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[M] (2) Prometheus

Forum Index > SC2 Maps & Custom Games
Post a Reply
And G
Profile Joined May 2012
Germany491 Posts
April 06 2014 12:48 GMT
#1
[image loading]

Aesthetics (kind of): + Show Spoiler +
[image loading]


Analyser picture: + Show Spoiler +
[image loading]

(Dunno why the overlord distance doesn't show; it should be a little over 4 minutes.)


I wanted to combine several ideas with this map:
  • A small (Bel'Shir Vestige sized) macro-map
  • An in-base/backdoor expansion that doesn't suck
  • General expansion ambiguity
  • A Metalopolis-style middle
  • A main that isn't very good for blink but still okay to scout

There have been some discussions in the WIP thread about the low-ground base near the main, and I've redesigned that area a lot (there was a half-base there at one point and the gold high ground also looked different) but I think it's okay the way it is now.

What I dislike most about this map is how every base clearly belongs to one player, which is usually something I try to avoid. Still, I'm pretty happy with how it turned out, and the concept of remote watchtowers that overlook air harass approaches (which I had experimented with previously) is definitely something I'll be exploring further with future 1v1 maps. Note that the burning isles in the corners are no-fly zones, so you can't bypass the watchtowers by hugging the borders of the map.

And one last note: It's not generally preferable to expand to the backdoor natural first. These are normal rocks which two immortals will tear down in 30 seconds, and once they're gone, they're gone. You've been warned.

Prometheus v1.0 has been uploaded to: EU | KR | NA

---

(By the way, I'm going to enter 2 or 3 maps in the TLMC and I may not have time/motivation to do much aesthetics; if someone is interested in making my 6-in-1 maps prettier please PM me. )
not a community mapmaker
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
April 06 2014 13:52 GMT
#2
I really like the notion of the watch-towers, particularly since they shift the calculus towards moving drops/air units through the middle of the map rather than the edges.
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2014-04-06 16:05:23
April 06 2014 16:05 GMT
#3
It's actually an interesting layout that isn't done very often. I love the watchtowers in it, I like the main/nat/3rd layout and I think the gold bases are interesting enough, yet I fear it might be overall too choked off through out the entire map.

I think you should also get rid of the 4th base because it's extremely close to the gold base and I think there are already enough bases on the map. Each player would still have 5 regular bases and 1 gold which would be fine.

So overall, great job, just imo I'd for sure get rid of that regular mineral base that's super close to the gold and I would also try to open up some of the chokes around the map.

Good job!
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
Ketch
Profile Joined October 2010
Netherlands7285 Posts
April 07 2014 10:21 GMT
#4
It reminds of Jungle Basin as well, in a good way
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