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[M] (4) Cactus Valley RE

Forum Index > SC2 Maps & Custom Games
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Ferisii
Profile Joined February 2011
Denmark199 Posts
Last Edited: 2015-07-01 11:19:18
January 08 2015 21:21 GMT
#1

"Even more spiky spines Everywhereee"
Released on: Global - UNLOCKED
2015 SEASON 2 & 3 LADDER MAP

Oh ah Im back with a brand ne-- Remade track! Some might remember the old version of this map, which I submitted to the Team Liquid Map Contest#4! Sadly it didn't (barely I'm told) make the cut into the testing phase. But still there was some interest in seeing the map succeed and after plenty of talking, feedbacking and more testing, I've come up with this new version, Cactus Valley RE.

Bigger map bounds, longer distances, easier third(s) and complete rework of the terrain decorations*, I feel this new version is so much better than the previous one. Still, things can yet change, and I would love to hear feedback about my newest creation, Cactus Valley RE.

* + Show Spoiler +
Minus the cacti... I kinda cheated on that one! Copy+paste ftw!


Map Description:
Scouting is vital to figuring out where to expand next, as all spawns are unlocked! By controlling the Xel'naga tower, movement trough the middle can easily be kept an eye on. That is untill the outskirt rocks are destroyed and new paths are formed.

By Ferisii

Update Log:
~2.1
Made the middle decoration less blinding to look at.
~2.0
Walling-off the natural expansion area has been made slightly easier and clearer on where buildings potentially can be placed. + Show Spoiler +
I'm looking at you, LE version

Aesthetics on the map have been improved upon.
The minimap have been made easier to read, specially the middle area.
Updated Battle.net screenshot showcase.
~1.7
Added in actual team spawn locations. No more shall people fear of cross-spawning allies!
Refined the painted no-creep- and pathing layer.
Removed two types of doodads completely from the map.
Some unpathable cliffs have been made clearer, that they aren't pathable. (Ground units)
Removed all descriptions in the battle.net screenshot showcase.
~1.6
Smashed a bug which prevented the new map description from appearing.
Minor terrain fixes.
~1.5
Updated map- and showcase descriptions.
Fixed some cacti that were colliding with air units.
Reduced the map file size slightly.
Minor detail fixes.
+ Show Spoiler [Click for more patch notes.] +
~1.4
Reduced the size of the natural expansion area slightly.
Minor changes to terrain and decorations.
~1.3
Removed the huge rocks near the expansion entrances that blocked the pathway to the middle.
Added small pathways on the outskirts of the middle area, which are blocked by 6x6 rocks.
Slightly moved the man-made buildings near the Xel'naga Tower due to the above changes.
Updated Battle.net screenshot showscase.
~1.2
Complete rework of the middle area. Movement flow now moves towards the middle area, giving the Xel'naga tower much more value to hold.
New aesthetics has been made for the middle.
Updated Battle.net screenshot showscase.
Reduced the amount of doodads slightly.
~1.1
Moved the natural expansion one inch closer to the entrance, making it easier for Zerg to wall off.
Reduced random generated foliage by 50%
Fixed a bunch of cacti having issues with zerg creep.
More unfortunate creatures has been caught by the birds, who's related to the Shrike species.
~1.0
Non-beta release.



Overview, Analyser and Screenshots:
Overview:
[image loading] [image loading]
2 o'clock Bases
[image loading] [image loading]
[image loading] [image loading]
Details
[image loading] [image loading]
[image loading] [image loading]



Fun times ahead! ~
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
FlaShFTW
Profile Blog Joined February 2010
United States10358 Posts
January 08 2015 22:18 GMT
#2
this is a great map. the aesthetics are amazing and the map layout seems very smooth.

optional thirds on a rotational symmetry map is always crucial in my opinion. your map makes great use of that. taking a fourth and further bases will feel decently smooth without a huge need to really extend yourself for one.

only slight issues is the middle. id make 2 more openings to the very center so its a perfect symmetry in the middle instead of 2 sides being left out.

otherwise, an awesome map. how this makes it onto the ladder, would be a pleasure playing this map. 9/10
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 09 2015 00:44 GMT
#3
Back to the 16-base, eh?
Mapmaker of Frost, Fruitland and Bridgehead
ChopTheHassan
Profile Joined June 2014
35 Posts
Last Edited: 2015-01-09 00:50:26
January 09 2015 00:48 GMT
#4
On January 09 2015 09:44 Semmo wrote:
Back to the 16-base, eh?

Makes it LotV proof then I guess.

The XNG watch tower in the center is a very retro design choice.
HassanChop/
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
January 09 2015 00:49 GMT
#5
Agreeing with FlaSh here, nicely done. Think the 3rds are a lot more hold-able now for a defender. Seeing this transformation makes me want to work on some old maps again.
~ ~ <°)))><~ ~ ~
SidianTheBard
Profile Joined October 2010
United States2475 Posts
January 09 2015 02:44 GMT
#6
Keep it simple stupid! I love it. Great map. Easily the best 4p map made since Frost. GJ!
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
JaredStarr
Profile Joined June 2013
Canada115 Posts
January 09 2015 05:04 GMT
#7
Love the map, the aesthetics really pull you into the environment. Layout is super effective.

On January 09 2015 07:18 FlaShFTW wrote:
only slight issues is the middle. id make 2 more openings to the very center so its a perfect symmetry in the middle instead of 2 sides being left out.


Yup.
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
January 09 2015 07:41 GMT
#8
I loved the version you submitted to TLMC, and I love this one too. Great job
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Ferisii
Profile Joined February 2011
Denmark199 Posts
January 09 2015 15:00 GMT
#9
Thanks for all the nice comments!

I still want give the middle design a chance, as I couldn't figure out a situation where it would be completly "gameplay-breaking". Obviously there's always the popular issues like swarmhost, protoss deathballs and etc. But what map dosn't already have those? Again, if there's a real legitimate issue that can be solved by opening it up, then I'll look in to it.

Also a fully rotational symmetry map gets slightly boring, atleast for me.

@Semmo
It has always been 16base. Only difference is that the gold bases have been converted to blue now. I did try once to make a 4p 12 base map symmetry to work, but I couldn't, as distance, fairness and drop harrass issues became too much of a problem. Would need to figure out a completely new map design to make that work.
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
Ferisii
Profile Joined February 2011
Denmark199 Posts
January 11 2015 19:35 GMT
#10
Update 1.1 pushed out! Made it easier for Zerg to do a wall off at the entrance to the natural. (The zerg creep just couldn't reach properly)

One thing I would love to hear about, is how you people's game performance is on this map when comparing to other maps. Like, how long does it take to load the map? Are there some areas where your fps takes a dip? etc. From my own research, where I compared performance between my map and the upcomming new season maps, it looks good, even with graphical settings turned to maximum. Home-made-research results.

Besides that, do you recon this is too much overkill or just about right?
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
Shkudde
Profile Joined February 2011
Netherlands709 Posts
Last Edited: 2015-01-11 19:46:26
January 11 2015 19:44 GMT
#11
On January 12 2015 04:35 Ferisii wrote:

Besides that, do you recon this is too much overkill or just about right?


It's funny and looks good, but you really need to make sure it doesn't become confusing for players.

Also, ladder-map plox! Looks great, kinda standard but that's the way I like 'em!
$O$ | herO[jOin] | Zest hwaiting!
Ferisii
Profile Joined February 2011
Denmark199 Posts
January 12 2015 07:07 GMT
#12
Yeah, at the moment I'm not worrying too much about it. But, if it ends up being too distracting then I'll darken its colours to make its silhouette become more with the background.
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
eTcetRa
Profile Joined November 2010
Australia822 Posts
January 12 2015 07:11 GMT
#13
Cute. That poor overlord
Retired Mapmaker™
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
January 12 2015 23:14 GMT
#14
I've thought about what you should do with the center quite a bit. Here's a few things I hope we can agree on:
- The watchtower in the center doesn't actually add much to the map
- The center obstructions are okay, but there's room for improvement

When I'm thinking about how to give more value to the center I'm thinking about ways to incentivise players to take the longer path through the center to gain an advantage as opposed to the fastest route. Of course, I'm not talking about cross-spawn here where the center plays a large role, rather when players spawn next to each other. I dont have any graphics software with me (as I'm on holiday) so bare with me and use your imagination.

Case 1: Both players take the third away from their opponent (i.e. PvZ, sometimes PvT/TvZ)

Draw a line between the thirds. You can see that the obstructions in the center get in the way somewhat. And that it is shorter to attack through the rocks leading out of the natural. Not necessarily a bad thing, merely an observation. The watchtower adds almost nothing in this scenario. Players are most likely going to be controlling the space outside their natural rocks to defend their natural/third from one location.

Case 2: One player expands towards, one player expands away (i.e. most TvZ, some PvT)

Draw a line between the thirds. The aggressive expanding player is looking to smash through the natural area before the rocks (as opposed to in front of the rocks in the previous scenario). The center is reduced to a flanking/run by function as opposed to a position with strategic value.

Observation: both lines between thirds *could* be covered by a watchtower giving incredible power to whoever controls that location. Perhaps it would be interesting to play with the center along these lines? Sure generally people dislike strong watchtowers, but perhaps some clever terrain/pathing could be employed to make fights over these locations really meaningful and important. It's been a long time since we've seen a map with strategically important locations like this, so I think it's worth considering even if the idea seems a bit crazy.
Administrator~ Spirit will set you free ~
Xenotolerance
Profile Joined November 2012
United States464 Posts
January 12 2015 23:30 GMT
#15
Big comment from Plexa = de facto TLMC winner. gratz!
www.alonetone.com/xenotolerance
Ferisii
Profile Joined February 2011
Denmark199 Posts
Last Edited: 2015-01-13 19:02:31
January 13 2015 18:46 GMT
#16
Eyy, Get back onto your holiday Plexa! It's a time of relaxation and having fun, not thinking about map design!
But, thank you very much for taking your time on writing that for me. I very much appreciate it.

And yes, I agree with both of your assumptions, in that the watchtower doesn't add much to the map, and the center itself could use much of an improvement. Hell, even a new design.

I presumed while making this feedback image, that you're talking about a possible 7 o'clock vs. 5 o'clock scenario (mirrored works too) like this.
[image loading]
Example

A problem that arises with the new watchtower location, which by no means is spot on the picture, just one of many, is that there's no good equal coverage spot for both sides. Either the coverage favors one side or another which just doesn't work out.

Currently I'm thinking about making it fully rotational symmetry, so at least the tower "usefullness" is equal for all player corners. Maybe even have some small LoS blocked zones outside the walls, that can be revealed by controlling the tower. Ugh, just don't know yet. Many ideas are flying trough my head for a new design. A design that somehow helps with the Case2 scenario.
Damn you rotational symmetry map designs! It's tricky coming up with a good solution.

Edit: Oh and, a nice graphic software I know of is sumopaint.com which works directly in the browser. I even made the image above in it.
Edit2: Just for the heck of it, here's how it would look if blue was fighting 10 o'clock base instead.
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
January 13 2015 18:51 GMT
#17
Now featured on the Community Map Testing Thread!!
Mura Ma Man, Dark Da Dude, Super Shot Sos!
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
January 13 2015 22:10 GMT
#18
This is a great map, a job well done!
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Ferisii
Profile Joined February 2011
Denmark199 Posts
Last Edited: 2015-01-20 08:30:37
January 14 2015 19:41 GMT
#19
So I've been thinking a bit over possible middle design, that can help out on Close-spawn movement and also give meaning to controlling the middle zone. I figured that, if the middle, and specially the watchtower, should be of any use, then players should be slightly forced to move trough the area. Thus, I've come up with this possible design.
PLEASE NOTE this is by any means not the final design.
[image loading]
Example 1

Pros:
Watchtower value increased a ton due to being able to see All incoming units moving trough the middle.
Close-spawn routes mostly unchanged, besides the offensive expand 2nd attack route (See previous post, Case2)
Cons:
Say a defending player wants to defend his 3rd by moving trough the middle from his natural, it'll take slightly more time to get there.
Somewhat limited move-about in the middle now, due to all traffic having to go trough the middle.


Would love to hear what people think of this new design, and if the pros outweight the cons. Or if there's something else I should add to the design that'd make it better overall.


Another idea that people have come up with, is the idea of giving more value to the original middle design.
[image loading]
Example 2

Pros:
Gives value to the watchtower due to giving sight and siege capabilities to whoever controls the middle.
Cons:
Close-spawn route issue still remains.
Middle only becomes useful when players manages to control the extra base and only then.
More bases to the map?


Adding this in here, as some people still like the idea behind the not-so-symmetry map design.
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
Ferisii
Profile Joined February 2011
Denmark199 Posts
January 15 2015 22:56 GMT
#20
Alright, due to time limits I've gotten this idea about releasing an early test version of the new middle design, which can be found on all realms as "Cactus Valley RE_Mid Design Test"
[image loading]
temp. Cactus Valley RE_Mid Design Test

Tomorrow I'll do a full update with new images, battle.net images and video preview. Aslong I don't get distracted by work.
If anyone happens to find any silly errors, gameplay issues and etc. I would love hear about it.
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
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