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[M] (2) Lyote - Page 2

Forum Index > SC2 Maps & Custom Games
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FlaShFTW
Profile Blog Joined February 2010
United States10224 Posts
January 10 2015 21:37 GMT
#21
On January 11 2015 01:39 moskonia wrote:
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.

agree. close up the natural choke a bit to allow an easier time to forge FE. you have your choke way too far out, plus if you put it at the smallest point of the choke, they can circumvent it by just breaking down the rocks at the third. ideally your forge and wall should be a close to the natural as possible to allow quicker probe pulls and more time to get out more units.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Semmo
Profile Joined June 2011
Korea (South)627 Posts
January 11 2015 02:32 GMT
#22
path in the middle is fucking awesome btw.
Mapmaker of Frost, Fruitland and Bridgehead
AicyDC
Profile Joined November 2012
United Kingdom67 Posts
January 11 2015 11:38 GMT
#23
Maybe have a collapsible rock tower in the middle?

I imagine such an important route would mean the tower would actually be used and make for interesting plays.
It wasn't raining when noah built the ark
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2015-01-17 19:21:26
January 17 2015 19:07 GMT
#24
I really love the main-nat-third setup. The destructible rocks on both sides of the third are really interesting and definitely one of the defining features of your map (the other being the center layout).

I'm surprised this came in 4th, I would've expected a higher score after looking at the overview. Thinking about it more in depth, however, there are some fixes you could try.

I agree with moskonia and FlaShFTW that the third is a bit hard and that the natural choke needs improvement. You could push the smallest area to wall off further in the natural and remove the rocks to the third to allow an easier time expanding there.

I think that the most open area of your map should be the two areas outside of the central middle path, to the left and right of the middle. Right now the last expansion is the most open area. What I'd do is shrink the unpathable areas inbetween the ramps from the corner high grounds and to the sides of the high yield expansions. I'd then add one in front of the final expansions. This way the more open areas are closer to the middle rather than the final expansions, where action won't happen until late game, if it even goes that long.

EDIT: I forgot to say why these areas should be the most open. They are the two areas that connect the map. Since you only have two, it's very important that they are open so that you don't get split map scenarios. They have to be difficult to defend areas.

Another way to accomplish this would be to stretch the map vertically, but that might mess with the tight center path.

EDIT: The cream color represents pathable low ground while black is unpathable high ground. Sorry for the poor representation of my idea, this is my first time using MS Paint believe it or not haha.
+ Show Spoiler +
[image loading]
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
January 24 2015 12:56 GMT
#25
Update
[image loading]

Changes:
  • Moved natural choke closer
  • Removed rocks between natural and third
  • Adjusted openness throughout the map
  • Aesthetic improvementss

Lyote changed a lot since the first release, and for that I want to thank everyone who has left feedback - it really makes a difference. I feel the map has gotten into a pretty good state, but may or may not do additional adjustments in the future.
Let me know what you think!
Mapmaker | Author of Atlas, Rao Mesa & Paralda
moskonia
Profile Joined January 2011
Israel1448 Posts
January 24 2015 13:40 GMT
#26
Nice, feels better than the older version. 4th bases are not easy, but I think they are not too hard as well. Only issue I see is that the 3rd bases might be a little too easy, which could cause some turtling, especially for toss, but I don't think it is an issue in the current meta.
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