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[M] (4) Succession

Forum Index > SC2 Maps & Custom Games
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And G
Profile Joined May 2012
Germany491 Posts
Last Edited: 2015-03-19 21:24:09
March 19 2015 21:17 GMT
#1
Crusader and Sacrifice had a baby.


[image loading]

1v1, 2v2, FFA
168 x 168
16 regular bases
2 gold bases

EU | NA | KR | SEA


Two main entrances. All spawns enabled in 1v1; in 2v2 horizontal spawns are allies. Main to main distance is ~50 seconds for close spawns and ~70 seconds cross. High ground can be fully walled with Depot-Barracks-Depot. Protoss can Nexus-wall (two 3x3 buildings) at the natural with the large ramp. Against blink, a sensor tower on the main high ground is extremely strong. Main and natural hatcheries can be connected with one creep tumor; when expanding away from your opponent in close spawns this tumor can then spread creep towards your opponent. The geysers of the gold base can be sieged from the central high ground; workers mining minerals can't. Aesthetics inspired by Akilon Wastes and Coda.

+ Show Spoiler [Analyser] +
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glhf
not a community mapmaker
SwedenTheKid
Profile Joined July 2014
567 Posts
March 19 2015 21:47 GMT
#2
With rocks there seems to be only one route to your enemy, I would personally remove the ones on the low ground sand. Would make the map less linear in the early game.

Edit- oh wait, 2 entrances to the main...
Casual Mapmaker
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
March 20 2015 00:33 GMT
#3
This is a very interesting map, and I knew the rocks wouldn't be where everyone expected them to be. ;D
I know that you intentionally made the center path super narrow, but I would make it just a little bit wider so that armies can actually fit there (they'd still be in a fairly bad spot if they got caught there).
Moderatorshe/her
TL+ Member
Gfire
Profile Joined March 2011
United States1699 Posts
March 20 2015 00:33 GMT
#4
Sacrifice never told Crusader that the real father of her child was Shrieking Valley.

The center design is a pretty interesting take on it, though.
all's fair in love and melodies
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
March 20 2015 00:51 GMT
#5
On March 20 2015 09:33 Gfire wrote:
Sacrifice never told Crusader that the real father of her child was Shrieking Valley.

The center design is a pretty interesting take on it, though.

You mean Shrieking Breeze right ? I can definitely see the similarities there.
Moderatorshe/her
TL+ Member
And G
Profile Joined May 2012
Germany491 Posts
Last Edited: 2015-03-20 01:46:56
March 20 2015 01:45 GMT
#6
Oh wow, this is totally a knockoff of Shrieking Breeze. At the very least it's the exact same and extremely unusual concept implemented in a slightly different way. Which is funny because like most of my maps this one went through a number of iterations and at times it looked quite different from Shrieking Breeze:

+ Show Spoiler +
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not a community mapmaker
ArgusDreamer
Profile Joined May 2011
Canada63 Posts
Last Edited: 2015-03-20 14:26:48
March 20 2015 14:26 GMT
#7
I love your designs.. omfg.
*edit this map is dank*
The cure for boredom is curiosity. There is no cure for curiosity.
IeZaeL
Profile Joined July 2012
Italy991 Posts
March 20 2015 14:40 GMT
#8
im really liking the decal work in the ramps.
Author of Coda and Eastwatch.
Gfire
Profile Joined March 2011
United States1699 Posts
Last Edited: 2015-03-20 18:41:10
March 20 2015 18:40 GMT
#9
On March 20 2015 09:51 The_Templar wrote:
Show nested quote +
On March 20 2015 09:33 Gfire wrote:
Sacrifice never told Crusader that the real father of her child was Shrieking Valley.

The center design is a pretty interesting take on it, though.

You mean Shrieking Breeze right ? I can definitely see the similarities there.

Yeah, that would be the one. I've clearly lost my passion.

But to be fair there was some map that did something similar before Shrieking Breeze which was the inspiration for it. I can't remember what it was called though.
all's fair in love and melodies
Fatam
Profile Joined June 2012
1986 Posts
March 20 2015 19:38 GMT
#10
The idea has been around for a while in various iterations. This one is a little ballsier than most bc there's usually rocks on one of the main ramps or nat ramps, instead of being out on the map.

I think close spawns on this map looks pretty cool. You could have a lot of variation even within the same matchup just by which nat people take. Certainly the difference between close and cross-spawns is massive. Cutthroat vs. turtley.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
And G
Profile Joined May 2012
Germany491 Posts
March 23 2015 19:24 GMT
#11
On March 21 2015 04:38 Fatam wrote:
Certainly the difference between close and cross-spawns is massive. Cutthroat vs. turtley.

Yep, I always try to make spawning patterns play out very differently on maps with more than two spawns. That being said, another of my core design principles is to spread out bases and attacking paths. For example, see this picture illustrating two four-basing players on cross spawns:

[image loading]

It gets even more pronounced when players expand asymmetrically or get up to five bases each, but even with the expansion pattern in the picture it's less turtley than five-basing on Deadwing.
not a community mapmaker
LComteVarauG
Profile Joined January 2015
Australia158 Posts
March 24 2015 06:00 GMT
#12
I really like the use of destructible rocks here to be honest. When they are destroyed, they change the way the map is played a lot, and that makes it very interesting. They also allow for different "spawns" to be viable, and to play out very differently.
Author of "[LCV]" maps on SEA and NA. Don't Panic. Member of the clan: JRB (Just Really Bad)
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