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[M] (2) Space Circuit

Forum Index > SC2 Maps & Custom Games
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ScorpSCII
Profile Joined April 2012
Denmark499 Posts
Last Edited: 2014-09-20 19:12:49
September 12 2014 06:39 GMT
#1
Space Circuit
Created by Scorp

Published: [NA]

[image loading]


Bounds: 148x132
Bases: 12x 8m2g
XNT: 2
Choke-choke: 44s

Aesthetics
(Slightly Outdated)
+ Show Spoiler [Show Images] +
[image loading]

[image loading]

[image loading]

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Feedback is, as always, welcome and well appreciated.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
FlaShFTW
Profile Blog Joined February 2010
United States10459 Posts
September 12 2014 07:24 GMT
#2
hmm. i really like the first 3 base layout. its basically my ideal and perfect setup. however, the 4th seems so far away, and i dont even know which base it would be. lets take the bottom spawn as the example. if you expand to the bottom left corner, its so isolated from you, as well as has that nasty overhang to it.

if you expand to the middle, ur moving ever so closer to your opponent. harass from behind the mineral line could happen, as well as many avenues of attack.

what about that 3oclock? super isolated as well. and again many avenues of attack.

my suggestion? take the inside middle base and move it a touch down and right. so its like more in between the bottom left base and the 3rd. (still on high ground ofc)
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
moskonia
Profile Joined January 2011
Israel1448 Posts
September 12 2014 11:02 GMT
#3
I agree with FlaSh's suggestion. The 4th bases are indeed to hard and need at least some other changes, if not his idea.

The third I think is a bit too easy, so I think moving it a bit further from the nat would do the map mostly good, as it would make 3 base turtling harder, and getting the 4th base slightly more reasonable.

I was worried at the start about the aesthetic style, but you did it really well. The fact that the middle colors don't go through ramps is a big help to the readability of the map, as well as different colors for different height levels. I would make the main a different color though, to make it similar to the way the 1st and 2nd level difference works, although it's really non important.

Map overall is pretty standard, but super solid, and it's important to have some solid standard maps after all. IMO it has the feel of older maps, with the XNT's in the mid, and the 3 attack paths, which is cool. Finally, I love the corner bases with the cliff above them, would be cool to see how it is played out in the lategame.
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2014-09-12 12:56:03
September 12 2014 12:53 GMT
#4
Yes, the fourths are kinda further than usual. Yet I think it's Ok. T and P can take the center high ground with reasonable ease at that point in the game, and Z can take the clockwise low ground fourth since it's super far from the opponent. Getting a fourth will be the hurdle on this map, but nothing wrong with that imo, as long as it can still be done.

Edit: The relationship between the attack paths and defensive points will play nicely here. Looks like a solid and fun map. Nicely done.
Former ESV Mapmaker | @Timetwister22
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
September 12 2014 13:35 GMT
#5
Thanks for the feedback all of you.

I agree the fourths are more difficult to take than usual (yet not impossible at all) - that's a conscious design decision. I wanted to have multiple viable fourth base options, each with distinct and somewhat bold weaknesses for the opponent to abuse. This obviously results in bases being more attractive to certain races and situations, which is the very essence of what I tried to achieve with this map. However, I may or may not tweak the fourth base options to get them more in line with the standards in terms of difficulty - I'll have to think about that; they're supposed to be challenging.

On September 12 2014 20:02 moskonia wrote:
I was worried at the start about the aesthetic style, but you did it really well. The fact that the middle colors don't go through ramps is a big help to the readability of the map, as well as different colors for different height levels. I would make the main a different color though, to make it similar to the way the 1st and 2nd level difference works, although it's really non important.

I left the main's color profile untouched in comparison to the second cliff level in order to keep it in line of the aesthetic theme, which hardly changes the actual readability of the map due to the third level only being used in mains and a couple of droppable highgrounds that have their own distinct look anyway.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
NewSunshine
Profile Joined July 2011
United States5938 Posts
September 12 2014 14:06 GMT
#6
Looks a bit like Daybreak dynamically, except it's got a harder 4th. Do the watchtowers cover every path between the players?
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
necrogon
Profile Joined September 2011
Canada35 Posts
September 12 2014 14:38 GMT
#7
Really great design, really badass name. Everyone here's been worried about the forth, and I think for zerg that's indeed an issue because their 4th base is like the 3rd base for protoss and terran. But once terran or protoss get 3 bases (which is easy here) They should be comfortable and it can becomes a more strategic game getting more expos instead of, laying down an expo, putting 10 cannons and just keep barreling down the front with more units. I think this map just has a learning curve.
Starcraft 2 is like love, you can lose every engagement but you only need to win once to finish the game.
GeneralSezme
Profile Joined July 2014
United States58 Posts
Last Edited: 2014-09-12 16:41:59
September 12 2014 16:39 GMT
#8
One day we will get past the foxtrot style of terraining, but any ways. It's a good looking map, 4th stretches you really thin to get it appears. Natural choke looks really big, so it will cost a lot to wall
Melee map maker
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
September 13 2014 00:36 GMT
#9
I had to comment because I am surprised how people are saying they are unsure of 4ths. To me it is pretty obvious the map is going to play out with a vertical split. With the watchtower on the low ground, it's seems fairly safe to say that your army would move from between the natural / 3rd on 3 base, to the low ground with a spotter on the tower when on 4 base. Then things get interesting with the 5th/6th since the high ground base is quite close to your opponent's 3rd and vice versa. In any case, I think army movement on this map would be really interesting to see.
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
FlaShFTW
Profile Blog Joined February 2010
United States10459 Posts
September 13 2014 04:50 GMT
#10
hmmm... if the 3rd is easy then i guess that would allow the 4th to be more difficult. interesting. i guess this is ok then. and yes i agree that the high ground 4th would be ok to take, but im just saying that its expanding really close to your opponent.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
September 13 2014 05:04 GMT
#11
On September 13 2014 01:39 GeneralSezme wrote:
One day we will get past the foxtrot style of terraining, but any ways. It's a good looking map, 4th stretches you really thin to get it appears. Natural choke looks really big, so it will cost a lot to wall

what do you mean by "foxtrot style"?
vibeo gane,
GeneralSezme
Profile Joined July 2014
United States58 Posts
Last Edited: 2014-09-13 05:59:10
September 13 2014 05:57 GMT
#12
On September 13 2014 14:04 -NegativeZero- wrote:
Show nested quote +
On September 13 2014 01:39 GeneralSezme wrote:
One day we will get past the foxtrot style of terraining, but any ways. It's a good looking map, 4th stretches you really thin to get it appears. Natural choke looks really big, so it will cost a lot to wall

what do you mean by "foxtrot style"?

Boxy edges, and decal lining of paths etc. im not really a fan of it to be completely honest, it was cool at first but now i just see alot of maps that look the same because of this style of terraining
Melee map maker
ATTx
Profile Joined February 2012
Korea (South)178 Posts
September 13 2014 07:42 GMT
#13
how can i take 4th base?
5one2heal@gmail.com
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
September 13 2014 11:48 GMT
#14
On September 13 2014 16:42 ATTx wrote:
how can i take 4th base?

carefully.

I agree with moskonia, moving the 3rd slightly further might be a good idea to sort of even out the difficulty of taking bases.
vibeo gane,
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
Last Edited: 2014-09-13 13:23:41
September 13 2014 13:22 GMT
#15
Thanks again for the amount of great feedback, I appreciate it. I am currently working on an update that does a bit of reorganization regarding the 3rd and 4th bases - mostly just minor distance tweaks to bring it more in line with the map standards. I hope to get it out there this weekend.

On September 12 2014 23:06 NewSunshine wrote:
Looks a bit like Daybreak dynamically, except it's got a harder 4th. Do the watchtowers cover every path between the players?

Watchtowers cover the two central paths, leaving the outer path in dark.

On September 13 2014 14:57 GeneralSezme wrote:
Show nested quote +
On September 13 2014 14:04 -NegativeZero- wrote:
On September 13 2014 01:39 GeneralSezme wrote:
One day we will get past the foxtrot style of terraining, but any ways. It's a good looking map, 4th stretches you really thin to get it appears. Natural choke looks really big, so it will cost a lot to wall

what do you mean by "foxtrot style"?

Boxy edges, and decal lining of paths etc. im not really a fan of it to be completely honest, it was cool at first but now i just see alot of maps that look the same because of this style of terraining

I am not entirely sure what you mean. Sure, although subtle, Foxtrot Labs does have a similar texturing, but plenty of maps have had that - it's nothing new. Off the top of my head, here are a few maps I can think of: Phantasm, Atlas (own work), Illumination (own work), The Grid, Hesperium, Aradia, as well as the more subtle uses seen in Tainted Underworld (own work), Korhal Compound, Oumanville, and Korhal Mainstreet. If you look around, you'll probably find a lot more maps than what I listed here. To be honest, pretty much all aesthetic themes have been tried several times at this point in map making - we're bound to find (strong) similarities every now and then - just like map layouts.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
FlaShFTW
Profile Blog Joined February 2010
United States10459 Posts
September 14 2014 07:30 GMT
#16
im excited for when the changes come out. this is a really solid map and i thoroughly enjoy it.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
September 24 2014 20:45 GMT
#17
Space Circuit has been updated to include a couple of changes regarding the corner bases. I'd like to get more changes done, but unfortunately have been unable to due to time constraints - this will have to do for now. Overview has been updated!
Mapmaker | Author of Atlas, Rao Mesa & Paralda
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