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[M] (2) Exosphere

Forum Index > SC2 Maps & Custom Games
Post a Reply
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
February 24 2015 20:11 GMT
#1
Exosphere 1.0
136x136
Published on all servers


[image loading]

Info/details:
Fairly standard map. The position of the natural backdoor accomplishes several things:
-it allows for 3 (mostly) viable options for your 3rd base
-it forces players expanding away from it to spread their defenses and awareness slightly more than usual
-its destruction unlocks full circular movement around the map

Each 3rd choice has unique characteristics:
-Clockwise 3rd (standard option) is close by ground but requires guarding more spread-out locations
-Counterclockwise 3rd is slightly farther and requires destroying rocks, but allows for the defense of fewer points
-Forward 3rd is closest by air and the most open

Angled
+ Show Spoiler +
[image loading]


Analyzer
+ Show Spoiler +
[image loading]


Aesthetics
+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


Tileset
+ Show Spoiler +
-Umoja Panels Small
-Korhal Platform Panels Medium
-Korhal Platform Panels Small Dark
-Skygeirr Lab Inner Grid Medium
-Skygeirr Lab Inner Grid Small
-Bel'Shir Grass Light
-Agria Grass Green
-Agria Dirt


Changelog
+ Show Spoiler +
nope
vibeo gane,
IeZaeL
Profile Joined July 2012
Italy991 Posts
February 24 2015 20:32 GMT
#2
You totally got robbed bro. I really wanted this map into top7
Author of Coda and Eastwatch.
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2015-02-24 20:46:11
February 24 2015 20:45 GMT
#3
The aesthetics are well done and simple and the layout is solid.

One thing that I like about the middle of the map is that when the rocks are down, the two paths to and from the mains both cross through the center bridge. Despite having a circular outer path, the map does not have circle syndrome (I mean, to the extent that it negatively affects gameplay) since the rocks block it and the chokes favor attacking and defending a certain direction. There is also plenty of ground distance between the 11/5 o'clock bases and the counterclockwise thirds. I also expect most of the action to occur on the low ground near the center.

I thought that the small cliff area in the analyzer attached to the mains was a Reaper path, but then I realized that there was only one transition in height. I think that area is supposed to be unpathable. Maybe the analyzer messed up though, since in the aesthetics spoiler I can see it blocked with a doodad.

There are a lot of areas dead space, but none of them are too large, and I think it benefits the map since it creates a larger distinction between the low ground and circular, outer high ground. It also gives air units a slight advantage where otherwise air units would be weaker, at least for harassment, since all of the mineral lines are protected.

Unlike the majority of maps, your alternate third (the counterclockwise one) is safer than the primary third since the chokes are smaller and you have less area to cover. This is something that I need to experiment with more, since all my maps that have multiple thirds, the alternate one is the more aggressive one.

I would have preferred this map to be among the TLMC finalists than at least a couple of the ones that made it on there, it's really well made!

EDIT: FYI in the analyzer, the map title is Abiogenesis instead of Exosphere.
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