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[M] (2) Lyote

Forum Index > SC2 Maps & Custom Games
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1 2 Next All
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
Last Edited: 2015-01-24 12:49:54
December 22 2014 11:53 GMT
#1
Lyote
Published to: [NA]

Created by Scorp

[image loading]


I haven't done a lot of maps lately, but finally found time to get back into the editor. Title is a dedication to our beloved critter.

Bounds: 132x138
Lyotes: 2

Close-ups
+ Show Spoiler [Show Images] +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


Changelog
+ Show Spoiler [Show Changes] +
1.3
Moved natural choke closer
Removed rocks between natural and third
Adjusted openness throughout the map
Aesthetic improvements

1.2
Added path through the center
Adjusted path width in several areas
Fixed mineral placement at 2/8 bases

1.1
Adjusted width of central paths
Removed rocks from central paths
Added Line of Sight blockers to central paths
Widened ramps at 8' and 2'
Minor aesthetic tweaks

Original version:
[image loading]


Feedback is, as always, welcome and well appreciated.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
Ej_
Profile Blog Joined January 2013
47656 Posts
December 22 2014 12:21 GMT
#2
split map SH/mech much?
"Technically the dictionary has zero authority on the meaning or words" - Rodya
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
December 22 2014 12:34 GMT
#3
The rush distance seems really long. Pretty interesting design though.
ModeratorI am still alive, somehow
TL+ Member
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
December 22 2014 12:43 GMT
#4
I get the idea of the map, but I think the lack of wide attack path is really bad here. You're basically forcing either a split map situation or a air vs air battle, which is not really exciting.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
December 22 2014 13:04 GMT
#5
On December 22 2014 21:34 The_Templar wrote:
The rush distance seems really long. Pretty interesting design though.

As soon as the rocks in the center are down, the distance by ground is rather decent. I have thought of removing those rocks for some time now, but no decisions made so far.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
Pontius Pirate
Profile Blog Joined August 2013
United States1557 Posts
December 22 2014 13:12 GMT
#6
On December 22 2014 21:21 Ej_ wrote:
split map SH/mech much?

Maybe it's intended for LotV. I actually really like traditionally split maps when both sides miraculously decide not to turtle. I like the basic idea of it, but I think the pathways on the ends of the wall need to be much wider, and the map could in general use some more elevation changes to spice it up. Some LoS blockers would be nice too.
"I had to close the door so my parents wouldn't judge me." - ZombieGrub during the ShitfaceTradeTV stream
algue
Profile Joined July 2011
France1436 Posts
December 22 2014 13:22 GMT
#7
On December 22 2014 22:12 Pontius Pirate wrote:
Show nested quote +
On December 22 2014 21:21 Ej_ wrote:
split map SH/mech much?

Maybe it's intended for LotV. I actually really like traditionally split maps when both sides miraculously decide not to turtle. I like the basic idea of it, but I think the pathways on the ends of the wall need to be much wider, and the map could in general use some more elevation changes to spice it up. Some LoS blockers would be nice too.

We don't even have a date for LotV's beta...
rly ?
eTcetRa
Profile Joined November 2010
Australia822 Posts
December 22 2014 14:34 GMT
#8
On December 22 2014 22:22 algue wrote:
Show nested quote +
On December 22 2014 22:12 Pontius Pirate wrote:
On December 22 2014 21:21 Ej_ wrote:
split map SH/mech much?

Maybe it's intended for LotV. I actually really like traditionally split maps when both sides miraculously decide not to turtle. I like the basic idea of it, but I think the pathways on the ends of the wall need to be much wider, and the map could in general use some more elevation changes to spice it up. Some LoS blockers would be nice too.

We don't even have a date for LotV's beta...


Regardless. I'm already designing maps for lotv and I know others are too. Wouldn't be a stretch to think Scorp is too.
Retired Mapmaker™
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
December 22 2014 19:50 GMT
#9
On December 22 2014 22:12 Pontius Pirate wrote:
Show nested quote +
On December 22 2014 21:21 Ej_ wrote:
split map SH/mech much?

Maybe it's intended for LotV. I actually really like traditionally split maps when both sides miraculously decide not to turtle. I like the basic idea of it, but I think the pathways on the ends of the wall need to be much wider, and the map could in general use some more elevation changes to spice it up. Some LoS blockers would be nice too.

While not specifically intented for LotV, I did have the changes in mind as you might have guessed. But seeing as LotV beta is not even out yet, HotS still is the priority and I will alter the map based on that. I am currently playing around with a couple of different changes regarding the attack paths that should dampen the splittyness slightly, while staying true to the original design. Thanks for your feedback.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
December 25 2014 11:03 GMT
#10
Version 1.1
Please check out the changes and let me know what you think!
Mapmaker | Author of Atlas, Rao Mesa & Paralda
algue
Profile Joined July 2011
France1436 Posts
Last Edited: 2014-12-25 13:24:43
December 25 2014 12:10 GMT
#11
Nice changes, I really like it. However the highgrounds in the top right and the bottom left are useless now. You could aswell make these area flat (it would weaken the choke points created by the ramps and creat more maneuvering possibilities in the area).

Edit : You also missed an opportunity to make an island with a gold base in the very middle of the map !

Edit 2 : Could you post a picture of the previous version of the map pls.
rly ?
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
December 25 2014 13:56 GMT
#12
On December 25 2014 21:10 algue wrote:
Nice changes, I really like it. However the highgrounds in the top right and the bottom left are useless now. You could aswell make these area flat (it would weaken the choke points created by the ramps and creat more maneuvering possibilities in the area).

Edit : You also missed an opportunity to make an island with a gold base in the very middle of the map !

Edit 2 : Could you post a picture of the previous version of the map pls.

Previous version has been added to the changelog. Yea the change to the center path definitely renders the other path less valueable, but that's just the consequence I guess. Could still prove useful in certain situations.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
NewSunshine
Profile Joined July 2011
United States5938 Posts
December 25 2014 20:31 GMT
#13
I can totally see a path going straight through the middle, but at the same time the rush distance might become too short as a result. Still like it though, one of my favorites from you.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
December 25 2014 21:04 GMT
#14
It's better with the changes I think. Maybe add a path in the middle with rocks on it.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Ej_
Profile Blog Joined January 2013
47656 Posts
Last Edited: 2014-12-25 23:39:50
December 25 2014 23:39 GMT
#15
could add a high ground path with rocks and xel'naga in the middle yeah
"Technically the dictionary has zero authority on the meaning or words" - Rodya
vult
Profile Blog Joined February 2012
United States9400 Posts
December 26 2014 03:54 GMT
#16
Really cool design, I agree as well on the middle path. It seems to have a lot of split map potential but there is also potenting for harassment (ie the positioNing of the minerals being outwards and harass able by air.

A few tweaks here and there and this could be a very interesting map.
I used to play random, but for you I play very specifically.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
December 31 2014 03:08 GMT
#17
I like the idea here, a path through the middle would work but it might be more interesting without. 2/8 have iezael minerals, they need fixing.
vibeo gane,
FlaShFTW
Profile Blog Joined February 2010
United States10402 Posts
December 31 2014 06:15 GMT
#18
i would really like to see a middle pathway, no rocks. it would make the map much more dynamic and make map control more focused. right now its a 2 choke, hold 6 bases design. minus air obviously but ill just throw up like 2-3 air defenses at every base easy. plus, if one person goes air and the other goes ground, if the air sends to try to harass, ill just march my army into your natural and win.

just too hard for a map to critique with so much splitness.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
January 10 2015 12:41 GMT
#19
Update
[image loading]
+ Show Spoiler [Previous Version] +
[image loading]

Changes:
  • Added path through the center
  • Adjusted path width in several areas
  • Aesthetic improvements
  • Fixed mineral placement at 2/8 bases

Let me know what you think!
Mapmaker | Author of Atlas, Rao Mesa & Paralda
moskonia
Profile Joined January 2011
Israel1448 Posts
January 10 2015 16:39 GMT
#20
Third seems a bit hard, how about changing it to be destructible towers instead of rocks? Or even removing the rocks altogether and making the nat choke to be before the split paths. Overall the bases are very spread out, which should be interesting I think.
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