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Active: 12711 users

[M] (2) Moonlight Madness

Forum Index > SC2 Maps & Custom Games
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SidianTheBard
Profile Joined October 2010
United States2475 Posts
Last Edited: 2014-09-05 14:42:09
August 22 2014 23:48 GMT
#1
Moonlight Madness is a 1v1 map with lots of backdoors, high yield expansions & plenty of elevation changes. Army positioning and keeping map control/vision will be key in taking victory on this map.

[image loading]


Uploaded: NA, EU, KR
M2M Distance: ~45 seconds.

Overview with labels(..yea!):
+ Show Spoiler +

[image loading]



Bases:
+ Show Spoiler +

Main:
[image loading]


Natural:
[image loading]

[image loading]

Backdoor Natural:
[image loading]


Possible 3rd:
[image loading]
[image loading]


Gold:
[image loading]

Corner Base & Middle Base:
[image loading]




Towers:
+ Show Spoiler +

[image loading]

[image loading]



Aesthetics:
+ Show Spoiler +

Only a couple right now, might add more later.

[image loading]

[image loading]

[image loading]


Tips & Tricks:
+ Show Spoiler +


Place an overlord up on this small piece of highground to make sure you spot any early pushes coming your way!
[image loading]

Feel like being like Maru or Marineking? Gangnam Terran it up, it only takes ~47 seconds to float your CC over!
[image loading]
Thank you shiroiusagi, for the image!

Tanks can shell the high yield minerals, gas & the base itself from this position!
[image loading]

Reaper/Collosus/drop path between bases on the edge. Sneaky beaky like!
[image loading]

Place an overlord here or drop some tanks to have vision and secure both backdoor rocks. Never get caught from the backdoor again!
[image loading]

Another high ground droppable pod between the backdoor nat and the main! Yes, with a tank you can deny 1 gas in each base!
[image loading]
2nd picture messed up and I'm too lazy to get back in for just 1 picture haha, but you can deny 1 gas from the main base as well.

I'll just knock down your rocks with my marauders/stalkers and then ravage your backdoor base before you can respond!
[image loading]



Any and all feedback is appreciated!

Thanks,

Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
August 23 2014 00:22 GMT
#2
Very unique map, dunno about the name though :\
ModeratorI am still alive, somehow
TL+ Member
brickrd
Profile Blog Joined March 2014
United States4894 Posts
August 23 2014 01:08 GMT
#3
am i crazy or does it look like nimbus and foxtrot had a baby?
TL+ Member
NewSunshine
Profile Joined July 2011
United States5938 Posts
August 23 2014 02:10 GMT
#4
On August 23 2014 10:08 brickrd wrote:
am i crazy or does it look like nimbus and foxtrot had a baby?

looks more like Anaconda meets Crossfire to me.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
SidianTheBard
Profile Joined October 2010
United States2475 Posts
Last Edited: 2014-08-23 02:26:43
August 23 2014 02:25 GMT
#5
On August 23 2014 11:10 NewSunshine wrote:
Show nested quote +
On August 23 2014 10:08 brickrd wrote:
am i crazy or does it look like nimbus and foxtrot had a baby?

looks more like Anaconda meets Crossfire to me.


Funny because I had crossfire in mind when I was creating it.

edit:

I also have an idea of what to change to make it more friendly to the ping-ponging back and forth between bases. Going to change it up and try it out to see if I like it. :D
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
GeneralSezme
Profile Joined July 2014
United States58 Posts
August 23 2014 03:33 GMT
#6
Looks good, but encourage Protoss to macro, if you don't give them an easier third you are encouraging 2 base all in or just a plain old veto and a 1/5 stars
Melee map maker
FlaShFTW
Profile Blog Joined February 2010
United States10500 Posts
August 23 2014 04:39 GMT
#7
On August 23 2014 12:33 GeneralSezme wrote:
Looks good, but encourage Protoss to macro, if you don't give them an easier third you are encouraging 2 base all in or just a plain old veto and a 1/5 stars

in theory though, i think protoss could wall off their natural, and make their backdoor base into their primary focus of the map. putting a few static defense at their open natural with a wall seems cool.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
August 23 2014 06:03 GMT
#8
Very very Nice I really like the rock ideas
10%
SidianTheBard
Profile Joined October 2010
United States2475 Posts
August 23 2014 18:47 GMT
#9
Just a couple ideas I'm toying around with. Changed up the gold, connected the middle, moved the backdoor base closer to the main. Unsure if I'm going to change it to this completely, but wondering some thoughts if it got changed to this.

[image loading]

Thanks for the feedback all! <3
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
GeneralSezme
Profile Joined July 2014
United States58 Posts
August 23 2014 21:20 GMT
#10
On August 23 2014 13:39 FlaShFTW wrote:
Show nested quote +
On August 23 2014 12:33 GeneralSezme wrote:
Looks good, but encourage Protoss to macro, if you don't give them an easier third you are encouraging 2 base all in or just a plain old veto and a 1/5 stars

in theory though, i think protoss could wall off their natural, and make their backdoor base into their primary focus of the map. putting a few static defense at their open natural with a wall seems cool.

Ya, maybe but if Protoss did do that they would have to split there army's to the point where they can die outright, look at all that dead space behind the natural, the main, and the backdoor 3rd. You would have split your army to defend the backdoor 3rd the natural and protect your main from drops/ mutas.
Melee map maker
FlaShFTW
Profile Blog Joined February 2010
United States10500 Posts
August 24 2014 01:53 GMT
#11
On August 24 2014 06:20 GeneralSezme wrote:
Show nested quote +
On August 23 2014 13:39 FlaShFTW wrote:
On August 23 2014 12:33 GeneralSezme wrote:
Looks good, but encourage Protoss to macro, if you don't give them an easier third you are encouraging 2 base all in or just a plain old veto and a 1/5 stars

in theory though, i think protoss could wall off their natural, and make their backdoor base into their primary focus of the map. putting a few static defense at their open natural with a wall seems cool.

Ya, maybe but if Protoss did do that they would have to split there army's to the point where they can die outright, look at all that dead space behind the natural, the main, and the backdoor 3rd. You would have split your army to defend the backdoor 3rd the natural and protect your main from drops/ mutas.

yeah... you're right. i was only trying something out. maybe if you moved the backdoor base closer to your main this could work?
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
August 25 2014 02:54 GMT
#12
On August 24 2014 03:47 SidianTheBard wrote:
Just a couple ideas I'm toying around with. Changed up the gold, connected the middle, moved the backdoor base closer to the main. Unsure if I'm going to change it to this completely, but wondering some thoughts if it got changed to this.

&#91;image loading&#93;

Thanks for the feedback all! <3

Backdoor is a good change, helps Protoss a lot against drops/mutas and helps zerg against medivacs. What is your reasoning behind the gold change? It's not totally apparent to me.
Administrator~ Spirit will set you free ~
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
Last Edited: 2014-08-25 02:57:52
August 25 2014 02:57 GMT
#13
On August 25 2014 11:54 Plexa wrote:
Show nested quote +
On August 24 2014 03:47 SidianTheBard wrote:
Just a couple ideas I'm toying around with. Changed up the gold, connected the middle, moved the backdoor base closer to the main. Unsure if I'm going to change it to this completely, but wondering some thoughts if it got changed to this.

&#91;image loading&#93;

Thanks for the feedback all! <3

Backdoor is a good change, helps Protoss a lot against drops/mutas and helps zerg against medivacs. What is your reasoning behind the gold change? It's not totally apparent to me.

I guess it would be to open up the center a bit more/make the current high ground a lot less awkward?
ModeratorI am still alive, somehow
TL+ Member
SidianTheBard
Profile Joined October 2010
United States2475 Posts
Last Edited: 2014-08-25 03:41:25
August 25 2014 03:15 GMT
#14
On August 25 2014 11:54 Plexa wrote:
Backdoor is a good change, helps Protoss a lot against drops/mutas and helps zerg against medivacs. What is your reasoning behind the gold change? It's not totally apparent to me.


Actually I've been toying with it on and off through out the wknd and I'm tempted to keep the gold how it is. I feel like if I change it to how I was messing with it I'd just rather have it a normal base. I'll probably pump out an update on tuesday or wednesday after work and most likely submit that updated version to that map contest.

edit:

Also the more and more I play with it the more and more I kind of hate the backdoor. We'll see what happens, probably just keep it because changing it up and the pathing around it would basically be a new map.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
SidianTheBard
Profile Joined October 2010
United States2475 Posts
August 27 2014 04:01 GMT
#15
Alright bros, updated my map, it'll be the version I actually submit to that Map-ximum contest. I kept thinking about it more and more and I kind of want to change up the back door paths, but then again, I'd love to see how it actually plays out and if I gets in the top for that tournament it would get plenty of games on it and tons of feedback, which would be awesome.

Anyway...changes: (Overview & Overview with labels are updated in OP)

Added D-rocks at front natural to give an "easier" wall-off. You now have the option of walling from ramp > nexus or doing the more standard 3warpgate/3rax/etcetc wall off and then take down the rocks at your convenience to move out.
+ Show Spoiler +

[image loading]

[image loading]


Backdoor natural is closer to the main, making it much quicker for the defender to ping pong between his 3 bases.
+ Show Spoiler +

[image loading]


Moved "behind gold rocks" to the actual ramp instead of the middle of that high ground pod. Before I had it in the middle so siege tanks could hit that expansion from the high ground, but with moving the expansion closer to that main that is no longer a concern.
+ Show Spoiler +

[image loading]
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
GeneralSezme
Profile Joined July 2014
United States58 Posts
Last Edited: 2014-08-27 20:14:50
August 27 2014 20:14 GMT
#16
Moved "behind gold rocks" to the actual ramp instead of the middle of that high ground pod. Before I had it in the middle so siege tanks could hit that expansion from the high ground, but with moving the expansion closer to that main that is no longer a concern.
+ Show Spoiler +

[image loading]

That looks good for siege tanks :D
Melee map maker
JessicaSc2
Profile Joined February 2014
Poland123 Posts
August 28 2014 00:04 GMT
#17
great map, awful name.
AssyrianKing
Profile Blog Joined August 2011
Australia2117 Posts
September 05 2014 08:40 GMT
#18
What's wrong with the name o.O
John 15:13
SidianTheBard
Profile Joined October 2010
United States2475 Posts
Last Edited: 2014-09-05 14:43:32
September 05 2014 14:40 GMT
#19
Did a few changes, mainly just aesthetically fixing it up but also added a small unpathable piece of high ground around the gold base. This tiny change actually does a few big things that I noticed during playtesting.

1) Can place an overlord here to see early non-medivac pushes. Makes it easier to see those Hellions ping ponging all around.
2) Makes siege tanks not so powerful in that corner, before you could place tanks in that corner and they'd cover a ton of the surface area, while being farther away by ground it was hard to break a contain.
3) Makes it so you can't cliffwalk in that corner anymore, no more reapers/collosus just sneaking away.

[image loading]

Enjoy friends, new version uploaded to NA/EU/KR
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
GeneralSezme
Profile Joined July 2014
United States58 Posts
September 18 2014 21:17 GMT
#20
Congrats on the community spotlight
Melee map maker
Kazahk
Profile Blog Joined April 2012
United States385 Posts
Last Edited: 2014-09-19 08:01:13
September 19 2014 08:00 GMT
#21
Great unique and original map, I'm wondering if it would be best for protoss to take the gold as a third and just leave the other two bases as a later 4th and 5th because I don't think toss could split/bounce their army between the nat and base by the collapsible rocks; and even if they could where would the the optimal 4th be?

Terran and Zerg I think can expand towards the opponent or away, idk i guess it just feels like toss would be very limited on this map. Also beautiful aesthetics!
Rngesus blessed me with a tooth half, then shunned me with a spinach roll.
SidianTheBard
Profile Joined October 2010
United States2475 Posts
September 19 2014 13:52 GMT
#22
Thanks guys! Hope you all enjoy it and if you have any other feedback feel free to let me know! <3

On September 19 2014 17:00 Kazahk wrote:
Great unique and original map, I'm wondering if it would be best for protoss to take the gold as a third and just leave the other two bases as a later 4th and 5th because I don't think toss could split/bounce their army between the nat and base by the collapsible rocks; and even if they could where would the the optimal 4th be?

Terran and Zerg I think can expand towards the opponent or away, idk i guess it just feels like toss would be very limited on this map. Also beautiful aesthetics!


I'd love to see if Protoss would take the 3 & 9o clock bases as a possible 3rd. It's more "hidden" and has just a single wide ramp into it which means 1 sentry could basically hold the base long enough for the rest of your army to get there. It's also fairly close to your nat by air (could be bad against drops/mutas then) but it allows the msc to get between them fast enough to overcharge.

Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
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