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[M](2) Ocularis Terribus

Forum Index > SC2 Maps & Custom Games
Post a Reply
algue
Profile Joined July 2011
France1436 Posts
Last Edited: 2014-06-22 20:28:51
June 21 2014 17:03 GMT
#1

Ocularis Terribus
Published : EU & NA
Version : 1.1


[image loading]


Previous version :
+ Show Spoiler +

Version 1.0 :
[image loading]


Features :

Size : 154*117
XNT : 1
Bases :
Twelve 8m2g bases
Two 6hym2g bases

Map analyser :
+ Show Spoiler +

[image loading]


Change logs :
+ Show Spoiler +


Version 1.1 :
- Rock blocking the path to the 4th base of each player removed and replaced by a rock ON the fourth base
- Distance between the 3rd and the 4th slightly increased
- Added a couple doodads
- Edited pathing



Feedbacks and comments appreciated
rly ?
moskonia
Profile Joined January 2011
Israel1448 Posts
June 21 2014 17:21 GMT
#2
Interesting middle, I like it. The 3rd seems a bit easy, although it shouldn't be a big issue. The 4th however seems super easy. It seems like the 5th and 6th would be really hard to take, but perhaps not. Will be interesting to see how turtly the map really is.
NewSunshine
Profile Joined July 2011
United States5938 Posts
June 21 2014 20:39 GMT
#3
I like the 12 and 6 o'clock portions of the map. Rush distance is super long, and the natural is quite open, so it'll favor Zerg that way. I like the idea of a strong forward base to potentially counterbalance any Zerg favoritism, but I think the center golds might be too little too late in that regard.

I think you could make quite a good map if you stuck more to regular proportions, but this has a charm of its own, it reminds me of those old-school Wings of Liberty maps we made.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
algue
Profile Joined July 2011
France1436 Posts
Last Edited: 2014-06-22 00:43:02
June 21 2014 23:53 GMT
#4
@moskonia : that's what I tought too. I could just move the rock to the fourth. This would open the small path for some potential early game harass on the third while preventing any attempt to take the fourth too fast because you would have to break the rocks to lend the hatch/cc/nexus.

NewSunshine : I would use regular proportions if I knew what they were ^^.
I dont think that the natural is too open, you can wall it with 2 depots and two racks. I didn't try any FFE on the map but it shouldn't be harder to wall as protoss than on Akilon wastes.

The gold is just here to make the center of the map more appealing. Eventhough a gold doesn't always make a huge difference in the late game, everybody always wants to control it :p
rly ?
jamesapjoyce
Profile Joined August 2012
61 Posts
Last Edited: 2014-06-22 19:43:44
June 22 2014 17:57 GMT
#5
I like this map a lot, the layout is fun with plenty of bases around the sides of the map. Expansions seem to flow very naturally. Especially the 5th and gold bases.

It seems a fun two player map.
algue
Profile Joined July 2011
France1436 Posts
Last Edited: 2014-06-22 20:28:16
June 22 2014 20:24 GMT
#6
I updated a few things :


V1.1 :
- Rock blocking the path to the 4th base of each player removed and replaced by a rock ON the fourth base
- Distance between the 3rd and the 4th slightly increased
- Added a couple doodads
- Edited pathing


Here is the new version of the map : + Show Spoiler +
[image loading]

[image loading]
rly ?
jamesapjoyce
Profile Joined August 2012
61 Posts
June 23 2014 21:12 GMT
#7
I like the change of moving the rocks on top of the fourth base
Universum
Profile Joined January 2011
Canada192 Posts
June 23 2014 21:41 GMT
#8
Very Very nice ! Great Job !
You often learn more from losing than winning. Don't rage, it's a game!
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
June 25 2014 04:24 GMT
#9
This is cool. It reminds me of Metalopolis but 2 player and looks more fun.
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