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[M] (2) The Shoals

Forum Index > SC2 Maps & Custom Games
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1 2 Next All
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2016-02-10 12:52:54
November 21 2015 04:34 GMT
#1
The Shoals
by Fatam

132x168
Published to All Regions
Version 1.2

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Close-ups:
+ Show Spoiler +

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Hey all. Been sitting on this layout for a while. It's 8 bases per side. I doubt there'd be any games where they all get used, but it provides options so games can play out differently. There's no one outlandish thing about the map. but the way a lot of the terrain is shaped is quite unique. Lots of wide spaces contrasted with tight chokes, among other things.

Hope you guys like, thanks for looking.


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
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
November 22 2015 17:32 GMT
#2
I think some parts of the map might be just a bit 2 tight. This made 4 HOTS or LotV?
10%
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2015-11-22 20:52:20
November 22 2015 20:19 GMT
#3
lotv

edit - where do you think is too narrow? I thought it was pretty reasonable, even if it was a HotS map. Consider that in Lotv 200/200 armies are rarer so giant deathballs needing to move around easily is not quite as important
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
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
November 23 2015 01:02 GMT
#4
Even when the general ideas on the map have their rough edges, and there are places where once you let an army that has strong positional units get there, it will be pretty much impossible to remove it from the position (Meaning, get your army on X, force opponent to basetrade), the map does look very interesting and complex from an army positioning point of view.

I'm not sure how you could improve the map without messing with the underlying "map scheme", but I quite like the general feeling of the map.

One tip regarding aesthetics I would remove the decals in the bases, they are quite offputting and out of place (imho of course).

The map looks pretty cool layout wise, and even when I'm not sure how to directly improve it I would suggest you to mess around more with these complex terrains for future maps, it looks pretty interesting.
@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
November 23 2015 04:27 GMT
#5
Thanks for the remarks/advice. I think I fell in love with the color of the decals against the sand even if it makes no sense to have them there. Maybe I can come up w, something else.
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
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
November 23 2015 19:14 GMT
#6
This looks like it would make for an awesome 2v2 map. Just throw another starting location on that in-main expansion.
Twitter: @iamcaustic
Avexyli
Profile Blog Joined April 2014
United States712 Posts
November 23 2015 20:44 GMT
#7
There's way too few bases to make it a 2v2 map.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
SwedenTheKid
Profile Joined July 2014
567 Posts
November 24 2015 03:15 GMT
#8
looks beautiful
Casual Mapmaker
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 24 2015 04:07 GMT
#9
Keep the decals! Just put a sandstone / brick texture underneath. I think they look cool and give the map a flair that sets it apart from herp-derp dirt cliffs.

Love the flow, looks super fun to play. I think the one area needs more space is overlooking the center base (the highground above the 3rd) extending from the main ramp towards mid. You could easily remove the hole at the cliff edge and scoot the center base around 1-2 tiles to make room for a wide highground area there, which is needed for 3base midgame skirmishes that can quite grow in size if one player commits to accumulating army for aggression.
Comprehensive strategic intention: DNE
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
November 24 2015 05:26 GMT
#10
On November 23 2015 05:19 Fatam wrote:
lot
where do you think is too narrow? I thought it was pretty reasonable, even if it was a HotS map. Consider that in Lotv 200/200 armies are rarer so giant deathballs needing to move around easily is not quite as important


I can't be 100% sure with LotV yet oc, but the paths that look tight 2 me from overview would be the high ground paths above the middle expos, specially middle 9ish and 5ish
10%
Fatam
Profile Joined June 2012
1986 Posts
November 24 2015 06:03 GMT
#11
I can just remove the narrow chasm near there / possibly scoot the lowground base a square or two as path suggested and it should be a good bit wider. Maybe that is what uvantak was referring to when he talked about an unkillable army position anyway, so possibly 2 birds 1 stone.

The only other chokey-ish part I can think of is the lowground path with 2 sets of los blocker between the 3rd and 4th, but that is intentional to give an attacker's choice (i.e. short, narrow, lowground path vs. long, wide, highground path vs. going up a ramp)
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
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
November 24 2015 23:58 GMT
#12
On November 24 2015 05:44 Avexyli wrote:
There's way too few bases to make it a 2v2 map.

????

Not really. Ladder 2v2 maps all vary based on their design. Only a couple have lots of bases; others only have 1 or 2 gold bases per side more compared to this map (which really, just make one of those mid-map bases gold and throw a normal base in each far corner). Besides, the design of the map would make it a more aggressive 2v2 design, so you wouldn't really need to look into having as many bases as, say, (Wiki)Sludge City. We'd be looking at something more like (Wiki)Omicron.

Anyway, it was just a casual observation. Pretty sure Fatam isn't going to suddenly make this a 2v2 map.
Twitter: @iamcaustic
Xenotolerance
Profile Joined November 2012
United States464 Posts
November 25 2015 22:08 GMT
#13
I like the decals, even as they are, but I'm into artistic abstractions that don't necessarily make sense.

The complex paths are really fun to look at and I'm curious about how they'd actually play. It does look harder than I would like to attack into three bases, but I think that could work just fine for LotV, since my expectations are still based on HotS.

Good map would play on ladder
www.alonetone.com/xenotolerance
Fatam
Profile Joined June 2012
1986 Posts
November 26 2015 06:27 GMT
#14
[image loading]

updated to widen the path outside the main. Still looking at ways to improve the decals (already actively using all 8 textures so using a stone texture underneath isn't so much an option, and putting something like a temple bricks doodad under it and raising it slightly in height doesn't work like you'd think either., we'll see what can be done).
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
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 26 2015 07:58 GMT
#15
Re: flower base markings, maybe just use the rocky textures to denote a change of surface there?

That one change to the highground makes things look much better imo.
Comprehensive strategic intention: DNE
Fatam
Profile Joined June 2012
1986 Posts
February 10 2016 12:53 GMT
#16
updated, check OP if curious
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
Elche
Profile Joined June 2011
Finland170 Posts
February 10 2016 20:05 GMT
#17
I haven't been active for a year or so but I had to login to say I really like this map.
Only thing I'm not sure is the double base main that could be easily changed by lowering the other mineral line. I could see this played in the GSL.
Really good job.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 13 2016 20:11 GMT
#18
I will just never understand why gems like this sit around collecting dust while we have junk ladder maps month after month after month.
Comprehensive strategic intention: DNE
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
April 14 2016 00:01 GMT
#19
On April 14 2016 05:11 EatThePath wrote:
I will just never understand why gems like this sit around collecting dust while we have junk ladder maps month after month after month.

I gave up trying to understand Blizzard's map policies years ago.
Twitter: @iamcaustic
Solstice245
Profile Joined September 2015
United States145 Posts
April 14 2016 04:49 GMT
#20
On November 24 2015 05:44 Avexyli wrote:
There's way too few bases to make it a 2v2 map.


Erm...I don't think it's a 2v2 map, it's a 1v1.
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