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Active: 11690 users

[M] (2) Winding Pier Fame

Forum Index > SC2 Maps & Custom Games
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Superouman
Profile Blog Joined August 2007
France2195 Posts
Last Edited: 2015-05-11 19:00:25
May 10 2015 17:54 GMT
#1
Winding Pier Fame

Map created by: SUPEROUMAN



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60° view
+ Show Spoiler +
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Map Info:
Size: 140x132
Map theme: Beach map! Autowin! Yay!
Notable features: 2 entrance natural, one 2 squares choke and 4x4 rocks. Other natural entrance is 6 squares wide.
Direct paths go through 2-sized ramps.
Tight highground making a spiral which gives an alternative path.

This isn't a TLMC6 submission, i made this a week ago.

Rush Distances:
+ Show Spoiler +
[image loading]


Map features:
+ Show Spoiler +
Main :
[image loading]

Natural :
[image loading]

Third:
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Forward third
[image loading]

Fourth with the cliff
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Middle expand
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Expand next to the main
[image loading]





Aesthetics:

+ Show Spoiler +
[image loading]

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Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
NasusAndDraven
Profile Joined April 2015
359 Posts
Last Edited: 2015-05-10 18:18:27
May 10 2015 18:17 GMT
#2
Small chokes everywhere. Btw whats the point of the rocks in the natural. seems pretty easy to hold without them.
dont know if i like the size of the mains.

really like the layout thou. there isnt any "unused" space anywhere
Superouman
Profile Blog Joined August 2007
France2195 Posts
May 10 2015 18:20 GMT
#3
The point of the rocks is to allow large armies to move out quickly toward the middle in mid/late game.
from the right player's point of view, you could move your army toward the bottom of the map.

The main size is pretty standard

the lowground areas a quite wide so it's fine if the chokes between them are tight.
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
Semmo
Profile Joined June 2011
Korea (South)627 Posts
May 11 2015 00:53 GMT
#4
Great map
Mapmaker of Frost, Fruitland and Bridgehead
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 11 2015 01:14 GMT
#5
Is this intentionally supposed to be a little chokier and a little more resource dense for LotV?

Nice to see you mapping again ^^
Comprehensive strategic intention: DNE
Fatam
Profile Joined June 2012
1986 Posts
May 11 2015 06:13 GMT
#6
Name is .. an obscure path of exile reference, apparently? Interesting :-P

Sick layout, pretty cool aesthetics as well.

Some thoughts here (conjecture for sure) - I think zerg would probably all-in a lot on this map because the longer the game goes the more P/T will be able to stick to the narrower highgrounds and deny later Z bases. I don't think it's impossible for Z to play late game though (esp. with the resurgence of broodlords, and the fact that blords look pretty solid on this map), they just have to be smart about it.
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
Rukis
Profile Joined April 2009
United States252 Posts
May 11 2015 06:43 GMT
#7
On May 11 2015 15:13 Fatam wrote:
Name is .. an obscure path of exile reference, apparently? Interesting :-P

Sick layout, pretty cool aesthetics as well.

Some thoughts here (conjecture for sure) - I think zerg would probably all-in a lot on this map because the longer the game goes the more P/T will be able to stick to the narrower highgrounds and deny later Z bases. I don't think it's impossible for Z to play late game though (esp. with the resurgence of broodlords, and the fact that blords look pretty solid on this map), they just have to be smart about it.


Banelings and Burrowed roaches.. would destroy armies camping in the norrow cliff passages.
Flash was the Genius, Nada was the true god.
Superouman
Profile Blog Joined August 2007
France2195 Posts
May 11 2015 08:57 GMT
#8
On May 11 2015 10:14 EatThePath wrote:
Is this intentionally supposed to be a little chokier and a little more resource dense for LotV?

Nice to see you mapping again ^^

Not necessarily, i just went with the flow. You should know i really like chokes, it's nothing new. :p
The thing is that i find illogical that 4p(1v1) map "have the right" to have lots of expos but not 2p. If a 2p map has lots of expos which aren't placed in a forced way, it's fine for me.



On May 11 2015 15:13 Fatam wrote:
Name is .. an obscure path of exile reference, apparently? Interesting :-P

Sick layout, pretty cool aesthetics as well.

Some thoughts here (conjecture for sure) - I think zerg would probably all-in a lot on this map because the longer the game goes the more P/T will be able to stick to the narrower highgrounds and deny later Z bases. I don't think it's impossible for Z to play late game though (esp. with the resurgence of broodlords, and the fact that blords look pretty solid on this map), they just have to be smart about it.

It is indeed, i am in a Path of exile craze lately. Infernal Mantle is also a reference to PoE. (even if the two words are generic) So is my third tlmc6 submission which is called Krillson. :D

I will enlarge the outer paths if it ends up necessary.


Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
NasusAndDraven
Profile Joined April 2015
359 Posts
May 11 2015 12:04 GMT
#9
On May 11 2015 17:57 Superouman wrote:
The thing is that i find illogical that 4p(1v1) map "have the right" to have lots of expos but not 2p. If a 2p map has lots of expos which aren't placed in a forced way, it's fine for me.

4p maps are handicapped from the start. You have (very strong) restrictions on what you can do and what you must do on the map. Compared to 2p maps that is (its even worse for 3 and 5p maps). The positive side is that you have an additional map feature making players choose their early game strategies differently as they cannot know when their scout will reach enemy. Some (most) players do no like this feature how ever, and if there is something like locked cross spawn then there is simply no advantage.

Anyway the point is that 4player maps give away a lot, like the possibility of having fewer bases, to gain the random spawn feature in change, and thats why they "have the right" for things like that which would not necessarily be ok on 2p maps. My personal opinion is that 4player maps should have never existed on the 1v1 scene, or at least not as anything more than a gimmick feature. Also I tend to prefer to both play and watch games that reach the "super lategame phase" where players dont have any conventional bases left to mine, so fewer "standard" bases is better.
Fatam
Profile Joined June 2012
1986 Posts
May 11 2015 20:48 GMT
#10
I've been leaning more and more lately towards the scene just getting rid of 3p+ maps. There's so many negative aspects and limitations just to get the different spawn thing (which isn't always a good thing in itself, since scouting last is a really shitty RNG thing that we don't need),.. it's just not worth it.
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
Freakling
Profile Joined October 2012
Germany1526 Posts
May 12 2015 16:04 GMT
#11
The Terraform is strong in this one ;P

Can you make ramps like these ones for this map?:
[image loading]
IeZaeL
Profile Joined July 2012
Italy991 Posts
May 12 2015 16:31 GMT
#12
On May 13 2015 01:04 Freakling wrote:
The Terraform is strong in this one ;P

Can you make ramps like these ones for this map?:
+ Show Spoiler +
[image loading]


FREAKLING ALIVE ?!?!! Do you like NEP ?
Those ramps doodads are lotv doodads btw, you'll have to open the lotv files, convert the model to be used with the hots engine and import it into the map. Not worth the time imo.
Author of Coda and Eastwatch.
Fatam
Profile Joined June 2012
1986 Posts
May 12 2015 17:38 GMT
#13
On May 11 2015 15:43 Rukis wrote:
Show nested quote +
On May 11 2015 15:13 Fatam wrote:
Name is .. an obscure path of exile reference, apparently? Interesting :-P

Sick layout, pretty cool aesthetics as well.

Some thoughts here (conjecture for sure) - I think zerg would probably all-in a lot on this map because the longer the game goes the more P/T will be able to stick to the narrower highgrounds and deny later Z bases. I don't think it's impossible for Z to play late game though (esp. with the resurgence of broodlords, and the fact that blords look pretty solid on this map), they just have to be smart about it.


Banelings and Burrowed roaches.. would destroy armies camping in the norrow cliff passages.


Maybe that could work against T to some degree. P will have observers-a-plenty at that stage so idk about that in that matchup.

I wanna say that the proleague remake of Fighting Spirit had ramps like that (or maybe I saw it somewhere else?), with some manipulation of current doodads I think it's possible to acheive a similar look.
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
Superouman
Profile Blog Joined August 2007
France2195 Posts
May 12 2015 18:05 GMT
#14
On May 13 2015 01:04 Freakling wrote:
The Terraform is strong in this one ;P

Can you make ramps like these ones for this map?:
[image loading]

I wanted to make a spiral-ish map for 2 or 3 years since i saw a korean map here on tl.i dont remember its name, i'll try to find it
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
Freakling
Profile Joined October 2012
Germany1526 Posts
Last Edited: 2015-05-12 21:46:39
May 12 2015 18:37 GMT
#15
On May 13 2015 01:31 IeZaeL wrote:
Show nested quote +
On May 13 2015 01:04 Freakling wrote:
The Terraform is strong in this one ;P

Can you make ramps like these ones for this map?:
+ Show Spoiler +
[image loading]


FREAKLING ALIVE ?!?!! Do you like NEP ?
Those ramps doodads are lotv doodads btw, you'll have to open the lotv files, convert the model to be used with the hots engine and import it into the map. Not worth the time imo.

But it totally is!

I like the aesthetics of NEP (and your aesthetics in general seem to be quite unique and strongly conceptual, which is great).
Antares777
Profile Joined June 2010
United States1971 Posts
May 12 2015 18:39 GMT
#16
Why is there so much space behind the central expansions between the mineral line and high ground ridge? It seems like wasted space to me.

I'm loving the two-entrance naturals here though.

Is the spiral map you are thinking of Neo Planet S?
Superouman
Profile Blog Joined August 2007
France2195 Posts
May 12 2015 19:37 GMT
#17
I want to keep the highground path tight. I could move the minerals deeper indeed.

This is the spiral map : http://www.teamliquid.net/forum/sc2-maps/436527-crux-amazon
I wanted to connect the lowground between the ramps like on amazon.
My map originally had lowground path instead of high.
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2015-05-12 22:22:15
May 12 2015 22:21 GMT
#18
I thought the mins were like that to make it harder to hit workers from the highground (which might be important on a map that is already a little anti-zerg by nature)
Comprehensive strategic intention: DNE
NasusAndDraven
Profile Joined April 2015
359 Posts
May 13 2015 02:13 GMT
#19
On May 13 2015 03:39 Antares777 wrote:
Why is there so much space behind the central expansions between the mineral line and high ground ridge? It seems like wasted space to me.

Calling it wasted space is just wrong. Its a very significant feature, whether u think its a good or bad thing for the map is a different thing.
Pretty much without exeptions more space behind mineral line to wall/ramp/cliff always means a bigger defenders advantage.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
May 15 2015 22:54 GMT
#20
Classic superouman naming.
Administrator~ Spirit will set you free ~
Superouman
Profile Blog Joined August 2007
France2195 Posts
May 15 2015 23:08 GMT
#21
On May 16 2015 07:54 Plexa wrote:
Classic superouman naming.

I don't choose the map names. The map names choose me.
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
May 16 2015 00:13 GMT
#22
On May 16 2015 08:08 Superouman wrote:
Show nested quote +
On May 16 2015 07:54 Plexa wrote:
Classic superouman naming.

I don't choose the map names. The map names choose me.

Show me your ways master, I wish I had such skill.
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2015-05-16 03:14:58
May 16 2015 03:13 GMT
#23
On May 13 2015 07:21 EatThePath wrote:
I thought the mins were like that to make it harder to hit workers from the highground (which might be important on a map that is already a little anti-zerg by nature)


I really like it when a mineral line is exposed to a highground cliff but only from 1 small location, so that the units have to be in that exact spot (ish , within a couple squares) to harass. It makes the game way more interesting than just exposing the entire mineral line from a wide range of spots (say, 8-10+ squares). (although, if the base is greedy enough, it can be correct for the mapmaker to expose the whole line I think)

It forces interesting choices.. since the attackers (assuming normal range units like stalkers, roach/hydra, marine/marauder) can't reach the entire mineral line, do I, the defender, just pull half the mineral line's workers off and ignore the threat for now? Or is it worth devoting a chunk of my army to go deal with it asap. Whereas if the entire mineral line is getting ravaged it's pretty much a no-brainer. Not as much of a choice there, less interesting. Also, since the attacker sees that he can't hit the whole line, does he extend further by sending units around to the actual base and attacking like that? or is it too risky?

It rewards the attacker if he actually devotes a heavier unit like tank/colossus to the harass because they will actually be able to hit the whole line. If the mapmaker exposes the whole line to the cliff then it doesn't matter what the attacker sends, he is rewarded similarly.

Widow/baneling bombs in the harass spot can be a nice play.

Also the mapmaker can force armies to go a little farther to the edge of the map (or whatever the intended direction is) if the harass spot is say, around a peninsula of land that juts out behind the mineral line, and then the harass spot is on the other side. If that made any sense
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
Superouman
Profile Blog Joined August 2007
France2195 Posts
May 19 2015 13:38 GMT
#24
On May 16 2015 09:13 Uvantak wrote:
Show nested quote +
On May 16 2015 08:08 Superouman wrote:
On May 16 2015 07:54 Plexa wrote:
Classic superouman naming.

I don't choose the map names. The map names choose me.

Show me your ways master, I wish I had such skill.

Step 1 : Make a list of random wikipedia articles.

https://en.wikipedia.org/wiki/Tororo_District
https://en.wikipedia.org/wiki/Keeni
https://en.wikipedia.org/wiki/Loveland_Block_and_Coors_Building
https://en.wikipedia.org/wiki/Kairyū-class_submarine


Step 2 : Select one word from the article name and assemble it to an other one.

Keeni Submarine
Kairy Block
Coors District
Loveland Building
Tororo-Class Block

Step 3 : Win a tlmc and make profit.
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2015-05-19 18:46:35
May 19 2015 18:41 GMT
#25
On May 19 2015 22:38 Superouman wrote:
Show nested quote +
On May 16 2015 09:13 Uvantak wrote:
On May 16 2015 08:08 Superouman wrote:
On May 16 2015 07:54 Plexa wrote:
Classic superouman naming.

I don't choose the map names. The map names choose me.

Show me your ways master, I wish I had such skill.

Step 1 : Make a list of random wikipedia articles.

https://en.wikipedia.org/wiki/Tororo_District
https://en.wikipedia.org/wiki/Keeni
https://en.wikipedia.org/wiki/Loveland_Block_and_Coors_Building
https://en.wikipedia.org/wiki/Kairyū-class_submarine


Step 2 : Select one word from the article name and assemble it to an other one.

Keeni Submarine
Kairy Block
Coors District
Loveland Building
Tororo-Class Block

Step 3 : Win a tlmc and make profit.

Hmmmmmmm I still think I prefer my way which is simply out crowdsource* the names to the other guys, much easier! heh

/editThnks barrin*
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
mogoh
Profile Joined August 2011
Germany109 Posts
June 21 2015 16:08 GMT
#26
Please uploade on EU
Superouman
Profile Blog Joined August 2007
France2195 Posts
June 21 2015 17:08 GMT
#27
On June 22 2015 01:08 mogoh wrote:
Please uploade on EU

I once again uploaded it in private. It's fixed now.
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
June 21 2015 17:18 GMT
#28
Love all the paths and choke points
10%
mogoh
Profile Joined August 2011
Germany109 Posts
June 25 2015 09:47 GMT
#29
On June 22 2015 02:08 Superouman wrote:
Show nested quote +
On June 22 2015 01:08 mogoh wrote:
Please uploade on EU

I once again uploaded it in private. It's fixed now.

thx :D
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
June 26 2015 15:22 GMT
#30
+ Show Spoiler +
On May 13 2015 01:04 Freakling wrote:
The Terraform is strong in this one ;P

Can you make ramps like these ones for this map?:
[image loading]



Wow those ramps look GREAT, what texture or doodad is that?
10%
Superouman
Profile Blog Joined August 2007
France2195 Posts
June 26 2015 17:17 GMT
#31
On June 27 2015 00:22 sTYleZerG-eX wrote:
+ Show Spoiler +
On May 13 2015 01:04 Freakling wrote:
The Terraform is strong in this one ;P

Can you make ramps like these ones for this map?:
[image loading]



Wow those ramps look GREAT, what texture or doodad is that?


On May 13 2015 01:31 IeZaeL wrote:
Show nested quote +
On May 13 2015 01:04 Freakling wrote:
The Terraform is strong in this one ;P

Can you make ramps like these ones for this map?:
+ Show Spoiler +
[image loading]


FREAKLING ALIVE ?!?!! Do you like NEP ?
Those ramps doodads are lotv doodads btw, you'll have to open the lotv files, convert the model to be used with the hots engine and import it into the map. Not worth the time imo.

Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
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