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![[image loading]](http://abload.de/img/callistobannersmallsmuwd.png) 1v1 152 x 144 12 regular bases 2 gold bases EU | NA | KRThis map was inspired by Metalopolis and a little by Pantanal/Overgrowth. "Yup, this is definitely an And G map." - The_Templar
The fundamental design idea behind this map was to create a map with as many viable expansion patterns as possible. I've also wanted to use Metalopolis' natural/third layout for a while, and once I got the idea to block off the third with rocks it seemed logical to combine both approaches by adding an in-base/backdoor expansion. I more or less stole the middle from Metalopolis and then added a few random bases here and there for good measure. This map practically designed itself.
A few things that aren't immediately obvious from the overview and should probably be pointed out:
- One of my design principles is to have at least 4 grid squares of space between pathable terrain and the map border on all sides, so the pathable area actually fits into a 144x136 rectangle. It also means that there are several spots where flying buildings cannot be hit by any ground units.
- There are no unbuildable rocks at the bottom of the main ramp because even if you're a noob that can't drill through a pylon wall you can still expand to the in-base expansion.
- No watchtowers.
- You can do a full wall at the natural with one 2x2 and two 3x3 buildings. This wall then protects four bases before any of the rocks are broken down.
- There is a spot at the natural from where the main base can be hit by a siege tank. However, that siege tank would be in range of roaches on the high ground.
- Both geysers at the natural can be sieged from the high ground at the third.
- Units breaking down the rocks protecting the third (at 1/7 o'clock) can become trapped very easily.
- There are two spots where reapers can enter the in-base expansion.
- There are several good spots for proxy stargates, including your in-base natural. Air distance is pretty short since the mains aren't tucked into the corners.
I've also made another version of this map with five mineral patches and one geyser per base because I find fights more fun when there are fewer units on each side. You can find it on battle.net by searching for "5/1" if you get bored and want to play something a little different.
GLHF!
Edit: Changed a few things for TLMC5.
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Aotearoa39261 Posts
Hey this is actually pretty cool.
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On October 09 2014 04:49 Plexa wrote: Hey this is actually pretty cool. Hey nerd, try fixing the (4) in the title.
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I love this map. It's like what I want my ideas to turn into but actually good
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the golds in the center seem like fixing the concept of neo planet s's gold bases - still forward and exposed to harassment but not completely absurdly unusable without already having control of the entire map. cool stuff
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your Country52797 Posts
"Yup, this is definitely an And G map." - The_Templar
Hey, all I meant is that your style is very unique  Your texturing is different than most mapmakers and you love your backdoors.
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The glowing lava pits in the middle look like the eyes of some frighteningly pale demon who has a 'C'-shaped lava frown. Obviously his name is Callisto. He scares me.
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Yeah I also like the look of this map.
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"This map was inspired by Metalopolis..." Hmm, Metalopolis has the most open natural, and this map has an in-base natural as well as an easily taken third. I'm just not seeing the Metalopolis.
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On October 09 2014 06:06 NewSunshine wrote: Hey nerd, try fixing the (4) in the title. Oops, did I write [M](4)? Dammit, I usually triple check all my posts; should have checked the title as well... Thanks for fixing, Plexa!
On October 09 2014 11:00 pure.Wasted wrote: The glowing lava pits in the middle look like the eyes of some frighteningly pale demon who has a 'C'-shaped lava frown. Obviously his name is Callisto. He scares me. Demoness, actually. Callisto is a female name. Also, the "lava pits" are just really large crystals. 
On October 09 2014 14:19 zelevin wrote: "This map was inspired by Metalopolis..." Hmm, Metalopolis has the most open natural, and this map has an in-base natural as well as an easily taken third. I'm just not seeing the Metalopolis. It's not so much the openness of the natural that I like about Metalopolis, more the general layout and how there's a ramp to the third base right besides the natural entrance that can be used by an attacker to get a concave. Here's an illustration to show that both maps are in fact nearly identical: + Show Spoiler +
Incidentally, I'm currently working on a map that actually has a pretty open natural (need six 3x3 buildings to wall of completely, unless you want to have the Nexus and a geyser as part of the wall). It's a very weird map, though.
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The map looks really interesting. I like your idea of pushing the number of possible expansion patterns. Having some high level games on this map and seeing and understanding the different choices made by different players could be really fun.
I'll try to play a few customs on it to try it myself and if I can get a few clanmates interested as well. Thanks for the work man ! Could you PM me if a tourney with like high masters or above are playing on it ? As I said, I'd love seeing high level games on it (and I'm only a middling diamond player).
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This has to be the most fun map I've ever played, every single expansion is legitimate and games can take so many different shapes. If this map was as pretty as ladder maps this could go very very far.
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This is exactly the kind of map I tried to make with cassandra gemini. Loved it on first sight. I'm a big fan of your design philosophy too, awesome work overall. Now just make it look as amazing as you possibly can.
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Your texturing is different than most mapmakers If this map was as pretty as ladder maps Now just make it look as amazing as you possibly can. :-/
I hate doing aesthetic work. It takes a lot of time and at the end of the day even the best maps aren't very likely to ever being used in a high-level tournament, and certainly not maps with backdoors, so what would be the point? Also, I'm a mapmaker, not a painter.
If someone who likes doing aesthetics wants to overhaul the look of this map, be my guest. The pathing is entirely hand-drawn anyway so removing all the doodads and starting from scratch wouldn't be a problem. But if not, this map is going to stay the way it is. (I've noticed that flying units will clip through some of the larger crystals, so I will fix that at the very least.)
On October 09 2014 21:17 LoneYoShi wrote: Could you PM me if a tourney with like high masters or above are playing on it? Sure, but don't hold your breath. I think this map is way too nonstandard to be considered for any high-level competitions.
By the way, if anyone has replays of games that highlight the unique features of this map, for example an all-in involving the backdoor(s) or a game that revolves around the gold bases, please share the replays! Especially those that show how the map is broken in XvY.
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On October 10 2014 19:24 And G wrote:Show nested quote +On October 09 2014 21:17 LoneYoShi wrote: Could you PM me if a tourney with like high masters or above are playing on it? Sure, but don't hold your breath. I think this map is way too nonstandard to be considered for any high-level competitions.
yeah this is a strong problem with maps currently, even the standard ones don't get plays =/
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This map has undergone a few changes to make it more suitable for TLMC5, but not enough to warrant a Neo/RE/SE/whatever name extension or new thread. OP has an updated overview.
Changelog:- Reoriented main resources due to gas mining inconsistencies.
- Added some crystals.
- Fixed the height of some larger doodads that were clipping through flying units.
- Added more crystals.
- Changed the lighting, then changed it back because it looked bloody horrible.
- Added even more crystals.
- Expansions now have decals so you don't accidentally misplace your base (yes this happened to me).
- Moar rad red crystals.
I also attempted to change the map name for the Korean server but apparently I failed. Anyway, Callisto is obviously going to win TLMC5 so this week is your last chance to play it before it becomes all mainstream and stuff.
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The repetitive patterns in textures (mainly the darker ones) are visually annoying. That doesn't mean squat for the actual game, because you aren't gonna see them in-game, but it may create bad first impression for whoever will judge it and that would be a shame because the map is interesting.
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