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Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
IeZaeL
Profile Joined July 2012
Italy991 Posts
Last Edited: 2014-09-24 19:58:00
July 31 2014 21:08 GMT
#1
Countdown 2.1
148x148
Published on all servers
By IeZaeL



[image loading]



Aesthetics - Outdated ( v0.1 )
+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]




Tileset
+ Show Spoiler +
Castanar Tiles
Castanar Small Tiles
Moros Small tiles
Phaeton Dunes
Avernus Rock
Phaeton Sand Light
Phaeton Sand Dark

Castanar Organic Cliffs
Skygeirr Platform Manmade Cliffs 01

Avernus lighting slightly modified



Changelog

+ Show Spoiler [Version 0.1] +
Official release
.

+ Show Spoiler [Version 1.0] +
Main slightly enlarged;
Highground third slightly enlarged , allowing blink into main;
Narrowed second entrance of the natural , and added a 6x6 rock. The choke can be blocked by a single zealot+gateway;
Lowground thirds ramps enlarged ( 2-->3 , 1-->2 );
Enlarged the lowground third choke;
New Skybox; Slightly doodads changes;
Pathing Fixed;

+ Show Spoiler [Version 2.0] +
Notable changes;
Cooling tower has been removed , a 6x6 rock replaced it. Removed other side rock. FFE can be done with 3gates+unit
Highground third has been moved a little bit near the main. Deal with it blink whiners.
Enlarged main a little bit
Put 2 Xelnaga towers in the map
Central bases are now gold 7+2geysers.
Lighting slightly changed
Lot of doodads added

+ Show Spoiler [Version 2.1] +
- Moved natural a tile farther the main
- Moved gold neared the natural
- Moved lowground third a tile nearer the natural
- Added a cooling tower near lowground third
- Moved central rocks to the other side bridges
- Removed xel'nagas towers
- Added a tile on highground third
- You can no longer attack lowground third with units on the other side , only siege tanks can now.



Author of Coda and Eastwatch.
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
July 31 2014 22:18 GMT
#2
--- Nuked ---
Purce
Profile Joined January 2013
Italy31 Posts
July 31 2014 22:52 GMT
#3
I do not understand how you defend the natural. Does it have two entrances? By the way i think it's a very good map with ramps, chokes, and decorations
Existor
Profile Joined July 2010
Russian Federation4295 Posts
July 31 2014 23:22 GMT
#4
I love that night desert and those doodads/decorations near cliffs.
ArcaneHer0
Profile Joined August 2014
United States1 Post
August 01 2014 04:38 GMT
#5
Broken map for protoss. Every protoss will veto this map
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
August 01 2014 05:16 GMT
#6
On August 01 2014 13:38 ArcaneHer0 wrote:
Broken map for protoss. Every protoss will veto this map

There a reason besides the natural (which is obviously in need of further testing at least)?
Moderatorshe/her
TL+ Member
MrSunny
Profile Joined September 2011
Australia73 Posts
August 01 2014 06:02 GMT
#7
People are to quick to disprove maps like this i think

It does sound possible to balance an open natural with a easy third. Whether it works or not will depend on protoss' ability to gain foundation for the mid game on 1 base. As a protoss player i find this exciting.

3 gate pressure double expand?
-sLi-
Profile Joined August 2012
Germany17 Posts
Last Edited: 2014-08-01 12:36:32
August 01 2014 12:36 GMT
#8
- Ok-Good map for Terran imo, drops + Attack @natural/3rd are the way to go for terran imo
- Bad map for Zerg: Distance of 3rd and Natural is to big and the ramps are very small, so Zerg cant engage propperly vs propper FF, or well placed mines.
- tbqh I think its not even that bad for protoss. Obviously a 3base Protoss has to defend good vs. Drops/Mutalisks but The distances of the bases are somewhat equal to "Overgrowth" so I honestly think it's not that bad for Protoss. 1 Issue for Protoss is perhaps the Natural layout in ZvP, but maybe ther will be some creative ways to wall of.

- Overall I think the map is not bad and I really like the "terran" design, but I am not a fan of the "sand" design, I would like to see the sand replaced with some "protoss-cave"/"Belshire-green" stuff . I would like to have more of the bigger ramps tho.
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
August 01 2014 13:45 GMT
#9
--- Nuked ---
Big J
Profile Joined March 2011
Austria16289 Posts
August 01 2014 13:46 GMT
#10
two things:
of course the natural might cause a problem for Protoss. Not only because it has the rocks that need to be broken down for backdoor defense, but also because then the natural wall at the other side is additionally out of PO range.

With how close the third and main are by air and how both only have single forcefield ramps, I think it could be extraordinarily strong for sentry/prisms - though that might be less of a balance and more of a "this makes for shit games"-thing.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
August 02 2014 05:49 GMT
#11
On August 01 2014 22:45 SatedSC2 wrote:
Show nested quote +
On August 01 2014 14:16 The_Templar wrote:
On August 01 2014 13:38 ArcaneHer0 wrote:
Broken map for protoss. Every protoss will veto this map

There a reason besides the natural (which is obviously in need of further testing at least)?

I think anyone can see that a natural like that is unworkable in PvZ. It doesn't need further testing.

Needs further testing because a gateway expand might still work. Obviously a nexus first or FFE is pretty auto-lose.
Moderatorshe/her
TL+ Member
IeZaeL
Profile Joined July 2012
Italy991 Posts
Last Edited: 2014-08-02 08:20:33
August 02 2014 08:18 GMT
#12
Lately i've been looking for some options on how to fix both the natural and the lowground third. I've got 2 options as of now. Discuss.




Option 1
+ Show Spoiler +
[image loading]


Option 2
+ Show Spoiler +
[image loading]



Author of Coda and Eastwatch.
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
August 02 2014 19:22 GMT
#13
Verry verry nice, love the bridges
10%
IeZaeL
Profile Joined July 2012
Italy991 Posts
August 02 2014 20:09 GMT
#14
On August 03 2014 04:22 sTYleZerG-eX wrote:
Verry verry nice, love the bridges

I remember you asked on how to make the bridges. You just need to add the "char2 1" cliff type in your map via data editor. It is super simply and very effective
Author of Coda and Eastwatch.
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
Last Edited: 2014-08-02 20:48:44
August 02 2014 20:35 GMT
#15
On August 03 2014 05:09 IeZaeL wrote:
Show nested quote +
On August 03 2014 04:22 sTYleZerG-eX wrote:
Verry verry nice, love the bridges

I remember you asked on how to make the bridges. You just need to add the "char2 1" cliff type in your map via data editor. It is super simply and very effective

That or one of the Skygeirr Platform cliffs (forgot which one), which is almost identical. The only problem (with both of these) is that the bridge-type cliff only exists at the lowest terrain level.

As for the map:
Of your two options I prefer the first one since the third isn't too close. However I think the original layout was best; the highground between those two third base options was interesting. Just make the counterclockwise nat entrance narrower instead of turning it into a ramp - after all a flat choke is easier to wall than a ramp - and widen the 1 width ramp to the 3rd to 2.

Overall I really like this map, somehow it looks very BW-ish.
vibeo gane,
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
August 02 2014 20:57 GMT
#16
--- Nuked ---
Big J
Profile Joined March 2011
Austria16289 Posts
August 02 2014 21:18 GMT
#17
On August 03 2014 05:57 SatedSC2 wrote:
Show nested quote +
On August 02 2014 14:49 The_Templar wrote:
On August 01 2014 22:45 SatedSC2 wrote:
On August 01 2014 14:16 The_Templar wrote:
On August 01 2014 13:38 ArcaneHer0 wrote:
Broken map for protoss. Every protoss will veto this map

There a reason besides the natural (which is obviously in need of further testing at least)?

I think anyone can see that a natural like that is unworkable in PvZ. It doesn't need further testing.

Needs further testing because a gateway expand might still work. Obviously a nexus first or FFE is pretty auto-lose.

1GFE relies just as much on having a wall vs. Speedling all-ins as a FFE does. Protoss would have to open 2 or 3 Gate Sentry expand on a map like this =/

Yeah, but maybe zealot+MsC+stalker are able to take down the rocks quickly, which would turn it into a standard expansion with backdoor.
Especially, aince the ways from the back to the front are so long, it could even have a "coinflip balance", so that Z has to decide where to attack and if he wall is up there it fails.
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
August 03 2014 00:06 GMT
#18
--- Nuked ---
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
August 03 2014 01:38 GMT
#19
If you just made the collapsible rocks regular rocks, that would at least make it possible to get a wall-in up.

A bit of a crazy and ineloquent idea, but what if you did something like this - it would allow for some sim city...
+ Show Spoiler +
[image loading]
~ ~ <°)))><~ ~ ~
IeZaeL
Profile Joined July 2012
Italy991 Posts
Last Edited: 2014-08-03 10:23:34
August 03 2014 09:55 GMT
#20
Update time.
Current changelog :

- Main slightly enlarged;
- Highground third slightly enlarged , allowing blink into main;
- Narrowed second entrance of the natural , and added a 6x6 rock. The choke can be blocked by a single zealot+gateway;
- Lowground thirds ramps enlarged ( 2-->3 , 1-->2 );
- Enlarged the lowground third choke;
- New Skybox;
- Slightly doodads changes;
- Pathing Fixed;

New overview
[image loading]


Edit : uploaded on NA & EU.
Author of Coda and Eastwatch.
1 2 Next All
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