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[M] (2) Quarry Fields

Forum Index > SC2 Maps & Custom Games
Post a Reply
LComteVarauG
Profile Joined January 2015
Australia158 Posts
Last Edited: 2015-02-21 21:58:34
February 21 2015 08:14 GMT
#1
[image loading]

by LComteVarauG

Available on SEA and NA

--- Version 1.2 ---

--- Preview ---
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---

--- Aesthetics ---
[image loading]

[image loading]

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---

--- Analyser ---
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---

Changes:
+ Show Spoiler +

Version 1.1:
[image loading]

[image loading]

Version 1:
[image loading]

[image loading]


This map was made with Niflheim, Kaldir and Umoja textures. Feedback, as always, is appreciated.
Author of "[LCV]" maps on SEA and NA. Don't Panic. Member of the clan: JRB (Just Really Bad)
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
February 21 2015 08:38 GMT
#2
Looks like you forgot the destructible plates at the ramp?
Also, what is the thought process behind having a natural ramp that is outside of photon overcharge and very far from the natural hatchery's creep?
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
LComteVarauG
Profile Joined January 2015
Australia158 Posts
February 21 2015 08:49 GMT
#3
On February 21 2015 17:38 OtherWorld wrote:
Looks like you forgot the destructible plates at the ramp?
Also, what is the thought process behind having a natural ramp that is outside of photon overcharge and very far from the natural hatchery's creep?

Yes, oops, I forgot the unbuildable plates.

I was trying to go for a less enclosed natural, where each race does not hide behind a wall with no space to manoeuvre inside. Is it a big issue? I can change it if so, I just wanted to encourage more strategic positioning than just a wall.
Author of "[LCV]" maps on SEA and NA. Don't Panic. Member of the clan: JRB (Just Really Bad)
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
February 21 2015 09:00 GMT
#4
On February 21 2015 17:49 LComteVarauG wrote:
Show nested quote +
On February 21 2015 17:38 OtherWorld wrote:
Looks like you forgot the destructible plates at the ramp?
Also, what is the thought process behind having a natural ramp that is outside of photon overcharge and very far from the natural hatchery's creep?

Yes, oops, I forgot the unbuildable plates.

I was trying to go for a less enclosed natural, where each race does not hide behind a wall with no space to manoeuvre inside. Is it a big issue? I can change it if so, I just wanted to encourage more strategic positioning than just a wall.

I dunno, I personally hate it because it makes ZvZ a pain and I'm pretty sure most players prefer their standard wall close to the natural. I've yet to see a game where it makes a big improvement compared to a standard wall positioning.
Apart from that the map is cool, although I'd say that there is too much deadspace behind the Gold bases, and the ramps used to access the high-grounds in the middle are too narrow imo (if you want to keep them narrow in the early/mid-game just put rocks on them).
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
LComteVarauG
Profile Joined January 2015
Australia158 Posts
Last Edited: 2015-02-21 09:12:51
February 21 2015 09:12 GMT
#5
On February 21 2015 18:00 OtherWorld wrote:
Show nested quote +
On February 21 2015 17:49 LComteVarauG wrote:
On February 21 2015 17:38 OtherWorld wrote:
Looks like you forgot the destructible plates at the ramp?
Also, what is the thought process behind having a natural ramp that is outside of photon overcharge and very far from the natural hatchery's creep?

Yes, oops, I forgot the unbuildable plates.

I was trying to go for a less enclosed natural, where each race does not hide behind a wall with no space to manoeuvre inside. Is it a big issue? I can change it if so, I just wanted to encourage more strategic positioning than just a wall.

I dunno, I personally hate it because it makes ZvZ a pain and I'm pretty sure most players prefer their standard wall close to the natural. I've yet to see a game where it makes a big improvement compared to a standard wall positioning.
Apart from that the map is cool, although I'd say that there is too much deadspace behind the Gold bases, and the ramps used to access the high-grounds in the middle are too narrow imo (if you want to keep them narrow in the early/mid-game just put rocks on them).

I am going to work on widening the ramps, but what if I moved the rocks that create the "back door" to the far ramp and opened up the back door? That way, the golds are harder to take, the third is moved but the map retains the general shape. On top of widening the ramps to the four central bases, I think it might work.
Author of "[LCV]" maps on SEA and NA. Don't Panic. Member of the clan: JRB (Just Really Bad)
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
February 21 2015 09:29 GMT
#6
On February 21 2015 18:12 LComteVarauG wrote:
Show nested quote +
On February 21 2015 18:00 OtherWorld wrote:
On February 21 2015 17:49 LComteVarauG wrote:
On February 21 2015 17:38 OtherWorld wrote:
Looks like you forgot the destructible plates at the ramp?
Also, what is the thought process behind having a natural ramp that is outside of photon overcharge and very far from the natural hatchery's creep?

Yes, oops, I forgot the unbuildable plates.

I was trying to go for a less enclosed natural, where each race does not hide behind a wall with no space to manoeuvre inside. Is it a big issue? I can change it if so, I just wanted to encourage more strategic positioning than just a wall.

I dunno, I personally hate it because it makes ZvZ a pain and I'm pretty sure most players prefer their standard wall close to the natural. I've yet to see a game where it makes a big improvement compared to a standard wall positioning.
Apart from that the map is cool, although I'd say that there is too much deadspace behind the Gold bases, and the ramps used to access the high-grounds in the middle are too narrow imo (if you want to keep them narrow in the early/mid-game just put rocks on them).

I am going to work on widening the ramps, but what if I moved the rocks that create the "back door" to the far ramp and opened up the back door? That way, the golds are harder to take, the third is moved but the map retains the general shape. On top of widening the ramps to the four central bases, I think it might work.

I think it might be a good solution, yes. Another thing that came to my mind is that I'd move the 2/8 bases closer to 1/7 positions, because right now I don't really see them being ever taken, but that's personal preference.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
SwedenTheKid
Profile Joined July 2014
567 Posts
February 21 2015 09:32 GMT
#7
Is it just me or is the natural being seigeable from the clockwise low ground a big flaw? And doesn't the easy gold favor Terran a lot? I also agree that that natural ramp setup is pretty messed up. Map has pretty nice lighting and detail though.
Casual Mapmaker
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
February 21 2015 09:45 GMT
#8
^the siege thingy is not really an issue, it's not broken and has been seen on numerous maps (Pantanal, KSS, Yeonsu) without being broken. It's a feature that encourages siege tank play. The gold doesn't favor Terran as much as the other races because MULEs mine only 30 minerals on gold patches (unless you meant that it favors Terran because marines), but yeah it could be harder to take/defend.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
LComteVarauG
Profile Joined January 2015
Australia158 Posts
February 21 2015 09:50 GMT
#9
On February 21 2015 18:32 SwedenTheKid wrote:
Is it just me or is the natural being seigeable from the clockwise low ground a big flaw? And doesn't the easy gold favor Terran a lot? I also agree that that natural ramp setup is pretty messed up. Map has pretty nice lighting and detail though.

I might put rocks on the gold base then, to make it harder to take But yes, I think that if a Terran went through all the trouble of cramming the tank into a small space near the ramp to hit the geyser then they deserve to be able to take the geyser out if the defender cannot move his or her forces down the ramp. However, if it is an issue I could put no-pathing on that side of the ramp.

And thanks everyone for all your feedback, it has been really constructive and helpful!
Author of "[LCV]" maps on SEA and NA. Don't Panic. Member of the clan: JRB (Just Really Bad)
SwedenTheKid
Profile Joined July 2014
567 Posts
February 21 2015 10:17 GMT
#10
I'd say not to put rocks on the gold. Don't think it's worth that much trouble.
Casual Mapmaker
Antares777
Profile Joined June 2010
United States1971 Posts
February 21 2015 15:36 GMT
#11
I like the main nat third set up and the location of the gold expansions. The layout is unique and interesting.

I think there needs to be some balance adjustments on the map though. The ramps you have for the high grounds do not make a lot of sense to me. You have large ramps leading to the outside path, and small ramps leading into the middle. This is the opposite of what you would want to have.

You have some awkward pockets of space between ramps for the central high grounds. These imo should be made unpathable and probably filled with doodads.

I think there is a little too much empty space behind the gold bases. I don't think they need rocks blocking them, they are fine the way they are. When/if you decrease the empty space, you may need to modify that area so that it doesn't become too open.

Ultimately I think with some changes this can be a great map with a new kind of layout.
LComteVarauG
Profile Joined January 2015
Australia158 Posts
February 21 2015 22:02 GMT
#12
On February 22 2015 00:36 Antares777 wrote:
I like the main nat third set up and the location of the gold expansions. The layout is unique and interesting.

I think there needs to be some balance adjustments on the map though. The ramps you have for the high grounds do not make a lot of sense to me. You have large ramps leading to the outside path, and small ramps leading into the middle. This is the opposite of what you would want to have.

You have some awkward pockets of space between ramps for the central high grounds. These imo should be made unpathable and probably filled with doodads.

I think there is a little too much empty space behind the gold bases. I don't think they need rocks blocking them, they are fine the way they are. When/if you decrease the empty space, you may need to modify that area so that it doesn't become too open.

Ultimately I think with some changes this can be a great map with a new kind of layout.

Thanks Antarres!
I have widened the ramps at the front of the middle ground bases even more, and shrunk the ramps at the back. I think, at least for now, I want to leave the air space behind the golds, but that might change. I also made the gaps between two ramps that were a little small and odd unpathable, with small rocks there to indicate so.
Author of "[LCV]" maps on SEA and NA. Don't Panic. Member of the clan: JRB (Just Really Bad)
Quidios
Profile Joined June 2013
Sweden74 Posts
February 21 2015 23:06 GMT
#13
Where's the darn quarry? Are you trying to shanghai me?
LComteVarauG
Profile Joined January 2015
Australia158 Posts
February 22 2015 00:18 GMT
#14
On February 22 2015 08:06 Quidios wrote:
Where's the darn quarry? Are you trying to shanghai me?

If you look at the doodad work, you can see scaffolding and canyons. Those around the mains, naturals and golds are intended to be part of the quarry
Author of "[LCV]" maps on SEA and NA. Don't Panic. Member of the clan: JRB (Just Really Bad)
LComteVarauG
Profile Joined January 2015
Australia158 Posts
February 23 2015 09:06 GMT
#15
Does anybody have any replays they would be willing to share on this map? I would really be interested to see how people play on my map, and to see if that could help me with map making in the future.
Author of "[LCV]" maps on SEA and NA. Don't Panic. Member of the clan: JRB (Just Really Bad)
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