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[M] (4) Cactus Valley RE - Page 2

Forum Index > SC2 Maps & Custom Games
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Shkudde
Profile Joined February 2011
Netherlands709 Posts
January 16 2015 17:10 GMT
#21
I played a game on the RE version today, and all I can say is I can't wait to play PvZ on this map (I played Iezael PvP but we both played the same style basically so Ican't say much about the map from that perspective).
$O$ | herO[jOin] | Zest hwaiting!
Ferisii
Profile Joined February 2011
Denmark199 Posts
January 16 2015 18:13 GMT
#22
Patch 1.2 has been pushed out and the main post has been fully updated to reflect that!
Hopefully the middle area becomes more meaning to control with this new design.
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
Last Edited: 2015-01-20 03:36:09
January 20 2015 02:44 GMT
#23
Example 1 got me thinking, maybe something like this could be interesting



I think these rocks actually add a ton to the map, unlike most rocks. For the time being imagine you are bottom left vs bottom right, you now have two more or less immediately viable attack paths. Because the center is immediately accessible controlling the watch tower is important to spot movement through the center, but not all powerful because you can still take the low ground path.

Imagine your opponent is attacking through the low ground path, now you can destroy the rocks between your entrance to the high ground area and the ramp leading to the low ground. This opens up more accessible flank opportunities for Zerg (and to a lesser extent for other races) and some interesting fight possibilities! Similarly if the opponent is moving through the center destroying your rocks is advantageous so you can attack from multiple locations in the center (although you can't exactly flank, you still increase the surface area of your army). When both your rocks and your opponents rocks are destroyed then you have three attack paths between you and your opponent which have varying amount of utility depending on which expansions are taken.
Administrator~ Spirit will set you free ~
FlaShFTW
Profile Blog Joined February 2010
United States10470 Posts
January 20 2015 05:01 GMT
#24
agree with plexa. you did clean up the middle, but it still needs a tad bit of work.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Ferisii
Profile Joined February 2011
Denmark199 Posts
January 20 2015 20:54 GMT
#25
Thanks for the feedback! I've implanted them in the newest version which can been seen in the main post. Which means... Patch 1.3 is out! Video update included.
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
January 22 2015 13:01 GMT
#26
The end results is quite different to how this map started out, but I really like how this turned out! Hopefully we get to see some games on it at some point in the future. I think there isn't much more you can do to make this map better through theorycraft!
Administrator~ Spirit will set you free ~
IeZaeL
Profile Joined July 2012
Italy991 Posts
January 22 2015 13:21 GMT
#27
Uhm its really nice gameplay-wise. Aesthetics could be better though. Will try to get some images in the next hours about it

Also
On January 22 2015 22:01 Plexa wrote:
The end results is quite different to how this map started out, but I really like how this turned out! Hopefully we get to see some games on it at some point in the future. I think there isn't much more you can do to make this map better through theorycraft!

Tlmc winner :D
Author of Coda and Eastwatch.
Ferisii
Profile Joined February 2011
Denmark199 Posts
January 22 2015 16:50 GMT
#28
It sure has changed a lot indeed. And just because I like to keep old versions of my maps around, I can make this:

[image loading]
Showcase reel from the earliest version to version RE 1.3

Currently I'm now just tinkering with the details that are out of place and whatnot. But still, if there's any issues with the map, I Still would love to hear about them!
Note to future self: Make an overview image whenever you make a new map version! So much time can be saved!
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
Last Edited: 2015-01-22 18:39:09
January 22 2015 18:37 GMT
#29
^ That's a really cool gif
On January 22 2015 22:21 IeZaeL wrote:
Uhm its really nice gameplay-wise. Aesthetics could be better though. Will try to get some images in the next hours about it

Also
Show nested quote +
On January 22 2015 22:01 Plexa wrote:
The end results is quite different to how this map started out, but I really like how this turned out! Hopefully we get to see some games on it at some point in the future. I think there isn't much more you can do to make this map better through theorycraft!

Tlmc winner :D

If only I got to pick the winners
Administrator~ Spirit will set you free ~
Ferisii
Profile Joined February 2011
Denmark199 Posts
Last Edited: 2015-01-29 11:01:47
January 25 2015 23:05 GMT
#30
New and hopefully last patch has been pushed out, 1.4!
Besides some minor detail changes, the natural area has been slightly reduced in size, to make it less easier to sneak in buildings. I'll make an updated map video preview tomorrow.
Edit: Aaand done.
Edit2: Ops, aren't the last patch after all! 1.5 will hit some time this week.
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
Ferisii
Profile Joined February 2011
Denmark199 Posts
March 24 2015 18:31 GMT
#31
Well, damn. It only took... When did the Wings of Liberty beta start again? Oh well, I'm happy. Now, if people do find bugs, exploits and whatnot I may have overlooked, then you have to tell Blizzard and not me. Blizzard are the ones in charge of the Ladder version, not me.
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
March 24 2015 20:13 GMT
#32
hype!
Administrator~ Spirit will set you free ~
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
March 24 2015 21:28 GMT
#33
On March 25 2015 05:13 Plexa wrote:
hype!

I bet you're glad this one is in
ModeratorI am still alive, somehow
TL+ Member
Ferisii
Profile Joined February 2011
Denmark199 Posts
Last Edited: 2015-03-29 17:46:36
March 26 2015 15:31 GMT
#34
I figured that, if people would want to practice/play on specific start positions, they wouldn't want to keep restarting till they got the right ones. So I decided to upload specific spawn-only variations onto battle.net!

[image loading]


Edit: Seeing as Blizzard uploaded a new version of Cactus Valley, I've decided to temporally take down the specific spawn versions till the new season starts.
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2015-04-02 01:59:50
April 02 2015 01:39 GMT
#35
Hey ferisii, I don't know if this is something you already know about but I haven't seen it mentioned anywhere. But I noticed when watching beta streamers that the walloff at the nat is messed up because of the rock doodads merged into the highground pod cliffs forming the choke. (It looks like a doodad footprint still checked issue.)

Since it's bliz' map in beta I guess they'd have to go through the motions to fix it but you might want to address on your end for now.

[edit]
+ Show Spoiler [pictures] +

[image loading]
[image loading]


I just checked the bliz version available in hots and it has this same issue, where at least 1 square against the cliffs is unbuildable/unpathable. To be clear, you can still wall effectively but the choke is (I assume) smaller than intended. More importantly, it looks like buildable/pathable ground but it isn't.

[edit 2]
+ Show Spoiler [picture] +

[image loading]


lol, as suspected your original version is fine, it's only bliz's that has the footprint issue.
Comprehensive strategic intention: DNE
Ferisii
Profile Joined February 2011
Denmark199 Posts
Last Edited: 2015-04-02 14:35:58
April 02 2015 10:26 GMT
#36
Yeah... Fairly annoying issue, specially to me. Though, it's not a footprint issue but a painted pathing one. I found said issue, and many others, on the first day Cactus Valley LE 1.0 got uploaded to the HotS servers. I have reported the issues to Blizzard in form of a bug list, which I hope they'll follow up on. The list can be viewed Here.

My only guess as to why they painted pathing there, was probably to make it slightly easier to wall off.
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
Fatam
Profile Joined June 2012
1986 Posts
April 02 2015 14:09 GMT
#37
I think it's a puzzling design choice by them. Would be better to add a doodad to represent said pathing change so it doesn't look like there's an invisible wall to the players.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 02 2015 17:19 GMT
#38
Wait, they added painted pathing there? After looking at it, I thought it might be from a copy-paste that misplaced some doodads.

If that is intentional, ...just... why?

It's like they don't have a melee mapper in residence, or something.
Comprehensive strategic intention: DNE
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
April 02 2015 19:04 GMT
#39
On April 03 2015 02:19 EatThePath wrote:
Wait, they added painted pathing there? After looking at it, I thought it might be from a copy-paste that misplaced some doodads.

If that is intentional, ...just... why?

It's like they don't have a melee mapper in residence, or something.

Blizzard's Map Modification Team strikes again
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Ferisii
Profile Joined February 2011
Denmark199 Posts
Last Edited: 2015-04-03 20:50:35
April 03 2015 12:34 GMT
#40
Anyyyhow. I have updated the original version of Cactus Valley RE with improved aesthetics, easier to read minimap and made the natural expansion slightly easier to wall-off. Wall-off example below.
[image loading]
Click for comparison


Edit: Oh, and, Cactus Valley (currently the LE version) is being played in Starleague now!
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
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