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[M] (5) Jaded Horizon

Forum Index > SC2 Maps & Custom Games
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ScorpSCII
Profile Joined April 2012
Denmark499 Posts
Last Edited: 2015-03-07 10:34:31
March 07 2015 10:34 GMT
#1
[image loading][image loading][image loading][image loading][image loading]
[image loading][image loading][image loading][image loading]
[image loading]

Since the Map Jam & Challenge #17, I have been hard at work refining my submission, and finally get to show you all now. It's a partially symmetric 5p map, but all chokes and distances remain comparable. The central Xel'Naga Tower can be activated from either side, but ground units cannot pass through. Thirds are connected by two tumors in either direction. Clearly indicated air blockers are used to limit spawn disadvantages related to air space.

Bounds: 170x170
Bases: 15x 8m2g
Main to Main: 53-57s
Natural to Natural: 44-46s
Close Spawns Disabled

Feedback is, as always, welcome and well appreciated.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
Ej_
Profile Blog Joined January 2013
47656 Posts
March 07 2015 11:25 GMT
#2
this is fantastic, but isn't it actually a 3 spawn map, not 2?
"Technically the dictionary has zero authority on the meaning or words" - Rodya
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
March 07 2015 16:45 GMT
#3
On March 07 2015 20:25 Ej_ wrote:
this is fantastic, but isn't it actually a 3 spawn map, not 2?

The title should actually say (5). I asked a mod to change it.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
lefix
Profile Joined February 2011
Germany1082 Posts
March 07 2015 16:52 GMT
#4
Pretty underrated map. I could easily see this replace Merry-go-round on ladder
Map of the Month | The Planetary Workshop | SC2Melee.net
IeZaeL
Profile Joined July 2012
Italy991 Posts
Last Edited: 2015-03-07 16:58:49
March 07 2015 16:58 GMT
#5
That natural vespene geyser on the mains .... bleah :D
Great map.
Author of Coda and Eastwatch.
SwedenTheKid
Profile Joined July 2014
567 Posts
March 07 2015 19:27 GMT
#6
Nice! Love 3/5 spawn maps when done right. However, don't the Asymmetric Air-blockers give an advantage to certain spawns?
Casual Mapmaker
FrostedMiniWheats
Profile Joined August 2010
United States30730 Posts
March 07 2015 19:33 GMT
#7
I really like this. Looks much better than Merry go round.
NesTea | Mvp | MC | Leenock | Losira | Gumiho | DRG | Taeja | Jinro | Stephano | Thorzain | Sen | Idra |Polt | Bomber | Symbol | Squirtle | Fantasy | Jaedong | Maru | sOs | Seed | ByuN | ByuL | Neeb| Scarlett | Rogue | IM forever
Gwavajuice
Profile Joined June 2014
France1810 Posts
March 07 2015 19:35 GMT
#8
Nice maps, as a terran though I have a question : are close spawn enabled, cause air distance between natural and next main seems very short (I wouldn't want poor zergs and protoss abused as they were on nimbus )
Dear INno and all the former STX boys.
Ej_
Profile Blog Joined January 2013
47656 Posts
Last Edited: 2015-03-07 19:39:36
March 07 2015 19:39 GMT
#9
On March 08 2015 04:35 Gwavajuice wrote:
Nice maps, as a terran though I have a question : are close spawn enabled, cause air distance between natural and next main seems very short (I wouldn't want poor zergs and protoss abused as they were on nimbus )

On March 07 2015 19:34 ScorpSCII wrote:
Bounds: 170x170
Bases: 15x 8m2g
Main to Main: 53-57s
Natural to Natural: 44-46s
Close Spawns Disabled

"Technically the dictionary has zero authority on the meaning or words" - Rodya
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
March 07 2015 20:00 GMT
#10
Nice map, really. I usually dislike 3/5 spawns maps but this one looks cool. What is that white thing at the top of the OP though?
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
Last Edited: 2015-03-07 20:09:29
March 07 2015 20:07 GMT
#11
On March 08 2015 04:27 SwedenTheKid wrote:
Nice! Love 3/5 spawn maps when done right. However, don't the Asymmetric Air-blockers give an advantage to certain spawns?

The reason that the air blockers were added in the first place was to decrease positional spawn disadvantages, so they better not.

On March 08 2015 05:00 OtherWorld wrote:
Nice map, really. I usually dislike 3/5 spawns maps but this one looks cool. What is that white thing at the top of the OP though?

It's the result of my hopeless attempt at drawing a scorpion tail. My nickname is Scorp(ion), you know.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
March 07 2015 20:19 GMT
#12
On March 08 2015 05:07 ScorpSCII wrote:
Show nested quote +
On March 08 2015 04:27 SwedenTheKid wrote:
Nice! Love 3/5 spawn maps when done right. However, don't the Asymmetric Air-blockers give an advantage to certain spawns?

The reason that the air blockers were added in the first place was to decrease positional spawn disadvantages, so they better not.

Show nested quote +
On March 08 2015 05:00 OtherWorld wrote:
Nice map, really. I usually dislike 3/5 spawns maps but this one looks cool. What is that white thing at the top of the OP though?

It's the result of my hopeless attempt at drawing a scorpion tail. My nickname is Scorp(ion), you know.

Aah I didn't make the link with your ID, dumb me. Nah it's pretty cool for a scorpion tail.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Tric
Profile Joined March 2015
United States21 Posts
March 08 2015 00:03 GMT
#13
Wow this is really cool usage of the skybox and the changed around terrain. I really like it!

Noob question for you real quick. When you say Close Spawns disabled what are you particularly disabling?

And when you add air blockers are we talking about No Fly Zones?
Homonuncnunc
Profile Joined May 2014
United States41 Posts
March 08 2015 00:14 GMT
#14
On March 08 2015 09:03 Tric wrote:
Noob question for you real quick. When you say Close Spawns disabled what are you particularly disabling?


Regardless of where you spawn, your opponent won't spawn at the bases immediately to your left or right, which are the "close" bases. They can spawn at either of the far bases, though, so there's a little ambiguity in scouting, which I think is a good thing and a cool feature of 5p maps.
It should be noted that I've upvoted every single person who's disagreed with me here, as far as I know.
Tric
Profile Joined March 2015
United States21 Posts
March 08 2015 00:41 GMT
#15
On March 08 2015 09:14 Homonuncnunc wrote:
Show nested quote +
On March 08 2015 09:03 Tric wrote:
Noob question for you real quick. When you say Close Spawns disabled what are you particularly disabling?


Regardless of where you spawn, your opponent won't spawn at the bases immediately to your left or right, which are the "close" bases. They can spawn at either of the far bases, though, so there's a little ambiguity in scouting, which I think is a good thing and a cool feature of 5p maps.



Ah I see. That makes a whole lot more sense.
FlaShFTW
Profile Blog Joined February 2010
United States10516 Posts
March 08 2015 11:28 GMT
#16
a very merry-go-round esque map. seems solid, gives you options for your 3rd, etc. overall nice.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
March 08 2015 19:09 GMT
#17
On March 08 2015 09:03 Tric wrote:
And when you add air blockers are we talking about No Fly Zones?

Yes, they are No Fly Zones
Mapmaker | Author of Atlas, Rao Mesa & Paralda
Farmer Poopy
Profile Joined October 2011
258 Posts
March 09 2015 00:45 GMT
#18
A legit 5 player map? Love it.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 09 2015 17:52 GMT
#19
I love that this came out of a mapjam. ^^

Really like this as a merry-go-round replacement, it's much better in a couple important ways. And it's so pretty
Comprehensive strategic intention: DNE
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
March 15 2015 18:54 GMT
#20
On March 10 2015 02:52 EatThePath wrote:
I love that this came out of a mapjam. ^^

Really like this as a merry-go-round replacement, it's much better in a couple important ways. And it's so pretty

Map jams aren't all that crazy after all
It definitely would be super cool to see it replace MGR!
Mapmaker | Author of Atlas, Rao Mesa & Paralda
NsElin
Profile Joined May 2015
2 Posts
May 09 2015 11:42 GMT
#21
Can you press this map to KR Server?
I'd love it, but I can't play because of KR Server.
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
May 11 2015 15:55 GMT
#22
On May 09 2015 20:42 NsElin wrote:
Can you press this map to KR Server?
I'd love it, but I can't play because of KR Server.

Jaded Horizon is now available on KR
Mapmaker | Author of Atlas, Rao Mesa & Paralda
Pontius Pirate
Profile Blog Joined August 2013
United States1557 Posts
Last Edited: 2015-05-12 01:08:17
May 11 2015 20:47 GMT
#23
Two things.
1: Does the XNT vision range extend at all past the middle high ground?
2: I'm a bit iffy on the dimensions of the air pathing blockers. Not the theory behind them; they're a good idea to have. But the maps strikes me as having a bit deficient air space, unless some of it is being cut off in your screenshot. Would 175x175 or 180x180 bounds and slightly further out pathing wall be an appealing proposition to you?
"I had to close the door so my parents wouldn't judge me." - ZombieGrub during the ShitfaceTradeTV stream
ChopTheHassan
Profile Joined June 2014
35 Posts
May 12 2015 04:42 GMT
#24
I don't really see a reason in not making the natural as high ground with a proper ramp, especially since you only used two out of the available three terrain levels on this map.
HassanChop/
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
May 12 2015 06:00 GMT
#25
On May 12 2015 13:42 ChopTheHassan wrote:
I don't really see a reason in not making the natural as high ground with a proper ramp, especially since you only used two out of the available three terrain levels on this map.

1. using ramps would screw up the symmetry for a 5p map, especially for something as important as the nat choke
2. flat chokes are less awkward to wall than ramps
3. gameplay wise flat chokes pose no problems, a "proper ramp" at the nat isn't any sort of standard for maps.
vibeo gane,
Semmo
Profile Joined June 2011
Korea (South)627 Posts
May 12 2015 12:17 GMT
#26
The press to play thing is kinda cool.
Mapmaker of Frost, Fruitland and Bridgehead
fluidrone
Profile Blog Joined January 2015
France1478 Posts
May 12 2015 13:49 GMT
#27
Awe sum map.
Off topic:+ Show Spoiler +

On May 12 2015 15:00 -NegativeZero- wrote:
Show nested quote +
On May 12 2015 13:42 ChopTheHassan wrote:
I don't really see a reason in not making the natural as high ground with a proper ramp, especially since you only used two out of the available three terrain levels on this map.

1. using ramps would screw up the symmetry for a 5p map, especially for something as important as the nat choke
2. flat chokes are less awkward to wall than ramps
3. gameplay wise flat chokes pose no problems, a "proper ramp" at the nat isn't any sort of standard yet for maps.

If I may, let me add.
"not enough rights"
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
May 15 2015 15:38 GMT
#28
On May 12 2015 05:47 Pontius Pirate wrote:
Does the XNT vision range extend at all past the middle high ground?

It does not - here's an image displaying the range:

[image loading]
Mapmaker | Author of Atlas, Rao Mesa & Paralda
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