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[M] (2) Rolling Dunes

Forum Index > SC2 Maps & Custom Games
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1 2 Next All
LComteVarauG
Profile Joined January 2015
Australia158 Posts
Last Edited: 2015-04-08 07:26:12
February 28 2015 07:11 GMT
#1
[image loading]
by LComteVarauG

Available on SEA and NA

[image loading]

[image loading]

Aesthetics (outdated):
+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]


This map used textures from Castanar, Korhal, Char Fortress, Skygeirr and Phaeton.

Here is a set of pictures that help explain my thinking behind the balance of the map (mostly in regards to blink). Please keep in mind that a couple of the blink paths have been removed in an updated version. However, a lot of the thinking is the same:
+ Show Spoiler +

Here is a little 'analyser' of mine:
[image loading]


Here is my reasoning about how blink play should turn out (I want it to be viable, but not over powered):
[image loading]

(This option above is no longer as "viable") ^

[image loading]

I think that if you are:
-On 2 bases. you have a very short distance to travel to get back to your main.
-On 3 bases, the army will be placed at the front ramp, and if you are Protoss or Terran, you will have a wall there too. Therefore, blink stalkers cannot get into the main, and the only part of your base you must worry about is the natural/3rd area.

Because you could have 3 bases behind one ramp, there is a back door entrance to the natural for a bit later on in the game.



This map has indeed changed a lot. Here is the change log:

+ Show Spoiler +
Version 1:
[image loading]

[image loading]

Version 2:
[image loading]

[image loading]

Version 3:
(Preview Missing)

[image loading]

Version 4:
[image loading]

[image loading]

Version 5:
[image loading]

[image loading]


I also have a map file for almost all of these changes, so if a drastic change is undesirable, I can revert to any of these stages very easily. Thanks for all of the feedback guys!

... So much of this map has changed to blink. Maybe it would be easier if blink just didn't go up cliffs!
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
Last Edited: 2015-02-28 08:17:37
February 28 2015 07:35 GMT
#2
Interesting map, although it may be too open. But I like it.
Edit : oh yeah, blink. I forgot about it for a moment.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
Last Edited: 2015-02-28 08:36:22
February 28 2015 07:50 GMT
#3
First noticeable thing is that blink's going to be too strong here. The entire main surface is vulnerable, plus the angle of the main ramp means the defender has to take a long route to get back into their base (think blistering sands backdoor syndrome). Also I agree that it might be too open, once you leave the nat/3rd area there's only 1 real choke across the entire map (the center by the watchtower).
vibeo gane,
LComteVarauG
Profile Joined January 2015
Australia158 Posts
February 28 2015 09:29 GMT
#4
Yeah, I agree blink might be a problem here. I will see if I can make the map have more chokes and I will fix up the main. Thanks guys!
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 28 2015 10:06 GMT
#5
I think I have fixed the blink issue, though perhaps the area in front of the new gold bases is still too wide open?
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 28 2015 10:35 GMT
#6
I'm not sure if I like the Blink fix, it creates the Daedalus-esque issue of the ramp being too far from the natural base and delete the mid-ground between the nat and third which was a cool feature. The other changes are fine, and the area in front of the gold is fine because since it's a gold it's not a problem to have it in an exposed and open position like that.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
algue
Profile Joined July 2011
France1436 Posts
February 28 2015 11:37 GMT
#7
The middle of the map is rather uninspired. Ramps don't add much to the game especially when they are so large. You may aswell have a flat middle with some doodads, the result would be the same.
rly ?
LComteVarauG
Profile Joined January 2015
Australia158 Posts
March 01 2015 00:39 GMT
#8
On February 28 2015 20:37 algue wrote:
The middle of the map is rather uninspired. Ramps don't add much to the game especially when they are so large. You may aswell have a flat middle with some doodads, the result would be the same.

Thanks algue.
I have split the wide ramps in halve, in the hope that it will create and interesting dynamic in which the player holding the plateau gains map control, but if they get to aggressive, the low ground defender will get a better concave, creating a tug of war type battle over the center with run-by's on the sides.
Author of "[LCV]" maps on SEA and NA. Don't Panic. Member of the clan: JRB (Just Really Bad)
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2015-03-01 03:13:06
March 01 2015 03:12 GMT
#9
Even if you hold the center, it's really easy for your opponent to go around the huge open space of the sides of the map with the given three base layout, or to flank/surround you. So there's really not that much value in holding the center, especially with all the bases in the sides/corners.
Moderatorshe/her
TL+ Member
LComteVarauG
Profile Joined January 2015
Australia158 Posts
March 01 2015 07:10 GMT
#10
On March 01 2015 12:12 The_Templar wrote:
Even if you hold the center, it's really easy for your opponent to go around the huge open space of the sides of the map with the given three base layout, or to flank/surround you. So there's really not that much value in holding the center, especially with all the bases in the sides/corners.

Thanks The_Templar.
I have heavily modified the center, but I am not sure if it really works with the map. Perhaps I should remove the area around the watchtower and make that low ground, having a split central plateau?
Author of "[LCV]" maps on SEA and NA. Don't Panic. Member of the clan: JRB (Just Really Bad)
FlaShFTW
Profile Blog Joined February 2010
United States10141 Posts
March 01 2015 07:34 GMT
#11
if you put some kind of central base design, i think the middle would be a much larger priority. as it is, people can just go around the sides because of your base design and circle syndrome.

the map does look pretty good though.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
jamesapjoyce
Profile Joined August 2012
61 Posts
March 05 2015 08:38 GMT
#12
While I like this map, I've tried to listen to the comments. How about making a ramp down from main base with destructible rocks across the map to the opponents main?
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2015-03-05 17:34:56
March 05 2015 17:33 GMT
#13
I think I may have missed previous versions because the comments don't make sense with the current picture, which looks like a choky map to me. The distance to defend 4 bases is actually quite short, and everything has to move through a relatively short stretch of the middle. (Measure from ramp edges.) Looks very strong for mech and SH. And protoss.

But, I rather like it. The use of the cliffs and ramps to separate the otherwise circle syndrome bases kind of works to make it more positional.

Probably should remove the tower though.
Comprehensive strategic intention: DNE
Gwavajuice
Profile Joined June 2014
France1810 Posts
March 05 2015 18:00 GMT
#14
It looks like 2 FF can block the natural, if that's the case, shouldn't it be a tad wider?
Dear INno and all the former STX boys.
TheoMikkelsen
Profile Joined June 2013
Denmark196 Posts
March 05 2015 21:11 GMT
#15
The gold base needs to become standard.
Any sufficiently cheesy build is indistinguishable in skill
HewTheTitan
Profile Joined February 2015
Canada331 Posts
March 06 2015 03:39 GMT
#16
Reminds me too much of cloud kingdom. CK was a good map mind you.
Zerg.Zilla
Profile Joined February 2012
Hungary5029 Posts
March 06 2015 06:42 GMT
#17
That blink opportunity from the 3th to the main...shivers down my spine.
(•_•) ( •_•)>⌐■-■ (⌐■_■) ~Keep calm and inject Larva~
LComteVarauG
Profile Joined January 2015
Australia158 Posts
March 06 2015 10:59 GMT
#18
On March 06 2015 15:42 Zerg.Zilla wrote:
That blink opportunity from the 3th to the main...shivers down my spine.

Hopefully what I did hasn't made it worse, but I decided to reconnect the natural and 3rd As a Zerg player, I think I can still fairly easily deal with blink here. At least now the distance from your 3rd to your main is much shorter.
Author of "[LCV]" maps on SEA and NA. Don't Panic. Member of the clan: JRB (Just Really Bad)
Phaenoman
Profile Joined February 2013
568 Posts
March 06 2015 21:02 GMT
#19
On March 06 2015 19:59 LComteVarauG wrote:
Show nested quote +
On March 06 2015 15:42 Zerg.Zilla wrote:
That blink opportunity from the 3th to the main...shivers down my spine.

Hopefully what I did hasn't made it worse, but I decided to reconnect the natural and 3rd As a Zerg player, I think I can still fairly easily deal with blink here. At least now the distance from your 3rd to your main is much shorter.

Are u sure that blink issue on maps is primarily related to Zergs?
Random is hard work dude...
LComteVarauG
Profile Joined January 2015
Australia158 Posts
March 06 2015 21:23 GMT
#20
On March 07 2015 06:02 Phaenoman wrote:
Show nested quote +
On March 06 2015 19:59 LComteVarauG wrote:
On March 06 2015 15:42 Zerg.Zilla wrote:
That blink opportunity from the 3th to the main...shivers down my spine.

Hopefully what I did hasn't made it worse, but I decided to reconnect the natural and 3rd As a Zerg player, I think I can still fairly easily deal with blink here. At least now the distance from your 3rd to your main is much shorter.

Are u sure that blink issue on maps is primarily related to Zergs?

No, what I meant is that I know that at least Zerg can easily deal with blink offence. For the other races, I explained what I thought would happen in that scenario in the first post. The distances from where blink can enter the base relative to where the armies should be are not too far, so blink is both viable and easy to deal with. I only mentioned Zerg because I am a Zerg player, and I know that as Zerg it is fairly easy to stop blink play without making those strategies useless. I don't want to make a lot of strategies unviable for each race and yet I want the map to be balanced.
Author of "[LCV]" maps on SEA and NA. Don't Panic. Member of the clan: JRB (Just Really Bad)
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