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[M] (2) Ultimatum

Forum Index > SC2 Maps & Custom Games
Post a Reply
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2014-08-04 00:13:27
August 03 2014 23:34 GMT
#1
Ultimatum
By The_Templar

Published on: | NA | EU | SEA | KR |
PM a request if you want it published on SEA or KR.

[image loading]

Information
Size: 144x148
Spawn Points: 2
Bases: 12 normal
Doodads: 88
Nat to nat distance: 47 seconds
Watchtowers: 2



+ Show Spoiler [Bases + Other] +
(Ones belonging to the top left player)
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]


Aesthetics WIP. Remake of The Spectral World.

Moderatorshe/her
TL+ Member
skdeimos
Profile Joined May 2013
Canada155 Posts
August 03 2014 23:51 GMT
#2
Third is almost as easy as Akilon but then fourth is very difficult. The middle is boring and flat with no tactical options whatsoever. Bases are too clumped up in the corners with too little happening in the middle.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2014-08-04 00:07:09
August 03 2014 23:51 GMT
#3
You're definitely improving with aesthetics, nice job - your doodad count's actually in the high double digits! (Hint: add at least 1 more digit) The layout is pretty standard but decent, although the 3rd is too safe for my liking. Might get a little splitty in the uber-late game too, idk.

Check the symmetry - your upper left nat is missing a geyser and the ramps to the 3rds are different sizes, there could be other smaller problems.

Edit: skdeimos mentioned the same thing I did. Just moving the 3rd closer to the 4th should be an easy fix to that problem.
vibeo gane,
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
August 04 2014 00:12 GMT
#4
On August 04 2014 08:51 skdeimos wrote:
Third is almost as easy as Akilon but then fourth is very difficult.

Not quite; the differences are that the third is on low ground, making it easier to apply pressure on it, there's less of a distance between the entrances into the third and natural, and the main is not protected completely by the natural/third, meaning you can put pressure on multiple areas more easily.

Not denying that it is easy to take, because it is, but it's not terribly difficult to put pressure on.

The middle is boring and flat with no tactical options whatsoever.

You can defend your high ground fairly easily, although there are a lot of entrances, meaning that counterattacks are a lot easier to set up (the watchtowers do not cover the paths into the sixth base immediately). This means that the low ground gives multiple options depending on how you want to attack.

Bases are too clumped up in the corners with too little happening in the middle.

Why does the center have to look interesting?

On August 04 2014 08:51 -NegativeZero- wrote:
You're definitely improving with aesthetics, nice job - your doodad count's actually in the high double digits! (Hint: add at least 1 more digit)

Funny.

The layout is pretty standard but decent, although the 3rd is too safe for my liking. Might get a little splitty in the uber-late game too, idk.

Check the symmetry though - your upper left nat is missing a geyser and the ramps to the 3rds are different sizes, there could be other smaller problems.

Edit: skdeimos mentioned the same thing I did. Just moving the 3rd closer to the 4th should be an easy fix to that problem.

If I move the third base closer to the fourth, what should I do with the extra space (where the current third is)?
The symmetry problems happened because I turned off the symmetry tool to fix an aesthetic problem, and it broke when I turned it back on. Actually, not sure why the gas and ramp got removed considering I placed those before I turned the tool off and never touched that area afterwards.
Moderatorshe/her
TL+ Member
algue
Profile Joined July 2011
France1436 Posts
August 04 2014 12:28 GMT
#5
I don't understand this love for the dual xel naga towers, a single XNT in the middle of the map is so much cooler.

However your maps are getting better and better now that you spend more time working on the textures and the doodads.
rly ?
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2014-08-04 14:40:23
August 04 2014 14:40 GMT
#6
On August 04 2014 21:28 algue wrote:
I don't understand this love for the dual xel naga towers, a single XNT in the middle of the map is so much cooler.

The ones outside the center have slightly more use, but that might not be a good thing considering they're a lot easier in the later portions of the game.

However your maps are getting better and better now that you spend more time working on the textures and the doodads.[

Does this mean I have to spend 6+ hours on all my maps now? TT
Moderatorshe/her
TL+ Member
algue
Profile Joined July 2011
France1436 Posts
Last Edited: 2014-08-04 21:05:04
August 04 2014 21:03 GMT
#7
Yes
rly ?
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
August 05 2014 03:28 GMT
#8
On August 05 2014 06:03 algue wrote:
Yes

bahahaha

On August 04 2014 08:51 skdeimos wrote:
Third is almost as easy as Akilon but then fourth is very difficult. The middle is boring and flat with no tactical options whatsoever. Bases are too clumped up in the corners with too little happening in the middle.

Normally I'd agree with this sentiment but I don't think it's a very good assessment of the map in hand. I actually think the terrain is very well designed for lategame army movements and lots of interesting positioning after 3rd bases are established. My only gripe is that the map seems a little too big and the proportions are a little too big too. But it could be seen as a style choice.



I think you should push the 3rd bases further towards 3/9 oclock. The CC location is too close to the nat right now. You don't need to change the ramps though, imo.

Also the towers are too strong for protecting the 4th base, not sure where to move them. Maybe somewhere on the lowground in nearly the same position.


Good work; I like this one! The 4+ base game looks interesting and fun, which is pretty unusual in my personal view.
Comprehensive strategic intention: DNE
NewSunshine
Profile Joined July 2011
United States5938 Posts
August 05 2014 03:35 GMT
#9
On August 04 2014 23:40 The_Templar wrote:
Does this mean I have to spend 6+ hours on all my maps now? TT

lol what? should be at least 2 digits of hours bro.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
August 05 2014 04:36 GMT
#10
On August 05 2014 12:35 NewSunshine wrote:
Show nested quote +
On August 04 2014 23:40 The_Templar wrote:
Does this mean I have to spend 6+ hours on all my maps now? TT

lol what? should be at least 2 digits of hours bro.

more digits of hours, more digits of doodads... seems like you just need more digits in general lol.
vibeo gane,
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