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Active: 1712 users

[M] (4) Void Of Humanity

Forum Index > SC2 Maps & Custom Games
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OtherWorld
Profile Blog Joined October 2013
France17333 Posts
Last Edited: 2014-04-13 16:17:00
April 12 2014 13:27 GMT
#1
Void Of Humanity

by OtherWorld



Map Size (playable) : 156x156
Published on : [EU]

Overview :
[image loading]
Analyser :
[image loading]
Other pics :
+ Show Spoiler +

[image loading]
[image loading]
[image loading]
[image loading]


So, this is my first published map and a 4-player map with all spawns enabled. It features middle-ground mains, high-ground naturals and two third bases to choose from. Because of the middle-ground mains, Terran players must wall with depot-depot-barracks as opposed to the traditional depot-barracks-depot. Also, textures look buggy in the overview and the pics taken from far away, but in-game they are not.

Vertical spawns :
  • Main to Main is 64.7s
  • Nat to Nat 45.5s

Horizontal spawns :
  • Main to Main is 56.4s
  • Nat to Nat 39.6s

Cross spawns :
  • Main to Main is 69.5s
  • Nat to Nat 50.3s


Hope you enjoy it, and don't hesitate to comment and criticize it

Changelog :

+ Show Spoiler +

v2, 13/04/2014 :
  • Number of bases reduced from 20 to 18
  • The area between the natural and the center of the map is now more open
  • Lights at the middle of the map are now all of the same color, making it looks like more like actual lights and less like Christmas tree


Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
And G
Profile Joined May 2012
Germany491 Posts
April 12 2014 13:38 GMT
#2
On April 12 2014 22:27 OtherWorld wrote:
It features middle-ground mains, high-ground naturals

I'd be interested in hearing why you chose this setup, and why you think it will work.
not a community mapmaker
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
April 12 2014 21:51 GMT
#3
On April 12 2014 22:38 And G wrote:
Show nested quote +
On April 12 2014 22:27 OtherWorld wrote:
It features middle-ground mains, high-ground naturals

I'd be interested in hearing why you chose this setup, and why you think it will work.


Well, why the hell not :p Seriously though, I wanted to limit the effectiveness of blink play without totally deny it or deny reaper play, because denying one often comes with denying the other, which is a shame. This is why there is that little access to the main from one of the thirds, and the middle-ground mains allow reapers to use that way, something a high-ground main would not allow. I also wanted the natural to be higher than the area in front of it, for defensive/vision purpose, and found interesting the idea of reverting the traditional high main/low nat design. I don't know if they are legit reasons though :D As for why it will work, I don't see why it wouldn't, the only "issue" I ran into being the way Terran has to wall the main with depot/depot/rax instead of depot/rax/depot.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2014-04-12 22:14:50
April 12 2014 22:01 GMT
#4
I would switch the size of the ramps leading into the natural, with a 1x ramp going down from it, giving you the ability to wall off at the nat in a relatively normal fashion. It comes with the drawback of leaving you more open to harass early on, such as reapers, but defending most other plays is still normal. I did this same kind of setup on this map.

Also, 20 bases on a 4-spawn map is quite a lot, most of them have 16 total bases, avoiding over- or under-saturation of resources. If you run 20 bases, things can get dense, or it could be like Alterzim where the map is huge. If you have 12, it can be very difficult giving players a proper third base. On your map, fixing it is pretty simple, one of the bases along the middle can be cut.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
Last Edited: 2014-04-13 16:18:00
April 13 2014 15:27 GMT
#5
Well, I'm not sure if I like the idea of switching the ramps, as I feel it would become too difficult to finish off/counter-attack a player that would have just failed an attack/is way behind in term of army, but I could be wrong. Considering the bases number, I know 20 is a lot, and maybe the high-ground bases near the center will be replaced by only two bases (removing them totally would create too much "empty" space imo).
Edit : Well, map now updated with less bases, which makes the map more open, something that I find good.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
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