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This one is a bit of an oldie, i made this layout before the TLMC#4 and from this layout came the idea that i would re-use later in Foxtrot Labs, many other interesting ideas are used here too like the buildable terrain behind the natural bases or the bushes where units can be hidden in the middle of the map.
The layout is quite open compared to other of my newer maps, but it makes for great positional games.
Again i hope you guys enjoy the map! hfhf!
Map is published in: [AM],[EU],[KR],[SEA]
This map does not has GameHeart yet.
Overview:
90º Overview + Show Spoiler +
Old Overviews + Show Spoiler +
Information/Analyser: + Show Spoiler +
Eye Candy: + Show Spoiler [slightly outdated] +
Small info about the map:
+ Show Spoiler +
◙ Wide open map. ◙ Pathable/buildable area behind natural bases where buildings can be placed (Nydus anyone?) ◙ No Xel'naga Towers. ◙ Forward Third/Four base has rocks behind the mineral line, <7 range units can't reach the mineral line. ◙ Main base has two reaper/Smart Blink paths.
Changelog + Show Spoiler +
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Those aesthetics. So good bro. Layout is pretty bland , but i suppose its me being obsessed with a lot of ramps in my maps :|. Overall still great map , you are definitely the better mapmaker this summer !
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Its beautiful o.o The bottom left corner is cut off by the way.
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On July 25 2014 07:07 IeZaeL wrote: Those aesthetics. So good bro. Layout is pretty bland , but i suppose its me being obsessed with a lot of ramps in my maps :|. Overall still great map , you are definitely the better mapmaker this summer ! Yeah i have been moving forward to complex maps lately, well not lately, i have always been fond of complex maps, but it is always nice to go back to more simpler layouts :3
Also is winter, not summer you liar! ^^
On July 25 2014 07:43 L3monsta wrote: Its beautiful o.o The bottom left corner is cut off by the way. That's an perspective/angle thingy since i use 70º overviews, the editor cuts off the bottom corner, check the 90º if that bothers you
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On July 25 2014 07:55 Uvantak wrote:That's an perspective/angle thingy since i use 70º overviews, the editor cuts off the bottom corner, check the 90º if that bothers you Oh no I just wanted to make sure it wasn't an accident
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Really digging the layout. The choice of having a lot of space behind the main mineral line is interesting. I guess if you play terran, a lot of your units will stream past your CC. Makes things easier to defend, I suppose. Cool!
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I won't call the layout "bland" in the slightest. This wuld be a pretty revolutionary map for today's SC2. As the players take more than 2 bases each, they find themselves on a level and very open plateu - there is not a lot of positions to get positional advantage - and the highgrounds behind the side bases are outright vicious. On one hand, this is something that current SC2 needs, on the other it would probably lead to a lot of 2 base allins in any Protoss matchups at least.
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Russian Federation4295 Posts
Visuals are just wow Any fresh look will be great today in sc2
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United States9956 Posts
while a beautiful map, only expect a lot of 2 base play because the bases outside your natural are really damn hard to take.
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This is a really good example of aesthetics making a map appealing when it otherwise wouldn't be. Which isn't a complaint, just an observation. Imagine if this was posted in wip with just cliffs and monodirt. XD
The eye gets tricked by all the padding of different colors into thinking the spaces aren't quite so big as they really are, and the ridges in the center appear very important because they're visually distinct where in actual games I don't think they'd be used that often.
I really like this take on bw-style open middle, though. And great texture work, obv.
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I like this map, it seems like a World War 1 styled "trench" map? where there are various terrain features in an otherwise open map. Reminds me of an EW map as well. I think third should be more defensive, so that it gives the defender a bit of an edge even if u have to make it further away. the EW map had this problem as well.
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Regarding the thirds, yeah this is one of the things that make me a bit uneasy about the map, the thing is that i can't tug them more into the main base otherwise blinkstalkers and main space become a concern, what i think i'll do is to expand the area where the pipes/solar panels are so the area around the diagonal rocks becomes more of a narrow pathway, i'm also thinking of moving/removing the small doodads in front of the nat while expanding a bit the terrain in front of the third base where the ramps are located, attacks to the third would still be pretty strong in ZvP but not so much. This
Other option as you say Semmo would be to move the diagonal rocks to the other side of the path likes this, add a set of diagonal rocks blocking the ramp leading to the third and move the mineral line a bit farther, the thing with this fix is that the distance is just far too long and with the current layout/flow of the map i'm not sure it would work as well, none the less making a third like that sounds pretty interesting, so i'll try to mess around with it a bit for future maps.
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This looks very very nice and interesting
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Update time! ♦ Reduced the area around the third base, not as much as i said i would because the slightly harder third still makes for fun gameplay, but enough so it should not cause as many problems as it had before. + Show Spoiler [pic] +
♦ Fixed small pathing issues around the edges of the map.
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61 Posts
I think this is a great effort, in particular I think it has a new and interesting layout of the mineral lines
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