pattern for bases that works. Check out Habitation Station rotated 90 degrees too, same thing.
I root for CJ because their fb posts are hilarious
JessicaSc2
Profile Joined February 2014
Poland123 Posts
March 27 2014 17:07 GMT
#38
On March 28 2014 01:56 Redrot wrote:
Why are the expos laid out in a similar fashion... because that is what works? Note that if you rotate polar night about 45 degrees or so it follows the same layout as well. The actual map layout is very much different, but as the best 1v1 maps tend to go, there is a pattern for bases that works. Check out Habitation Station rotated 90 degrees too, same thing.


Wrong both times because habitation has exposed 3rd (gold), and polar night has a backdoor exp while having 2 another legit 3rds.

Redrot
Profile Blog Joined September 2012
United States446 Posts
March 27 2014 19:14 GMT
#39
...Same could be said about this exact same map. The actual layout is different but the minerals are in the same place, just like those maps. All you pointed out was that the mineral patches are all in similar locations.
I root for CJ because their fb posts are hilarious
moskonia
Profile Joined January 2011
Israel1448 Posts
March 27 2014 19:26 GMT
#40
On March 27 2014 22:52 Phaenoman wrote:
Is there a path behind the 3rd to use in order to jump into the natural with a reaper?

No.
MrSunny
Profile Joined September 2011
Australia73 Posts
March 27 2014 23:05 GMT
#41
This is a fantastic standard map. We know that this mineral line pattern works, and although this map doesn't try anything crazy, it is insanely well executed. With that said, i think creative maps are possible but extremely hard to make.

I would really love to see innovative maps. But they need to have a high level of execution; like this map.

Its also hard to be innovative for a number of reasons. some of them being the disconnection between map makers and players or the unwillingness of pro players wanting to play on weird maps. Without actually seeing large amounts of great players playing on them, its hard to know if the maps balanced.
Harreh
Profile Joined September 2013
90 Posts
March 28 2014 22:45 GMT
#42
Really like this the look of this map, very creative and beautiful styling. I also like how blink has been addressed on this map, as there's a chasm surrounding most of the mainbut still surface area on the main and if you ignore the pipes that narrow the nat, it's quite wide for blink, combined with that angle which could come from the 3rd nearby.

Also I guess your pic is old as there are golds in the middle base now? Curious. Well I guess you won't be seeing terrans lift of and go for the gold super fast ala Habitation Station (which seems to have been figured out by now anyway). Will be interested to see how the pros react to that gold since it's so far away and exposed.
BlueSky308
Profile Joined October 2013
United States12 Posts
April 05 2014 22:50 GMT
#43
Why are there chokes everywhere for those four bases, what purpose does this serve except making games boring as fuck.
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