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[M] [2] Fastfire

Forum Index > SC2 Maps & Custom Games
Post a Reply
WittyWhiscash
Profile Joined February 2014
Canada5 Posts
Last Edited: 2014-03-06 06:24:32
March 06 2014 04:59 GMT
#1
Fastfire

Uploaded - [NA][EU][KR][SEA]

[image loading]

So the goal of this map here is to create aggressive games, and build the map around the idea of a tough to control natural expansion. Usually, in a map, people will depend on having a safe and easy to wall in natural, before having a slightly tougher to take third. The goal of this map is to try and create games that revolve lots around the control of the natural, with a double ramp.

  • Playable - 152x152
  • 8 Bases/6 expansions
  • 42s Natural to Natural (Ground)
  • 57s Main to Main (Ground)
  • 3m30s OL Main to Main (Air)
  • 1 Xel'Naga Watchtower


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[image loading]
[image loading]
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1.0 - Original Release
Timetwister22
Profile Joined March 2011
United States538 Posts
March 06 2014 06:54 GMT
#2
Where I understand your desire to make tougher naturals, this is not the way to do it. When people see naturals like this, they don't play the map, or 1 base all in. Look at how the first version of Daedalus Point played out as a good example of this. Sadly, there isn't too much you can do to the natural without making for shitty games. You can add rocked back doors, wide ramps covered partially by rocks, 2 entrances with one having collapse rocks, etc. But ultimately, you must allow the player to narrow down the natural to a single choke.
Former ESV Mapmaker | @Timetwister22
Phaenoman
Profile Joined February 2013
568 Posts
Last Edited: 2014-03-06 11:18:44
March 06 2014 10:39 GMT
#3
Even tho there are no gold bases in the center, it reminds me of Antiga Shipyard. Whats the downside of sitting at the watch tower and moving my army to the side I want? Especially with the 3 and 9 o' clock bases having no 2nd ramp.
Also I agree with Timetwister about the natural.

Maybe another thought: Beside ur natural, ur expansion grounds are very large. They seem to have about the same size as the main base. Does that have something to do with ur aim to force an aggressive game? Cuz I think u could use that space for something else.
Random is hard work dude...
WittyWhiscash
Profile Joined February 2014
Canada5 Posts
March 06 2014 18:04 GMT
#4
On March 06 2014 15:54 Timetwister22 wrote:
Where I understand your desire to make tougher naturals, this is not the way to do it. When people see naturals like this, they don't play the map, or 1 base all in. Look at how the first version of Daedalus Point played out as a good example of this. Sadly, there isn't too much you can do to the natural without making for shitty games. You can add rocked back doors, wide ramps covered partially by rocks, 2 entrances with one having collapse rocks, etc. But ultimately, you must allow the player to narrow down the natural to a single choke.

I can understand what you mean, and I do understand that it will make for bad games. It is, however, only my first map ever released, and of course it won't be the best, and I have only been playing for a few months now. (Probably isn't the best excuse, now is it? )

I assume, in theory, rocks at one ramp can allow the player some comfort, and make it easier to wall off the one ramp. But once the rocks get broken down, it will transition into a more aggressive game and allow for plenty of skirmishes and flanks.
On March 06 2014 19:39 Phaenoman wrote:
Even tho there are no gold bases in the center, it reminds me of Antiga Shipyard. Whats the downside of sitting at the watch tower and moving my army to the side I want? Especially with the 3 and 9 o' clock bases having no 2nd ramp.

Maybe another thought: Beside ur natural, ur expansion grounds are very large. They seem to have about the same size as the main base. Does that have something to do with ur aim to force an aggressive game? Cuz I think u could use that space for something else.

The watchtower should probably be removed, because it gives a little bit too much control. Either that or I need to widen the island, which could be a slight piece of rework. But it could continue to lead to more and more circle syndrome, where if people do decide they want to attempt to try to macro on 3 bases, taking a fourth would be ultimately risky. They are already stretching their forces thin on three bases, and so the challenge is to get people to innovate ways to spread their army in a way that will allow them to apply pressure throughout the game, and deflect pressure at the same time. Skirmishes will be big here, and there are a couple flank paths for Zerg, mainly around the high ground in the middle.

And to note on the bases at 3 and 9 not having a second ramp, if I were to add a second ramp, it would make holding the fourth mutually impossible, as there is no possible way that a player could hold that fourth base with how hard it would be to defend from ground forces. With the one ramp aiming at the player's base, they have a chance for making it easier to notice and defend against ground forces.

Well, now that I do look at the expansion grounds, they are a little large. Considering Zerg should have smaller bases for easier creep spread. Aggressive game is the name of the game I'm trying to make here. Short, quick, with lots of action in between.


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