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[M] (2) Fen

Forum Index > SC2 Maps & Custom Games
Post a Reply
lorestarcraft
Profile Joined April 2011
United States1049 Posts
Last Edited: 2014-07-10 22:15:46
July 01 2014 00:41 GMT
#1
Fen
Published: [NA/KR/EU/SE]
[image loading]

Old version:
+ Show Spoiler +
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Features:
Map Size: 136x136
Bases:14

New Aesthetic:
[image loading]
Aesthetics/Bases
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
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Description:

The main is fairly well shielded to blink harass, however there is a vulnerable point just south of the ramp. There are also 2 reaper entrances along this section. The natural is fairly easy defend, but huge risk/reward situations open up out from there.

The normal 3rd base is fairly straight-forward but will require visions and good army placement to defend well. The central gold bases offer a high reward 4th or possible sneaky 3rd option, but are vulnerable due to the cliff and destructible debris. Backstabbing the gold is also possible.

A player who doesn't want to vie for the middle may expand along the edges, which features semi-island bases that offer an out of the way source of economy for the quicker, more mobile army that suffers in the middle.

The open low-ground spaces mean that army movement and vision will continue to be critical throughout the game.

Current Update 2.0
SC2 Mapmaker
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2014-07-01 02:59:55
July 01 2014 02:59 GMT
#2
Some very interesting features being put to work here!
+ Show Spoiler +
check your 6 oclock mineral line
~ ~ <°)))><~ ~ ~
Semmo
Profile Joined June 2011
Korea (South)627 Posts
July 01 2014 03:08 GMT
#3
must be my most favorite map from you.
Mapmaker of Frost, Fruitland and Bridgehead
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
July 01 2014 05:34 GMT
#4
I really like the usage of destructible rocks in this map. It makes both expanding and army movement very interesting.
ModeratorI am still alive, somehow
TL+ Member
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
July 01 2014 08:03 GMT
#5
I think this is a map which has some great ideas but could do a lot more to make those ideas stronger in the map. Here's one example, the bottom right/top left bases are super interesting in how they interact with destructible rocks. However being (at the earliest) a 'natural' 5th base means that that feature isn't going to be seen nearly as much as it deserves. Imo a better usage of this idea would be to use the destructible rock idea on the third base (or fourth base) (of course this would need a redesign) with the intention that by opening up access to your 3rd/4th you simultaneously open your bases up to more attacking paths. I think a change like that would put this feature front and center and make this a much more interesting map.
Administrator~ Spirit will set you free ~
algue
Profile Joined July 2011
France1436 Posts
July 01 2014 10:31 GMT
#6
The proportions are weird (though I'm not the most qualified person to talk about that...) but I really like the map. I would vote for your map over any map of the current MotM
rly ?
lorestarcraft
Profile Joined April 2011
United States1049 Posts
July 01 2014 22:28 GMT
#7
On July 01 2014 17:03 Plexa wrote:
I think this is a map which has some great ideas but could do a lot more to make those ideas stronger in the map. Here's one example, the bottom right/top left bases are super interesting in how they interact with destructible rocks. However being (at the earliest) a 'natural' 5th base means that that feature isn't going to be seen nearly as much as it deserves. Imo a better usage of this idea would be to use the destructible rock idea on the third base (or fourth base) (of course this would need a redesign) with the intention that by opening up access to your 3rd/4th you simultaneously open your bases up to more attacking paths. I think a change like that would put this feature front and center and make this a much more interesting map.

Sounds like some good ideas to apply. I think a whole new map might be a good place to try it out.
SC2 Mapmaker
lorestarcraft
Profile Joined April 2011
United States1049 Posts
July 01 2014 22:32 GMT
#8
On July 01 2014 11:59 TheFish7 wrote:
Some very interesting features being put to work here!
+ Show Spoiler +
check your 6 oclock mineral line

Can't believe I didn't notice that! Thanks. (fixed)
SC2 Mapmaker
necrimanci
Profile Joined March 2011
70 Posts
July 07 2014 09:16 GMT
#9
Too defensive
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 07 2014 16:21 GMT
#10
Everything can (and so will) move through the middle. Not sure how to change that, seems to kill the possibility for interesting movement on the map. I like the general shape of the expansion pattern though, it somehow does a lot more work than this style usually does.

Your cliffs look kind of plain, maybe use the height tool to make the water just barely dip up over the edges of the lowground for your fen looks?

Also this map seems to want a larger than normal main base. I'm not sure why, I can't explain. Maybe for the BW feel. Not sure if it's possible to do that though.

Overall cool stuff. Maybe you could use plexa's suggestion on the gold base. gold semi island too spicy?
Comprehensive strategic intention: DNE
lorestarcraft
Profile Joined April 2011
United States1049 Posts
July 10 2014 03:13 GMT
#11
New major update, version 2.0. Expanded on the semi-island base concept, added LoS blocker rivers and updated aesthetics.
SC2 Mapmaker
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
July 10 2014 03:55 GMT
#12
Now after the change the map is similar to Noah's Ark, and i'm not mad by that at all, those are some really interesting bases lore, my worry about the map is that it lacks places where to park overlords, it is also pretty wide open and that could promote deathballs as seen in many other wide maps.

Other tips and general features could be to move the mineral line of the min closer to the ramp, because it looks a tad too far for zerg, other thing could be to add more zerus plants between the main and the road of the natural so an attacking protoss can't blink as in and out easily. Other small thing is to add LoS blockers or a small highground right behind the mineral line in the third base, it looks like overlords can't be parked there without marines being able to hit them from the main or the third base, it would also help with mutalisks being able to harass the main after the third has being takes, but it may make terran harass drops slightly stronger, when terran drops in the third awaits for the response, picks up and moves to the main base leaving you to walk the looong way around, only to do the same thing again when you arrive there.

Regarding the gold bases i'm not sure how those would work, i'm afraid they may be too much like the gold bases of old where only the ahead player could take them, but i'm not sure i still need to play the map, but from my perspective they look very fun, but i'm worried about that.

Oh! one thing you forgot a Char Crystal Medium (?) at the top right corner of the map, around at 1 right below the top right base.
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 10 2014 05:06 GMT
#13
Routes are much better! And the way the semi-island rocks integrate into the routes is very nice design synergy. Do like.

Maybe some doodads along cliff edges to create some soft chokepoints around the map (not too narrow), such as near the rock ridges. Just to add a little more shape and varied distances to the pathing.
Comprehensive strategic intention: DNE
lorestarcraft
Profile Joined April 2011
United States1049 Posts
July 10 2014 22:18 GMT
#14
On July 10 2014 12:55 Uvantak wrote:
Now after the change the map is similar to Noah's Ark, and i'm not mad by that at all, those are some really interesting bases lore, my worry about the map is that it lacks places where to park overlords, it is also pretty wide open and that could promote deathballs as seen in many other wide maps.

Other tips and general features could be to move the mineral line of the min closer to the ramp, because it looks a tad too far for zerg, other thing could be to add more zerus plants between the main and the road of the natural so an attacking protoss can't blink as in and out easily. Other small thing is to add LoS blockers or a small highground right behind the mineral line in the third base, it looks like overlords can't be parked there without marines being able to hit them from the main or the third base, it would also help with mutalisks being able to harass the main after the third has being takes, but it may make terran harass drops slightly stronger, when terran drops in the third awaits for the response, picks up and moves to the main base leaving you to walk the looong way around, only to do the same thing again when you arrive there.

Regarding the gold bases i'm not sure how those would work, i'm afraid they may be too much like the gold bases of old where only the ahead player could take them, but i'm not sure i still need to play the map, but from my perspective they look very fun, but i'm worried about that.

Oh! one thing you forgot a Char Crystal Medium (?) at the top right corner of the map, around at 1 right below the top right base.


I hope that it's not a winner's base. I am hoping that the perimeter bases and attack routes can negate the players that would want to camp there. Of course I feel there will be a huge difference in the way a gold, diamond, or GM game would play out here.
SC2 Mapmaker
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