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[M](2) Viper Pit

Forum Index > SC2 Maps & Custom Games
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eTcetRa
Profile Joined November 2010
Australia822 Posts
Last Edited: 2013-10-29 11:52:11
October 28 2013 14:06 GMT
#1
[image loading]





Overview

Officially uploaded to [SEA] [NA] [EU] [KR]

[image loading]

Officially uploaded to [SEA] [NA] [EU] [KR]



Map Details

                  Name AE Viper Pit
                  Version 1.0 (28/10/2013)
                  Bounds 134x146
                  Bases 12 Normal Yield
                  Rush Distances 62 seconds (main)
                  Rush Distances 44 seconds (natural)



Eye Candy

+ Show Spoiler [Click for images (image heavy)] +

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]






Change Log

                        v1.1
                               Middle opened up.
                               Pathing at rocks fixed.
                               Minor doodad work.
Retired Mapmaker™
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
October 28 2013 14:31 GMT
#2
This is a really sick map!
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
Qikz
Profile Blog Joined November 2009
United Kingdom12024 Posts
October 28 2013 14:32 GMT
#3
For a name like this you're really missing Neutral blinding clouds :p
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
IeZaeL
Profile Joined July 2012
Italy991 Posts
October 28 2013 14:45 GMT
#4
This is some very high quality maps ... i really love your minimalistic style

Wish this and Graveside will get into top7 of RedBull tlmc :D
Author of Coda and Eastwatch.
Aunvilgod
Profile Joined December 2011
2653 Posts
October 28 2013 15:09 GMT
#5
Hmm that 3rd looks extremely safe. Will lead to a very passive early game imo. Apart from that it looks fairly standard.

I think you should use more doodads since you are so good with them.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
opisska
Profile Blog Joined February 2011
Poland8852 Posts
October 28 2013 15:29 GMT
#6
On October 29 2013 00:09 Aunvilgod wrote:
I think you should use more doodads since you are so good with them.


No. This map is the polar oposite: it shows that a nice high quality map with full aesthetics can be done with a reasonable amount of doodads. That's what mapmakers need to learn, so that the game stays playable on slow hardware. With a couple of recent patches, it got significantly slower on many setups, so this is now again a strong concern, even though there were 3 years of HW growth since launch (and thus at some stage it looked like it is gonna run on everything smoothly).
"Jeez, that's far from ideal." - Serral, the king of mild trashtalk
TL+ Member
a176
Profile Blog Joined August 2009
Canada6688 Posts
October 28 2013 17:07 GMT
#7
really like this.

only comment is to open up the middle a bit more, is a bit chokey.
starleague forever
Aunvilgod
Profile Joined December 2011
2653 Posts
October 28 2013 17:18 GMT
#8
On October 29 2013 00:29 opisska wrote:
Show nested quote +
On October 29 2013 00:09 Aunvilgod wrote:
I think you should use more doodads since you are so good with them.


No. This map is the polar oposite: it shows that a nice high quality map with full aesthetics can be done with a reasonable amount of doodads. That's what mapmakers need to learn, so that the game stays playable on slow hardware. With a couple of recent patches, it got significantly slower on many setups, so this is now again a strong concern, even though there were 3 years of HW growth since launch (and thus at some stage it looked like it is gonna run on everything smoothly).


I don't think there are any problems on reasonably old hardware. The amount of players playing on such old hardware that it can't handle this game should be diminishing. But electra not using many doodads just feels like a waste of talent.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
ObviousOne
Profile Joined April 2012
United States3704 Posts
October 28 2013 18:44 GMT
#9
This map makes overlords happy! <3
Fear is the only darkness. ~Destiny Fan Club operator~
Norx81
Profile Joined October 2013
Germany5 Posts
October 28 2013 19:33 GMT
#10
Nice job again eTcetRa. Like the layout as well as the aesthetics. Good luck in the map contest.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2013-10-28 20:20:42
October 28 2013 20:19 GMT
#11
Really cool map, but 3 bases seems far too easy with no real way to punish it without blind all in choice. I wish the lowground clump of doodad rocks was destructible rocks instead so there were 3 ways into the nat/3rd areas. Also the 3rd CC location is very choked = easy to attack with forcefield based armies.

Should make interesting games nonetheless, the routes are great.
Comprehensive strategic intention: DNE
ObviousOne
Profile Joined April 2012
United States3704 Posts
October 28 2013 20:33 GMT
#12
Found an issue with the rocks outside the third(?) at the 7 o'clock position. It seems units can pass right through it!

[image loading]
Fear is the only darkness. ~Destiny Fan Club operator~
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 28 2013 21:00 GMT
#13
^
that looks like a doodad footprint issue
Comprehensive strategic intention: DNE
Antares777
Profile Joined June 2010
United States1971 Posts
October 28 2013 21:15 GMT
#14
Nice map, I like the third layout. It's safer early game, but if those rocks go down early, players can be really aggressive. It's well designed.

I would open the middle up a bit, I think it is too choked.
eTcetRa
Profile Joined November 2010
Australia822 Posts
October 29 2013 00:19 GMT
#15
On October 29 2013 05:33 ObviousOne wrote:
Found an issue with the rocks outside the third(?) at the 7 o'clock position. It seems units can pass right through it!

[image loading]


Oh dear looks like I placed a pathing blocker wrong! Shall fix when I update the middle!
Retired Mapmaker™
NewSunshine
Profile Joined July 2011
United States5938 Posts
October 29 2013 00:31 GMT
#16
On October 29 2013 09:19 eTcetRa wrote:
Show nested quote +
On October 29 2013 05:33 ObviousOne wrote:
Found an issue with the rocks outside the third(?) at the 7 o'clock position. It seems units can pass right through it!

[image loading]


Oh dear looks like I placed a pathing blocker wrong! Shall fix when I update the middle!

lol, Obvious
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
ObviousOne
Profile Joined April 2012
United States3704 Posts
October 29 2013 00:33 GMT
#17
On October 29 2013 09:31 NewSunshine wrote:
Show nested quote +
On October 29 2013 09:19 eTcetRa wrote:
On October 29 2013 05:33 ObviousOne wrote:
Found an issue with the rocks outside the third(?) at the 7 o'clock position. It seems units can pass right through it!

[image loading]


Oh dear looks like I placed a pathing blocker wrong! Shall fix when I update the middle!

lol, Obvious

my work here is done!
Fear is the only darkness. ~Destiny Fan Club operator~
eTcetRa
Profile Joined November 2010
Australia822 Posts
October 29 2013 11:47 GMT
#18
Okay fixed that issue and opened the middle up just a little

                        v1.1
                               Middle opened up.
                               Pathing at rocks fixed.
                               Minor doodad work.



Before:
+ Show Spoiler +
[image loading]


After:
+ Show Spoiler +
[image loading]
Retired Mapmaker™
a176
Profile Blog Joined August 2009
Canada6688 Posts
November 02 2013 18:02 GMT
#19
I really would much preferred this map to be in TLMC. The layout isnt as confusing as graveside, the baseflow is much more natural, and all in all is generally better for army movement.
starleague forever
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 02 2013 18:35 GMT
#20
^ Those are exactly the opposite reasons why I like graveside better, much more interesting map imo.
Comprehensive strategic intention: DNE
eTcetRa
Profile Joined November 2010
Australia822 Posts
June 21 2014 12:48 GMT
#21
Updated version with the natural / thirds changed.

Old:
[image loading]

New:
[image loading]
Retired Mapmaker™
moskonia
Profile Joined January 2011
Israel1448 Posts
June 21 2014 12:53 GMT
#22
3rd's are a bit hard, and there is a lot of surface area for blink-allins. IMO you should put a ramp with rocks in the nat so that the horizontal 3rd is a valid option.
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