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Melee Custom map (Tough Sand)

Forum Index > SC2 Maps & Custom Games
Post a Reply
HunterForce
Profile Joined May 2014
United States49 Posts
Last Edited: 2014-05-22 17:05:54
May 19 2014 11:20 GMT
#1
Hello! i'm HunterForce. I have made and published a map on SC2 HOTS melee custom games!

Hello and Welcome to Tough Sand! This map was designed to play as standard as possible according to Blizzard ladder maps. Tough sand was designed for high paced action and aggressive game play that will leaving you shaking for more!


(More Description later..)

Pictures are worth a thousand words... But i need to come up with them and post a pic, one or two..
HunterForce
Profile Joined May 2014
United States49 Posts
Last Edited: 2014-05-22 17:10:02
May 22 2014 15:12 GMT
#2
HI! I'm HunterForce and this is my map!


Hello and Welcome to Tough Sand! Tough Sand was designed to play Agressively, Economicly, Greedy, and Intensely Fast!
Tough Sand offers a variety of different play styles and methods to winning. This is a two player map that can result in a long and or short Games.
Tough sand is quite a small map with six expansions per player (seven bases total including your spawn).

Players will start cross spawn from one another diagonally(top left to bottom right). Tough Sand theplayer many expanding directions
There are four regular mineral patches for each player (not including youyr main) at the north, south and middle of the map.
A player has two easily accessable mineral patches, one at the bottom of your main and one at the bottom of your natural.

The main base for each player has a mineral patch bonus; as well as a choke point leading to the mineral patch. The mineral
patch is blocked with rocks in two areas with two different rocks. One rock is placed to stop a player from building their main building (CC,nex,hach).
There is another rock placed over half of of the minerals leaving only 4 patches open with three regular minerals, one rich mineral and one vespane geyser.
The other four patches, one regular mineral patch and three rich mineral patches with one rich vespane geyser are blocked with the second rock.
Usually a player would likely want to take this base after building and maintaining their natural base first (2 base play).
(note) Off set from from the mineral patch is a collosus cliff or reaper cliff.

At the north and south end of the map, there is a rich mineral field blocked by one rock with two ramps on east and west sides.
One ramp is bigger on one side compared to the other, to make the player wan to expand or be more aggressive in either direction.

In early game, the rush distance from one side of the map to the other is a little longer then usual. After early to mid or late game.
A player can decide to open up the middle of the map to decreese the distance between bases.
Some times opening up the middle can be a fatal mistake or a game winning decision!

GL HF! ENJOY!
p.s. tell me how you like or dislike

[image loading]
HunterForce
Profile Joined May 2014
United States49 Posts
Last Edited: 2014-05-22 15:17:24
May 22 2014 15:16 GMT
#3
HunterForce
Profile Joined May 2014
United States49 Posts
Last Edited: 2014-05-24 11:57:39
May 24 2014 11:54 GMT
#4
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

------V-------THIS IS VERSION 1.0---------V---------
[image loading]
And G
Profile Joined May 2012
Germany491 Posts
May 24 2014 12:52 GMT
#5
A few tips for the future:
  • Name your map thread according to the forum guidelines.
  • Post your maps in the WIP thread before publishing to get early feedback.
  • Read up on this thread for some general map design guidelines.
  • Post an analyser picture.
  • Include relevant information such as size and rush distances.
  • Press CTRL+T to hide hidden terrain cells (cliffs).
  • Use the texture blurring tool.
  • Look at past and current ladder maps to get a feeling for size and proportions.

By the way, the "Hello! I'm <name>." introduction is commonly reserved for Korean mapmakers.
not a community mapmaker
HunterForce
Profile Joined May 2014
United States49 Posts
May 24 2014 22:52 GMT
#6
oooooohh.....haha ok!
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
May 26 2014 02:48 GMT
#7
Please fix the textures, right now everything's just haphazardly copied and pasted.

As for the layout, it's not too bad for a first map (assuming this is), but there are still some problems. Getting to 3/4 bases will be too easy with the backdoor, easy forward nat, and close forward base. Also the fact that the 2 main paths are so far from each other could make for some weird turtley/basetradey games.
vibeo gane,
HunterForce
Profile Joined May 2014
United States49 Posts
May 26 2014 15:06 GMT
#8
Thank you
...

I just had an idea.. it will be updated after the MOTM!
HunterForce
Profile Joined May 2014
United States49 Posts
Last Edited: 2014-05-27 00:36:04
May 26 2014 16:01 GMT
#9
Here is an image before the new update!

[image loading]
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