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[M] (2) Industrial Park

Forum Index > SC2 Maps & Custom Games
Post a Reply
JaredStarr
Profile Joined June 2013
Canada115 Posts
Last Edited: 2015-02-10 22:41:05
February 09 2015 22:21 GMT
#1
[image loading]
JS Industrial Park

Published on: NA, EU, KR, SEA

Lore:


Somewhere between Korhal and the depths of Hell lay the infamous "Industrial Park". These abandoned facilities served as a resting point for those long ventures that would drag you through Hell and back - but now serve as the battlegrounds for pesky disputes.

Features/Analysis:


Industrial Park is a cross spawn only map featuring plenty of cooling towers and destructible debris that alter your base as your expand.
The Main and Naturals of every starting location lay out the same (with very minor differences of main size and Natural entrances) in a very safe and comfortable manner. The Main becomes vulnerable once you expand beyond your third, opening up a double wide ramp allows you to seal away your Natural and worry about taking more aggressive positions.
The map has dark plating in certain areas which exist as unbuildable terrain, a feature taken from Starcraft Broodwar maps. When making the map I originally intended for the map not to force cross-spawn which resulted in the center being 4 way symmetrical along with the majority of the Main and Natural setup, however the sections between is split 2 ways with rotational symmetry.

[image loading]

172x164 Playable Bounds
76.4 Seconds (10 O'clock & 4 O'clock Main)
68.1 Seconds (10 O'clock & 4 O'clock Nat)
76.1 Seconds (8 O'clock & 2 O'clock Main)
68.7 Seconds (8 O'clock & 2 O'clock Nat)

16 Normal Bases
2 High Yield Bases

Analyzer:

[image loading]

+ Show Spoiler [Angled] +
[image loading]


+ Show Spoiler [Aesthetics] +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]


Feedback always welcomed and appreciated.
GLHF!
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
Last Edited: 2015-02-09 23:06:14
February 09 2015 22:38 GMT
#2
The rush distance is pretty huge, and I'm not sure if being allowed to turtle on two bases is a good idea. If in, say, a PvZ, P goes for a 2-base all in and breaks the rock towers, Z can't really counterattack.

Blink looks pretty rough.
ModeratorI am still alive, somehow
TL+ Member
JaredStarr
Profile Joined June 2013
Canada115 Posts
February 09 2015 23:05 GMT
#3
The rush distance is pretty huge


That's for sure. I was thinking of taking the High Yeilds out and trying to decrease the rush distance for half the games at least.

I'm not sure if being allowed to turtle on two bases is a good idea. If in, say, a PvZ, one goes for a 2-base all in and breaks the rock towers, you can't really counterattack.


That's a pretty good point. It hasn't proven to be a broken feature yet but I'll try to play out some all-ins and see how it goes. For the most part if you scout it, it shouldn't be too rough though and taking down the towers is going to occupy some time.

Blink looks pretty rough.


The forward third top-left to bot-right was designed to be harassable, you can't get to the mineral line (with tanks) from the front, only from the sides.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
February 10 2015 01:23 GMT
#4
On February 10 2015 08:05 JaredStarr wrote:

Show nested quote +
Blink looks pretty rough.


The forward third top-left to bot-right was designed to be harassable, you can't get to the mineral line (with tanks) from the front, only from the sides.

I meant that you can threaten the main and natural at the same time with a blink all-in, which makes it extremely difficult if not impossible to defend.
ModeratorI am still alive, somehow
TL+ Member
JaredStarr
Profile Joined June 2013
Canada115 Posts
Last Edited: 2015-02-10 04:15:12
February 10 2015 04:13 GMT
#5
Ok so ...
10 O'clock/4 O'clock:
[image loading]
This seems pretty good to me. (LOS blockers will be there along with the debris)

8 O'clock/2 O'clock:
[image loading]
I want to avoid doing the exact same thing with this base. Ideally keep the ramp and put debris on it but I think it makes the Natural too easily harassable.
JaredStarr
Profile Joined June 2013
Canada115 Posts
Last Edited: 2015-02-10 22:39:35
February 10 2015 21:18 GMT
#6
I ultimately decided to just make the Main/Nat setup the same.

Edit: This also cut down the rush distance to ~70s.

[image loading]
williamsmith49
Profile Joined July 2026
1 Post
46 minutes ago
#7
I enjoyed reading the discussion around Industrial Park. It was interesting to see not only the original map concept but also how the community pointed out concerns like rush distance, blink pressure, and defensive balance. I also appreciate that the creator was open to feedback and made changes instead of defending every design choice. That kind of back-and-forth is what helps custom maps improve over time. Looking forward to seeing how Industrial Park performs after more player testing.
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