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Forum Index > SC2 Maps & Custom Games
Post a Reply
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2015-04-09 01:47:34
September 13 2014 20:05 GMT
#1
No Longer Published!
By Timetwister22
v1.2


[image loading]

Playable: 120x160

Concept
+ Show Spoiler +
This is my attempt at making cool gold bases. These golds don't operate like winner golds, and offer a nice dynamic to the player's expansion pattern. Overall, a solid standard map with cool golds.


Tileset
+ Show Spoiler +

Aui Small Bricks
Aiur Grass
Bel'Shir Grass Light
Aiur Grunge
Haven Grass Rocky
Aiur Tiles
Bel'Shir Grass Dark
Bel'Shir Dirt Dark

Aiur Manmade Cliffs
Bel'Shir Organic Cliffs


Aesthetic Shots
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

Note that some changes have occurred since these aesthetic shots were taken, and may not be accurate close ups of the current map.



Change Log
+ Show Spoiler +

Update from V1.0
+ Show Spoiler +
[image loading]
-Slightly opened up some of the main attack paths.
-Added LoS blockers behind the gold base gases to encourage use of that space with warp-ins, drops, and maybe even nydus.
-Widened the ramp leading down to the 3 and 9 bases.
-Fixed a few aesthetic bugs.




As always, feedback is more than welcome
Former ESV Mapmaker | @Timetwister22
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2014-09-13 20:30:41
September 13 2014 20:30 GMT
#2
This ended up looking much better than it did at first, I really dig it. But, um...
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
September 13 2014 20:36 GMT
#3
Really solid map. Great work.
Administrator~ Spirit will set you free ~
IeZaeL
Profile Joined July 2012
Italy991 Posts
September 13 2014 20:43 GMT
#4
Oh my god ...
Author of Coda and Eastwatch.
Ingebrigtsen
Profile Blog Joined December 2010
Norway343 Posts
September 13 2014 20:55 GMT
#5
I like it =)
"These animals should be rewarded for not being people... I hate people"
moskonia
Profile Joined January 2011
Israel1448 Posts
September 13 2014 21:01 GMT
#6
Very interesting, although probably broken in disfavor of Zerg.
ATTx
Profile Joined February 2012
Korea (South)178 Posts
September 14 2014 13:11 GMT
#7
really nice map !

i want to see this map in Major Starcraft 2 League !
5one2heal@gmail.com
Gaskal
Profile Joined May 2013
Canada241 Posts
September 14 2014 14:30 GMT
#8
A few thoughts:



1.) I like your map tileset. It's one of my favorites, and I don't think I've seen it since that Korhal Compound or whatever map it was on the pool that never really took off.


2.) The natural is INCREDIBLY EXPOSED. If you want to balance it more so that mass ling busts don't rule the meta, cut off one of those two entrances with destructable terrain instead of being adjacent to the gold bases, probably that ramp leading to the valley (so it could be more like a Frost LE type of setup).

The destructible rocks next to the gold makes it far too easy to secure in the early game against zerg players, as I'm not seeing any ramp access to it outside of the rocks and natural ramp. Again, switching the rocks would force T/Ps to play more conservatively. And if the zerg tries to take the gold, it just gets shelled from the high ground and they get flashbacks of Lost Temple.
"Get all the money, build all the units...kill the other guy"
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
September 14 2014 22:19 GMT
#9
Really like it, fighting paths look really interesting
10%
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2014-09-18 05:15:47
September 18 2014 02:28 GMT
#10
So finally i can sit down an write a little ^^

Here's my feedback regarding the map, sadly i did not played it as much as i would have liked to, just some test games to try and see if we could break the map and as it happens it was so-so.

Mech is pretty damn strong in the map as it is and Zerg tends to be the weaker race as some have said this is because the facility mech players have to secure four/five bases, and one of them being gold. The general idea of the gold base is very interesting, sadly it messes up with ZvZ very very hardly, where if a player gets behind the game is over because the other will take the gold base, and this can't be fixed without ruining the general idea of the map, so my stance would be to sacrifice the matchup.

The amount of overlord pods is perfect and the flow is excellent, the choice of the gold and the normal third is very nicely done, but the issue as i have said is mostly the tightness of the map, expanding the central paths should help a lot in this, also swapping the rocks at the third by 4x4 rocks should help too. A place that can't be overlooked is this small ramp which i consider should be at least double the size. I really like what you did with these plateaus tho, nonetheless they could be problematic in some situations because of SH play, not much to worry tho, the paths around the map should be more than enough to compensate.

When messing around i found a couple issues, there is a random vine you forgot to remove in one of the ramps (blue). One central base has 7 mineral patches instead of 8 (Red,*) and a base has a nonstandard mineral set up that could be problematic when dealing with drops in the base (Yellow). Pic.

*Beware when addin the patch, it should be easy to send workers to mine the patch**, you have a couple options there, one is to remove the overlord pod and instead add a tree with some doodads around but stifled with invisible LoS blockers and pathing paint so overlords can park there with no issues, but players can still see the patches b/c occlusion. And your other option is to remove three mineral patches and add two gold patches instead, the amount of resources gathered should stay around the same in the base, but you will have a small extra space to avoid getting one of the patches blocked by the column.

<quickedit> **I'm talking about the bottom middle base where the highground/overlord pod covers part of the mineral line because of the isometric camera sc2 has</quickedit>

Oh almost forgot, found this, a double pylon block like that is border line to me, but the cannon being in the lowground makes it not as dangerous as in the nat itself, but the fact that it will be out of the scouting range of a overlord positioned in the hatch when 15 hatching could prove to be an issue with some players. I thought you may be interested out it.
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
Timetwister22
Profile Joined March 2011
United States538 Posts
September 20 2014 04:06 GMT
#11
Thank you to the feedback everyone, and especial thanks to Uvantak for taking the time to play some games and point out various issues on the map. With the feedback, I have made an update.
-Slightly opened up some of the main attack paths.
-Added LoS blockers behind the gold base gases to encourage use of that space with warp-ins, drops, and maybe even nydus.
-Widened the ramp leading down to the 3 and 9 bases.
-Fixed a few aesthetic bugs.
Former ESV Mapmaker | @Timetwister22
Xenotolerance
Profile Joined November 2012
United States464 Posts
Last Edited: 2014-09-21 06:31:19
September 21 2014 06:30 GMT
#12
This map looks amazing. Would not veto on ladder, unless maybe I was zerg.

That whole back valley is super tricky. I love it.

The base layout changes PvX quite a bit, which is really cool.

gooood work
www.alonetone.com/xenotolerance
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
September 21 2014 09:50 GMT
#13
Very interesting map, even though the area in front of the natural feels a bit choky
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