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[M] (3) El Nido Archipelago

Forum Index > SC2 Maps & Custom Games
Post a Reply
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
Last Edited: 2015-08-11 22:51:42
July 02 2015 23:55 GMT
#1
[image loading]
--- El Nido Archipelago ---
MAP IS PUBLISHED IN:
NA, EU, KR
Map Size (Playable) 160 x 160

UP DATE!

Ok.. so who wants to play 3 spawn location SEMI-ISLANDS!


OVERVIEW:

[image loading]

90:
+ Show Spoiler +

[image loading]


ANALYZER:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]


MAP FEATURES:
+ Show Spoiler +

Ok so this is what makes the map tick!
For each base there is a total of 3 neutral blocks/walls (9 total on map), players will have to nock those out if they want to access each other by ground.
[image loading]

[image loading]

Paths leading to possible 4th expansions have a 3 layer Creep Tower block, with a total of 3 creep towers on each layer, with the Mother ship on top.
While paths leading to the middle of the map have a 3 layer Creep Tower block, with a total of 4 creep towers on each layer, also with the Mother ship on top.

So how do these blocks work?

First off, Mother ship cloaks all neutral buildings/units beneath her, in this case the creep towers.
So the player has 2 options, 1) they can kill the Mother ship (350 HP & 350 Shields) and then work on the individual Creep Towers (200hp each) in order to clear a path, or 2 just skip killing the Mother Ship and go directly for the Creep Towers as long as you have detection.
Note: - Creep Towers have a little patch or creep tight around the tower, this first off allows them not to die on their own because of lack of creep, but also the small patch of creep will be revealed to a player that has a unit next to it (even with no detection - as long as Mothership is still up), this will help players keep count of what creep towers have been destroyed, and which ones are still up.

Reaper Path:
[image loading]

The only way a reaper can get main 2 main with ought clearing the neutral blocks is through the reaper path. Its located at the middle of the 3 neutral blocks on each between the nat and far away 3rd.

Tanks:
[image loading]

Siege tanks can hit all 3 semi island bases at the corners of the map from the high round gold bases.

Wrap In:
[image loading]

You can also pylon wrap 3 DT´s (or zeatloads, for example) for all 3 semi island bases at the corners of the map from the high round gold bases.

Fast Eco:
[image loading]

You can take fast 3 hatcheries as zerg, specially on ZvP (all though the distance from nat 2 third is considerable its around 22/24 seconds.

Nydus:
[image loading]

You have plenty of space to do some nydus all in play.


Turret:
[image loading]

You can bring an scv with your army and build a turret next to the neutral block to skip killing the mother ship or avoid getting ravens or use a scan and hit your opponent faster.


EYE CANDY & BASES:

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


ABOUT THE MAP:
+ Show Spoiler +

Map is named under an island located in the Philippines, it's a weird name and a weird map, so there you go :D
[image loading]

The map concept is based on a combination of 2 old BroodWar maps:
1) Plasma:
[image loading]

2) Triathlon:
[image loading]

So map very much like Plasma but with and equal and more symmetrical layout for all players and some side/middle island expos from Triathlon. It also incorporates on every neutral building block, the concept of Triathlon to add an Arbiter (In the case of this sc2 map, the unit is switched with a Mother Ship, but it serves the same purpose) on top of eggs in order to cloak them.


OLD OVERVIEW:
+ Show Spoiler +
[image loading]


So I really like maps that present challenges to players, where they are not only forced to deal with their build and what their opponent is doing, but also adapt to the map conditions.

In brood war it was so lovely to see the pros deal with, macro, map difficulties and each other's harass and still make it all look so easy. It gave some truly entertaining starcraft.
Examples of this are games in Monty Hall, Troy, Hitchhiker...
+ Show Spoiler +
http://wiki.teamliquid.net/starcraft/Monty_Hall
http://www.teamliquid.net/tlpd/korean/maps/168_Troy
http://www.teamliquid.net/tlpd/korean/maps/122_Hitchhiker


I am also a fan of island maps, and I know there are very few of them out there, so I want to make a decent semi-island map.

So what do you think of map yay or nay? What do you like? What needs work? What ideas do you have?
I would also like to talk balance, what builds do you go for in each mach up? What is the meta in a lay out such as this? IMO unit mobility in something like this is going to be key.

Scouting:
Scouting will be crucial on these type of maps, because cheese could also be a thing, so you want to be careful, not to mention you cant worker scout.
+ Show Spoiler +

Zerg:
1) Ovies can scout early 2) There are plenty of ovie spots around the main and nat to get a good peek for what opponents are doing. 3)Ovie speed is a good upgrade to get early on, it will get you good info, and will serve you later on when you probably get drop tech.

Terran:
1) You can scan 2) Lift a rax and scout - why not? (You need to see what P is doing) 3) Reaper scout

Protoss:
1) Mother ship 2) Hallucination 3) Fenix/Oracle 4) Observer



Plz and thank you for posting your thoughts/criticism and opinions!
10%
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
July 03 2015 00:52 GMT
#2
I like the idea here a lot. I think the map could be improved by sitting down and thinking about what games are likely to look like past 15 minutes into the game. Because at the moment it seems awfully awkward to fight.
Administrator~ Spirit will set you free ~
Qwyn
Profile Blog Joined December 2010
United States2781 Posts
July 03 2015 03:54 GMT
#3
Agree with Plexa! I know that making 3P maps is quite the challenge, though, so mad props. I'd sit down and ask what the really, KEY, defining features (1-2) of this map are, and then try to preserve those while streamlining the middle somewhat to avoid the "awkwardness" of late game fighting.
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
opisska
Profile Blog Joined February 2011
Poland8852 Posts
July 03 2015 15:46 GMT
#4
I am still a little sceptical that such a map can be balanced in the current state of the game. You either make the number of bases available at once at least 3 and then it is awesome for Zerg, or less than 3 and then it is pretty awful for Zerg. Is there even a resonable middle-ground?
"Jeez, that's far from ideal." - Serral, the king of mild trashtalk
TL+ Member
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
July 03 2015 18:47 GMT
#5
On July 04 2015 00:46 opisska wrote:
I am still a little sceptical that such a map can be balanced in the current state of the game. You either make the number of bases available at once at least 3 and then it is awesome for Zerg, or less than 3 and then it is pretty awful for Zerg. Is there even a resonable middle-ground?

there is, but blizz thinks the player population is too retarded to comprehend 3/4 bases
vibeo gane,
varsovie
Profile Joined December 2013
Canada326 Posts
July 03 2015 19:01 GMT
#6
Looks awesome, I love the layout and simple yet pretty texturing. Although gameplay-wise... I'm already crying about Terran "sieging" the back of the main and I haven't had the change to try it yet.
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
July 03 2015 21:51 GMT
#7
I really like the center and the whole concept, as well as the mothership + creep towers idea. I'm not a fan of the mains' placement though, I feel that considering the map has already a lot of unusual features a standard main/nat layout would complement it well.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
RexTerran
Profile Joined June 2015
54 Posts
July 04 2015 01:03 GMT
#8
I think that you don't consider the balance. for example Z vs P, Zerg can't be up to the Protoss cuz zerg can't counter protoss air units. it is so easy to make a great golden air forces for protoss.
TheTasty
Profile Joined October 2014
Mexico33 Posts
July 04 2015 01:20 GMT
#9
This is one of the more creative maps I have seen in a while.
I think lay out and features are very original.
But I don't know how we can speculate balance, I have not seen any maps like this out there being tested. I don't think there is even a meta for something like this.
I am positive the map is most probably not balanced, but to witch race is it a favour of? I have no clue.
I quote, you read
varsovie
Profile Joined December 2013
Canada326 Posts
July 04 2015 20:18 GMT
#10
With few sprinkles it might be a god map for next season of Shoutcraft clan war.
[PkF] Wire
Profile Joined March 2013
France24239 Posts
July 04 2015 21:04 GMT
#11
I don't think maps like that have any place in the current state of SC2. I get that it's original and interesting, but the overwhelming balance concerns are just Bridgehead level.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
July 04 2015 22:44 GMT
#12
On July 05 2015 06:04 [PkF] Wire wrote:
I don't think maps like that have any place in the current state of SC2. I get that it's original and interesting, but the overwhelming balance concerns are just Bridgehead level.

Yeah, I can see people complaining about every matchup. While this map is really cool, and I'd love to see pros trying it out, it would have to be passable in the general community's eyes first. That's not going to happen.
ModeratorI am still alive, somehow
TL+ Member
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
Last Edited: 2015-07-05 02:25:33
July 05 2015 02:25 GMT
#13
Thank you all very much for your feed back!
Ok so I have thought about your recommendations, and this is what I came up with:

[image loading]

(Don't Pay any attention to the textures I will fix them, if you guys think this version of the map is better)


Would this version help with all the issues that have been pointed out? ("awkwardness" of late game fighting......)

@Negative:
Yeah what the hell? Why do you have to always add 2 gases and 8 min patches (on a none gold base)? Why can't we remove a couple of min patches, or tweak around with min/gas values?

@varsovie:
Yeah! That would be ideal! How do I make it a contender or suggest it as a possible map for shoutcraft?
10%
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
Last Edited: 2015-07-05 05:32:43
July 05 2015 05:32 GMT
#14
On July 05 2015 11:25 sTYleZerG-eX wrote:
@varsovie:
Yeah! That would be ideal! How do I make it a contender or suggest it as a possible map for shoutcraft?

Bring it up when the map cave Skype chat starts talking about new shoutcraft maps. And yes, this is probably the best direction the map can take.
ModeratorI am still alive, somehow
TL+ Member
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
July 05 2015 09:14 GMT
#15
This is better already yeah
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
August 11 2015 23:00 GMT
#16
UP DATE!


Deco and doodads are now up (make sure to check the eye candy section on the main post)
Map features has been updated
This is the newest version of the map, and its ready to see some play (if you'd like)

See it all on the main post!
10%
meatpudding
Profile Joined March 2011
Australia520 Posts
August 12 2015 06:00 GMT
#17
Can you blink between the islands?

Is there still a reason to have a 1-width ramp to the main in a semi-island map?
Be excellent to each other.
Shkudde
Profile Joined February 2011
Netherlands709 Posts
August 12 2015 07:02 GMT
#18
And now for something completely different!
I hope you can get this map to a point where it would be eligible for a TLMC.

And the (auto-correct?) spelling mistakes in the description are hilarious!
$O$ | herO[jOin] | Zest hwaiting!
iGrok
Profile Blog Joined October 2010
United States5142 Posts
August 12 2015 13:56 GMT
#19
On August 12 2015 15:00 meatpudding wrote:
Can you blink between the islands?

Is there still a reason to have a 1-width ramp to the main in a semi-island map?

This is a really good point
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
August 13 2015 03:50 GMT
#20
On August 12 2015 15:00 meatpudding wrote:
Can you blink between the islands?
Is there still a reason to have a 1-width ramp to the main in a semi-island map?



Yes you can blink between islands (but not everywhere)
But I dont think blink is a problem:
1) You need high ground vision to pull it off (except from gold base 2 semi island expo)
2) It takes several blinks to get to your opponent.
3) Takes time to clear neutral block so you can get a probe to make a proxy pylon, or time to get robo and make warp prism.
4) Sure once you are on your opponents base with ez reinforcements there is a lot of blink area, but it takes 50 secs to get to opponent with ought counting the neutral block delay. You just have plenty of time to scout it and get ready (if defender looses to blink its probably his fault).

As for the ramp I had not thought about making it larger, it's a good idea (Im trying to think the pros and cons about it).


10%
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