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Active: 1885 users

[M] (2) Umber

Forum Index > SC2 Maps & Custom Games
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Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2015-07-15 08:02:57
April 14 2015 22:07 GMT
#1
Umber
by Fatam

144x144
Published on All Servers
Version 1.3

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Overview:
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Analyzer:
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Aesthetics:
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Hey all. First published map in ~2 years woo

The map has some very open areas but also plenty of chokes. There's very little airspace and deadspace, but lots of "horizontal" lines and cliffs should make airplay still viable. The large ramps leading to the backdoor base have 2 normal rocks, killing either of them opens a 1FF opening in the ramp. Once you've killed both you have a 3FF ramp.

I wanted to have a backdoor base / backdoor to the main that was less cheese-prone than what we have seen thus far in SC2, and rocks that actually benefit the defender to break later in the game.

Hope you guys like it, cheers
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
lorestarcraft
Profile Joined April 2011
United States1049 Posts
April 15 2015 00:35 GMT
#2
Very interesting. Curious to see how it might play out. I do like the way you did the back door base. Lots of 1x ramps.
SC2 Mapmaker
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
April 15 2015 23:36 GMT
#3
I like this map quite a bit. Think it's a bit deceptive in how it will play out. The number of potential expansion patterns is intriguing.
~ ~ <°)))><~ ~ ~
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
April 15 2015 23:48 GMT
#4
This is actually really cool. I want to see 4 base vs 4 base in particular.
Moderatorshe/her
TL+ Member
Fatam
Profile Joined June 2012
1986 Posts
April 16 2015 00:22 GMT
#5
I think there are 4 or 5 realistic patterns you could expect to see in different matchups when you go up to 4 bases. Probably a few more if it went to 5.

Wish I had more time to make the aesthetics even remotely as good as some people's aesthetics but have to move on and finish my other maps.
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
eTcetRa
Profile Joined November 2010
Australia822 Posts
April 16 2015 02:48 GMT
#6
See now this more looks like a map that should be called "Mossfire" :D
Retired Mapmaker™
Fatam
Profile Joined June 2012
1986 Posts
April 16 2015 04:37 GMT
#7
haha. touche my friend
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
Ragoo
Profile Joined March 2010
Germany2773 Posts
June 24 2015 13:31 GMT
#8
I initially rated the map 9/10. But then I discovered the backdoor and that one really makes the map quite a bit worse. Please consider removing it.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
[PkF] Wire
Profile Joined March 2013
France24237 Posts
June 24 2015 14:28 GMT
#9
Probably not the most annoying backdoor rocks, but why have them in the first place ? What do they bring to the map ? I don't understand why every map nowadays seems to need a backdoor to be "original" and "bring map specific strategies".
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
June 24 2015 18:44 GMT
#10
IMO those middle bases should be gold, they just look way 2 vulnerable
10%
Ingvar
Profile Joined April 2015
Russian Federation421 Posts
June 24 2015 20:22 GMT
#11
On June 24 2015 23:28 [PkF] Wire wrote:
Probably not the most annoying backdoor rocks, but why have them in the first place ? What do they bring to the map ? I don't understand why every map nowadays seems to need a backdoor to be "original" and "bring map specific strategies".


This map actually has backdoor rocks to give options for third base and it doesn't allow rushes as you need to break 2 piles of rocks. I don't see any reasons to hate maps just because of some features disregarding what purpose they serve.
MMA | Life | Classic | Happy | Team Empire | Team Spirit
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2015-06-24 20:51:43
June 24 2015 20:50 GMT
#12
Basically.

Backdoor doesn't have to be bad, if you make it so early cheeses aren't stupidly strong (and also it's nice when there is some incentive for the defender to kill the rocks, not just the attacker). There is a rather blind hatred for them these days so the last few maps I've made haven't had them. People are basically like "oh there's a backdoor ok map is trash, next".
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
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
Last Edited: 2015-06-24 21:41:41
June 24 2015 21:41 GMT
#13
This is actually a really cool map. Well done!

How many creep tumors from natural to third?
Administrator~ Spirit will set you free ~
Ragoo
Profile Joined March 2010
Germany2773 Posts
June 24 2015 21:52 GMT
#14
Why did I know this would be taken the wrong way. I'm not blindly hating on some feature just because. I don't mind backdoors.. hell I don't even mind cliffs over the natural if done right.
It's simply that I think the map would have a much nicer pathing if the option didn't exist to move through the back of the main. The map could be much tighter if it didn't have all these extra options for expanding / attacking / defending with the backdoor thing going on.

I think this would be the first Odd-Eye esque 2p mirror map that I really like, better than Odd-Eye itself. Seriously without backdoor 9/10, with backdoor it's down to 6/10 for me.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
June 25 2015 01:04 GMT
#15
I like the backdoor. I think its necessary to encourage people to take the isolated base. If you cut that there's so little incentive to take that base (vs other bases on the map) that it really upsets the expansion flow.
Administrator~ Spirit will set you free ~
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
June 25 2015 01:26 GMT
#16
On June 25 2015 10:04 Plexa wrote:
I like the backdoor. I think its necessary to encourage people to take the isolated base. If you cut that there's so little incentive to take that base (vs other bases on the map) that it really upsets the expansion flow.

Looks to me like that defending that base will be pretty awkward with or without the backdoor due to how it's set up. I can't really see anyone sending a group of units through the main base (being partially blocked by buildings, since there isn't a lot of room elsewhere), moving down the 1x ramp and sharply turning to engage whatever's attacking the base. The backdoor looks like it might be a bit more useful in attacking if that base is otherwise ignored.
Moderatorshe/her
TL+ Member
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2015-06-25 08:18:42
June 25 2015 08:17 GMT
#17
Looks to me like that defending that base will be pretty awkward with or without the backdoor due to how it's set up. I can't really see anyone sending a group of units through the main base (being partially blocked by buildings, since there isn't a lot of room elsewhere), moving down the 1x ramp and sharply turning to engage whatever's attacking the base. The backdoor looks like it might be a bit more useful in attacking if that base is otherwise ignored.


Well one such map is about to get plenty of play (moonlight madness) so I guess we'll see if becomes annoying or something that is manageable. I think the main is not quite so cramped that you can't have buildings to the sides and have a reasonably open path through the middle. But maybe it could be improved some.. pushing the nat towards the normal 3rd a little and increasing the main size in its wake could help alleviate that a bit without messing anything else up too badly. Also addresses plexa's tumor concern.

@ ragoo that's cool if you don't like a backdoor for legit reasons. The "blind hatred" comment was mainly @ the majority of players out there (or at least, the vocal ones ). I'm sure you all saw reddit when TLMC was going on, all the posts were "oh that map has a backdoor, I'm insta-vetoing that!" ..it's unreasonable but probably PTSD from blistering sands and expedition lost. They've never seen a backdoor that isn't abuseable so they think it can't be done. (Of course, I am somewhat on their side in that it was ridiculous that most of the maps chosen had backdoors. Variety is good.)
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
Ragoo
Profile Joined March 2010
Germany2773 Posts
June 25 2015 09:01 GMT
#18
On June 25 2015 10:04 Plexa wrote:
I like the backdoor. I think its necessary to encourage people to take the isolated base. If you cut that there's so little incentive to take that base (vs other bases on the map) that it really upsets the expansion flow.


I don't see it. I mean obviously the backdoor base would never be a third, but I don't care. As a fourth option I think it's totally viable. The fourth on top and bot would be rather different. The top one quite open, on lowground and closer to the third and where the armies could be. The bottom one on highground behind smaller chokes and farther away.
And also if you want to avoid direct confrontation you would try to expand away from your opponent anyway so someone will inevitably take the bottom base, whether it's as good without the backdoor or not.
It's a very similar concept to Odd-Eye as I said. Both players have standard three base and then asymmetrical options for the fourth from there.
The bottom base could be gold for extra incentive if you like~
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Fatam
Profile Joined June 2012
1986 Posts
July 15 2015 08:10 GMT
#19
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Meant to update this a couple weeks ago but forgot about it.

Nat was shoved towards the 3rd and the main gained a good bit of room behind it. Distance from nat town hall to 3rd town hall is now ~33, compare that to a standard-ish map Echo which is sitting at ~37, so it is definitely not too far now.

A couple other tiny tweaks but that was the main thing.
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
Fatam
Profile Joined June 2012
1986 Posts
May 11 2016 07:39 GMT
#20
can't edit OP anymore but new version of this that I'm submitting to TLMC7 (standard macro category). Published as 2.0.

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This might be my only map ever with no XNTs or rocks :-O
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
RoomOfMush
Profile Joined March 2015
1296 Posts
May 11 2016 09:33 GMT
#21
Well, its solid, but I cant see anything special about it. I like the center and the corner base with the small ramp though.
Antares777
Profile Joined June 2010
United States1971 Posts
May 12 2016 15:50 GMT
#22
Love it, this is a great standard macro map. We need more maps with this kind of symmetry, unfortunately good ones are difficult to find. I always struggle with balancing the influence between each side of the map. Here there are reasons to expand in both directions, and you haven't tried anything too crazy to accomplish that.

Good job, and good luck in the TLMC!
Fatam
Profile Joined June 2012
1986 Posts
May 12 2016 21:53 GMT
#23
Thanks! They're pretty easy to make these days with the symmetry tool (although this was made before it was implemented), the only tricky thing is trying to get the mineral lines to be as similar as possible on each side since they don't translate (and if you're using the symmetry tool, it does a terrible job on mineral lines with diagonal symmetry)
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
scoo2r
Profile Joined December 2015
Canada91 Posts
May 13 2016 23:34 GMT
#24
This map is really cool it is my favorite of the recent ones in this thread for TLMC7
Another day, another depot.
Timetwister22
Profile Joined March 2011
United States538 Posts
May 13 2016 23:42 GMT
#25
I'd have to say I honestly like the original more. This map went for something with a really cool 1st-4th expansion layout to something pretty boring, and arguable has a very difficult fourth base. With the old version, you had a nice set of four bases that were certainly spread out enough, but still on the safe side making the map good for macro. Now, with a much more difficult fourth, I'm not so sure it is as macro friendly. Especially in lotv where fourths are built much earlier.
Former ESV Mapmaker | @Timetwister22
Fatam
Profile Joined June 2012
1986 Posts
May 14 2016 04:19 GMT
#26
I think they're 2 pretty different maps with the change, it really affects the map a lot.

Of course I prefer the original but I didn't think anyone would go for it in today's world where we absolutely hate main backdoors at all costs, hence the change. Especially with the judging panel consisting of some pro players (iirc); I think pros generally dislike main backdoors. And even if it made it through judge voting, the public hates main backdoors so it wouldn't get votes in that phase.

I do think this version is better in a few ways, for instance with the change this is an absolutely gimmick-free, standardish map (well, other than the far away golds which some people still consider golds gimmicky), and it's nice to have 1 or 2 of those in the pool at all times. Is this good enough to be one of those? Maybe not. There were definitely some very strong standard submissions. But hey, I think it's fun to try my hand at standard, as it's usually not something I do.
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
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