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[M] (2) World of Sleepers

Forum Index > SC2 Maps & Custom Games
Post a Reply
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2014-09-04 01:50:53
June 25 2014 11:39 GMT
#1
World of Sleepers 0.3
132x132
Published on all servers


[image loading]

Info/details:
-3 main attack paths spread far apart, connected laterally by 1x ramps through the golds.

-Multiple 3rd options, each of which has significant obstacles in taking it. The nearest is blocked by rocks, the open 3rd ideal for Z is quite far away, and the golds are in a forward position very vulnerable to harass.

-LoS blockers at the edges of the main prevent blinking in without air/high ground vision -although blink is probably still OP lol. I'm currently considering moving rocks blocking the backdoor onto the base location itself to allow units to move up and defend the high ground vs blink, although the downside is that units will only need 1 blink onto the high ground instead of 2 in order to access the main directly.

-The LoS blockers also prevent placing a pylon close enough to the edge of the main to warp in.

-The original version was entered in Map Jam 11, though my subsequent edits proceeded to break one of the original requirements.

Angled
+ Show Spoiler +
[image loading]


Analyzer
+ Show Spoiler +
[image loading]


Aesthetics
+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


Tileset
+ Show Spoiler +
-Ulaan Dirt
-Ulaan Dirt Cracked
-Ulaan Rough Rock
-Ulaan Stone
-Phaethon Dirt Light
-Skygeirr Lab Dirt
-Shakuras Rock Cracked
-Zhakul'Das Tiles

Ulaan everything else


Changelog
+ Show Spoiler +
From initial map jam version:
-Center watchtower removed
-Center bases changed to gold minerals
-1x ramps added to either side of center bases
-Aesthetic improvements

Version 0.2
-Added extra LoS blockers around mains to prevent constructing pylons that could warp into the main
-Some pathing fixes

Version 0.3
-Fixed some improperly colored doodads
vibeo gane,
skdeimos
Profile Joined May 2013
Canada155 Posts
June 25 2014 18:48 GMT
#2
Wow, that's honestly one of the coolest maps I've seen in a long time. I'm just a little concerned, like you, about Blink in regards to the highground base. If that ends up being balanced, I'd love to see this on ladder.
moskonia
Profile Joined January 2011
Israel1448 Posts
June 25 2014 19:08 GMT
#3
I love that you used a Map Jam map, and made it into an actual map. These tournaments are meant for precisely this, encouraging innovation.
lefix
Profile Joined February 2011
Germany1082 Posts
June 26 2014 09:05 GMT
#4
I really like that map. Especially how the diagonal path goes all through 1x ramps.
Not sure you really need 3 ramps up to the corner base, though. 2 Might have been enough
Map of the Month | The Planetary Workshop | SC2Melee.net
algue
Profile Joined July 2011
France1436 Posts
Last Edited: 2014-06-26 09:29:43
June 26 2014 09:29 GMT
#5
The center watch tower was so cool ! you should have kept it

To solve your stalker blink problem :
+ Show Spoiler +
[image loading]

You could make the red circled part of the map a low ground. This would allow you to place the mains on a type 2 high ground, and you could place the natural and the third on a type 1 high ground. Place some LoS blocker where the ramps were, they have the same purpose

Just suggesting though.
rly ?
lorestarcraft
Profile Joined April 2011
United States1049 Posts
June 26 2014 21:59 GMT
#6
Very good map
SC2 Mapmaker
Archvil3
Profile Joined September 2010
Denmark989 Posts
June 26 2014 22:29 GMT
#7
This map looks challenging to play on, in a good way. Strong positions and unforgiving paths. Map awareness is a must and will definetly favor the better player. A great map made for competative play.

just one question, is this spot blinkable?
+ Show Spoiler +
[image loading]
Let thy speech be better than silence, or be silent.
moskonia
Profile Joined January 2011
Israel1448 Posts
June 26 2014 22:39 GMT
#8
On June 27 2014 07:29 Archvil3 wrote:
This map looks challenging to play on, in a good way. Strong positions and unforgiving paths. Map awareness is a must and will definetly favor the better player. A great map made for competative play.

just one question, is this spot blinkable?
+ Show Spoiler +
[image loading]


From the main post:
-LoS blockers at the edges of the main prevent blinking in without air/high ground vision -although blink is probably still OP lol.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
June 29 2014 22:50 GMT
#9
On June 27 2014 07:39 moskonia wrote:
Show nested quote +
On June 27 2014 07:29 Archvil3 wrote:
This map looks challenging to play on, in a good way. Strong positions and unforgiving paths. Map awareness is a must and will definetly favor the better player. A great map made for competative play.

just one question, is this spot blinkable?
+ Show Spoiler +
[image loading]


From the main post:
Show nested quote +
-LoS blockers at the edges of the main prevent blinking in without air/high ground vision -although blink is probably still OP lol.

So basically, they have no effect. There's this thing called a Mothership Core that comes with every modern Blink all-in.
Twitter: @iamcaustic
moskonia
Profile Joined January 2011
Israel1448 Posts
June 29 2014 23:44 GMT
#10
On June 30 2014 07:50 iamcaustic wrote:
Show nested quote +
On June 27 2014 07:39 moskonia wrote:
On June 27 2014 07:29 Archvil3 wrote:
This map looks challenging to play on, in a good way. Strong positions and unforgiving paths. Map awareness is a must and will definetly favor the better player. A great map made for competative play.

just one question, is this spot blinkable?
+ Show Spoiler +
[image loading]


From the main post:
-LoS blockers at the edges of the main prevent blinking in without air/high ground vision -although blink is probably still OP lol.

So basically, they have no effect. There's this thing called a Mothership Core that comes with every modern Blink all-in.

So just like a normal cliff? The surface area is not that big.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
Last Edited: 2014-06-29 23:51:08
June 29 2014 23:50 GMT
#11
I was merely remarking on the notion that they some how "prevent" blinking for any situation where it'd be relevant. But since we're on the topic, simply dealing with blink on this map will be ridiculous, with the high ground advantage going to the Protoss if they attack from that angle.

You'd have to do a more conservative expand and knock down the rocks by default vs. Protoss, which opens up a lot of other abuse opportunities for P. Even when taking the high ground, that additional little nook into the main we're talking about creates that much more surface area to defend, making the process of zoning out a blink all-in that much more of a headache.

I definitely like the idea surrounding the map though. I just think the terrain needs a little bit of tweaking to consider blink more, which is why I didn't consider it for MotM.
Twitter: @iamcaustic
ATTx
Profile Joined February 2012
Korea (South)178 Posts
June 30 2014 04:07 GMT
#12
wow
5one2heal@gmail.com
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