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Active: 1874 users

[M] (3) Shrouded Harbor

Forum Index > SC2 Maps & Custom Games
Post a Reply
Quidios
Profile Joined June 2013
Sweden74 Posts
Last Edited: 2014-11-05 19:30:05
April 27 2014 17:07 GMT
#1
Shrouded Harbor

Created by Quidios

Published on: EU NA KR SEA
Map-ximum Mapmaking Contest 2nd place and featured in GongSL Season 1
VOD: http://www.twitch.tv/startale_balloon/b/574384350?t=96m03s

      Overview 90°
[image loading]

      Overview 60°
[image loading]



      Specifications
  • 3 Spawning Points
  • 12 Bases (8m 2g) 3 bases (6m 1g)
  • 1 Xel'Naga Tower
  • 9 Destructible Debris
  • 52 ingame seconds natural to natural
  • The mainbase chokes and the bridges are unbuildable areas
  • Equal airspace around the map



      Gallery: http://imgur.com/a/dwtwP



      Idea / Concept

      I wanted to create a 3 player map with a fixed third base and the natural base forward position opens up space that allows
      for that third base setup. The clockwise position gives the option of a forward fourth base which is closer to your opponent
      by air, emphasizing air unit compositions. A narrow bridge connects the natural expansion to the middle, leaving it       vulnerable, but also creates a funnel where you can find yourself in a deathtrap. The bridge is initially blocked by       Destructible Debris and the panels on the ground make the area unbuildable. The small chokes together with the open
      areas create an interesting dynamic. The Xel'Naga Tower in the center is very important but doesn't reveal the       bridgepaths.
      With this map I envision big lategame air army engagements and with room and opportunity for ground harassment and
      counterattacks.


Samro225am
Profile Joined August 2010
Germany982 Posts
April 28 2014 04:18 GMT
#2
the way you set up third and (especially) the fourths the player spawning counterclockwise to the opponent clearly is favored. expanding away via the bridge is not viable really.

what you could have done instead is a third that is further away and use that space to have the nat rotate towards the third / outside edge of the map, which than again allows a fourth below the nat and a shorter path via the bridge. that would help making expanding away a better option.
jamesapjoyce
Profile Joined August 2012
61 Posts
April 28 2014 08:16 GMT
#3
I think the layout is good: how the third seems more defendable than on some other maps.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
April 28 2014 12:03 GMT
#4
I agree with Samro; also the map seems to promote turtling since a single pathway covers 4 bases (aside from the nat backdoors, which are only useful for harass).
vibeo gane,
Samro225am
Profile Joined August 2010
Germany982 Posts
April 28 2014 13:05 GMT
#5
i guess i have to put it differently: not the third, the fourth is the main problem regarding spawn un-equality. a bit moving and rotating nat and third and you should have space for a cw fourth that is viable.
Quidios
Profile Joined June 2013
Sweden74 Posts
April 28 2014 20:30 GMT
#6
The fourth across the bridge is closer than it seems on the overview. It's not far from the natural and your production compared to the other fourth which is further away from your reinforcements. Also the forward fourth in that position can be taken in some situations depending on your opponents strategy.

To NegativeZero's point, there's not one good spot to park your army unless you go down to the very open area. And if you stay up the ramp, the attacker can bounce between the third and the forth.

The main of the player spawning clockwise is much more vulnerable, so it's not really black and white, there are pros and cons for both sides.
Samro225am
Profile Joined August 2010
Germany982 Posts
April 28 2014 20:45 GMT
#7
On April 29 2014 05:30 Quidios wrote:
The fourth across the bridge is closer than it seems on the overview. It's not far from the natural and your production compared to the other fourth which is further away from your reinforcements. Also the forward fourth in that position can be taken in some situations depending on your opponents strategy.


covering your third you cover the fourth. their access points literally meet at the only direct ground path. it is not so much about absolute distances, but area of control.
Quidios
Profile Joined June 2013
Sweden74 Posts
April 28 2014 21:42 GMT
#8
On April 29 2014 05:45 Samro225am wrote:
Show nested quote +
On April 29 2014 05:30 Quidios wrote:
The fourth across the bridge is closer than it seems on the overview. It's not far from the natural and your production compared to the other fourth which is further away from your reinforcements. Also the forward fourth in that position can be taken in some situations depending on your opponents strategy.


covering your third you cover the fourth. their access points literally meet at the only direct ground path. it is not so much about absolute distances, but area of control.

Sure, if you go down to the open area. But then there's also the bridge to the natural and the air vulnerability of the natural and the main. If the other player takes the forward fourth, it's the same for both. That's the nature of the map. If you take the fourth over the bridge, there's more ground area to cover but you got that ramp by the third to stand on. Alot comes down to who's controlling the center.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 28 2014 23:19 GMT
#9
Regardless of spawn inequality I'd be much more concerned about 3 bases behind essentially one choke and a single attack path (through the middle) that is completely covered by a tower. I know the bridge allows a certain amount of ground-based pressure but in 95% of games it will never be used because it's so hard to effectively attack there.
Comprehensive strategic intention: DNE
Quidios
Profile Joined June 2013
Sweden74 Posts
May 08 2014 16:14 GMT
#10
Version 3.0

I made a few updates to the map. I increased the airspace around the map once again to allow for air harassment behind mineral lines and to give air units a chance to escape.

I've also added one more Reaper path to the main base to help Terran scouting. Because it's on a highground it's a bit of a safe spot, but it's not near the main mineral line and because of MSC and Overlord+Queen I don't think it will create any problems.

I updated the thread and the gallery to clarify these changes.

[image loading]




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