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[M](2) Graveside

Forum Index > SC2 Maps & Custom Games
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eTcetRa
Profile Joined November 2010
Australia822 Posts
Last Edited: 2015-01-21 10:22:05
October 28 2013 14:34 GMT
#1


[image loading]

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



Map Details

                  Name DF Graveside RE
                  Version 2.0 (20/01/2015)
                  Bounds 132x132
                  Bases 10 Normal Yield
                  Rocks 3 Sets
                  Towers Nil



Eye Candy

+ Show Spoiler [Click for images] +

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]





+ Show Spoiler +
not quite new, eh?
Retired Mapmaker™
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
October 28 2013 15:38 GMT
#2
I personally think it'd be more interesting if the in base natural was a mineral only to promote pushing out on the map to get a third gas base. but I like all the chokes as someone who used to play mech all the time.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
moskonia
Profile Joined January 2011
Israel1448 Posts
October 28 2013 15:41 GMT
#3
Why rocks on the 3/9 bases?

I think you have 3 bases really too easy, either make the in-base expo a half base or make the 3rd much harder somehow. If you choose to keep it this way then you will see a lot of passive games, especially in PvZ. I think a cool solution would be to make the in-base expo semi blocked by creep, sort of like the one that was on that kespa map with all the rocks, you can just use a nydus worm to do it.
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
October 28 2013 16:45 GMT
#4
I don't like that both the natural and the third are cliffable. I think that the outside expansion shouldn't be cliffable to promote circumstances where that base is a better natural than the in-base one.
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
October 28 2013 17:18 GMT
#5
Cool map, awesome aesthetics!
~ ~ <°)))><~ ~ ~
Meltage
Profile Joined October 2010
Germany613 Posts
October 28 2013 17:29 GMT
#6
Nice. Isnt the third a bit boring and safe given that you have an inbase nat?
http://mentalbalans.se/aggedesign
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
October 28 2013 18:24 GMT
#7
Breath taking, the theme is astonishing!

But! i must agree with the guys and say that these rocks at the 3/9 bases should be at the inside natural instead, i think you put those rocks there in fear that a player may camp the lowground while having a wall at the natural and stay on four bases all the time, but by that time the opposing player could harass the main and inside natural of the camping player without much problems forcing him to burn resources into defenses for his main and inside base, so yeah, i would switch the rocks from the 3/9 bases into the inside base instead.

Also damn this map is pretty.
@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.
RFDaemoniac
Profile Joined September 2011
United States544 Posts
October 28 2013 19:26 GMT
#8
Aren't mineral-only bases profoundly Terran favored?

I don't think the plates at the bottom of the ramp are too important. If they wall you into 2 bases that's not nearly as bad as being walled into 1 base, and it might actually be nice to see that as a way to punish a fast 3rd.

I also don't understand the rocks at the 4th.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
October 28 2013 20:04 GMT
#9
I much prefer Viper Pit over this one. Acquiring a 4th base is reasonably difficult, but I've never been a fan of the whole full economy for free idea. SC2 caps at 3 base economy; there should be some effort required to obtaining it, otherwise games just become silly city.
Twitter: @iamcaustic
eTcetRa
Profile Joined November 2010
Australia822 Posts
October 29 2013 12:35 GMT
#10
Hey guys revisiting an older version of the map with a few tweaks, I think it is a lot more interesting of a map this way.

[image loading]

Changes:
            There is a rocked entrance to the in-base natural expansion. (2x ramps).
             The 3/9 o'clock bases have had their ramp directions changed.

Proposed Changes:
             Perhaps will add a 1x ramp back door to the 1 & 7 o'clock bases.
             Pull back the ramp at the 3 & 9 o'clock bases to widen the path to the 2 & 8 o'clock bases.

Thoughts?
Retired Mapmaker™
meatpudding
Profile Joined March 2011
Australia520 Posts
October 29 2013 13:13 GMT
#11
Interesting. Back doors into the main need to be explored more in HotS I think.

I feel like the 'other' natural is pretty defensible too. Since you can only approach via the one ramp or a long choke, any kind of poke would be risky. Once all rocks are cleared the dynamic changes completely though.
Be excellent to each other.
Gfire
Profile Joined March 2011
United States1699 Posts
November 02 2013 17:29 GMT
#12
I think the wind placed in the main bases is really messing with the visuals. The dust in it is really heavy so it's hard to see. I hope something can be done about that.
all's fair in love and melodies
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
November 02 2013 18:45 GMT
#13
On October 29 2013 21:35 eTcetRa wrote:
Proposed Changes:
             Perhaps will add a 1x ramp back door to the 1 & 7 o'clock bases.
             Pull back the ramp at the 3 & 9 o'clock bases to widen the path to the 2 & 8 o'clock bases.

Thoughts?


No to the new backdoor, yes to the wider path
~ ~ <°)))><~ ~ ~
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
November 02 2013 19:21 GMT
#14
I like the concept of the backdoor to make 3 base economy less of a freebie, but not the execution. With the current version, we're looking at a backdoor that's faster to reach than the normal entrance. This ends up getting really weird, Blistering Sands style. Not as bad as that map, naturally, but along the same lines.
Twitter: @iamcaustic
Gfire
Profile Joined March 2011
United States1699 Posts
November 02 2013 19:26 GMT
#15
On November 03 2013 04:21 iamcaustic wrote:
I like the concept of the backdoor to make 3 base economy less of a freebie, but not the execution. With the current version, we're looking at a backdoor that's faster to reach than the normal entrance. This ends up getting really weird, Blistering Sands style. Not as bad as that map, naturally, but along the same lines.

Blistering sands had a problem where the distance between the entrance of the nat and the backdoor (of the same player) were way WAY closer on the outside than the inside. That doesn't exist here. The fact that the backdoor is closer to the opponent's nat than the front door isn't really an issue. It fact considering the natural is actually towards the backdoor ramp it's actually closer to standard. The small front main ramp acts more like the back door once the rocks are down.
all's fair in love and melodies
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
Last Edited: 2013-11-05 02:53:55
November 05 2013 02:49 GMT
#16
On November 03 2013 04:26 Gfire wrote:
Show nested quote +
On November 03 2013 04:21 iamcaustic wrote:
I like the concept of the backdoor to make 3 base economy less of a freebie, but not the execution. With the current version, we're looking at a backdoor that's faster to reach than the normal entrance. This ends up getting really weird, Blistering Sands style. Not as bad as that map, naturally, but along the same lines.

Blistering sands had a problem where the distance between the entrance of the nat and the backdoor (of the same player) were way WAY closer on the outside than the inside. That doesn't exist here. The fact that the backdoor is closer to the opponent's nat than the front door isn't really an issue. It fact considering the natural is actually towards the backdoor ramp it's actually closer to standard. The small front main ramp acts more like the back door once the rocks are down.

The distance thing is why this isn't as bad as Blistering (I thought that was obvious) and why I labelled it weird instead of broken.

EDIT: Elaborating more... my biggest issue is that attacking the rocked path becomes the faster choice, and as a defender you end up with a bigger ramp into the main to defend. It's awkward from a defensive standpoint. Not the end of the world, methinks, but I'm not sold on it being the most direct attack path.
Twitter: @iamcaustic
Gfire
Profile Joined March 2011
United States1699 Posts
November 05 2013 06:01 GMT
#17
Having the backdoor sort of turn into the front door doesn't seem like a problem to me. I thought that was cool on Blistering Sands.
all's fair in love and melodies
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
November 05 2013 06:52 GMT
#18
On November 05 2013 15:01 Gfire wrote:
Having the backdoor sort of turn into the front door doesn't seem like a problem to me. I thought that was cool on Blistering Sands.

Whether it's a problem (I'm assuming you mean balance issue) or not is something for play testing to help determine. I was just saying I don't like it in the same way you think it's cool. Kinda the same reason I don't like Polar Night that much; maps that muck with the fundamentals in a way that doesn't seem to serve much purpose nor affect the meta game. Not the end of the world like I said before, but I'm still meh on the execution.
Twitter: @iamcaustic
imre
Profile Blog Joined November 2011
France9263 Posts
January 15 2014 18:38 GMT
#19
There is a problem in the map, your reapers can get stuck on the little deep space if you don't actually move them manually.
http://drop.sc/371041
Zest fanboy.
lorestarcraft
Profile Joined April 2011
United States1049 Posts
January 20 2014 23:36 GMT
#20
Looks like a ramp is glitched
SC2 Mapmaker
VArsovskiSC
Profile Joined July 2010
Macedonia563 Posts
January 21 2014 00:36 GMT
#21
I still don't get why this map didn't make it to the map pool.. Was by far the best map with best games IMO in the RBTG tournament.. Perhaps cause there are few too many good proxy-locations though.. IDK

As a map feels much better than the lava-rising one IMO.. But yah - things and special effects like that probably win the crowd overall
Another world, another place, another universe, won the race.. :) ;) :P
eTcetRa
Profile Joined November 2010
Australia822 Posts
January 23 2014 04:05 GMT
#22
I'll fix the pathing issues that I can find in a few hours, hopefully!

Retired Mapmaker™
eTcetRa
Profile Joined November 2010
Australia822 Posts
January 20 2015 15:13 GMT
#23
New update. Thanks for opening the thread back up Plexa. You the man!
Retired Mapmaker™
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
January 20 2015 15:39 GMT
#24
np anytime
Administrator~ Spirit will set you free ~
moskonia
Profile Joined January 2011
Israel1448 Posts
January 20 2015 17:53 GMT
#25
What was changed exactly?
eTcetRa
Profile Joined November 2010
Australia822 Posts
January 21 2015 10:00 GMT
#26
- Complete aesthetics (texture and doodad) overhaul.
- Tightened up the bounds (down to 132x132).
- Fixed mineral placements on most bases.
- Fixed more pathing issues.
- Added various quality of life features to the map for Zerg (like overlord vision spots).
- Added some drop-pods around the map. Near center and around 1 & 7 o'clock bases.
- Slimmed down the main bases.
- Enlarged backdoor ramp to 3-width ramp with XL rocks (from 2-width ramp and 6x6 rocks).
- Terrain at 6 & 12 o'clock revamped.
- Terrain at center revamped.

Though looking at the map you might have noticed this.
Retired Mapmaker™
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