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[M] (2) Nazca

Forum Index > SC2 Maps & Custom Games
Post a Reply
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2016-05-12 02:56:14
May 04 2016 02:31 GMT
#1
[M] (2) Nazca

[image loading]


[image loading]
(click to enlarge)
Size: 132x140
Base Count: 14
Spawns: Top Right, Bottom Left
Published to: EU, KR, NA, SEA
+ Show Spoiler [Angled Overview] +

[image loading]
(click to enlarge)






Description:
+ Show Spoiler +
I got the idea for this map from a map I made previously, which had an interesting castle layout around the natural, but was apart from that a complete failure. So starting from that castle layout around the natural I tried to make a "ramp" focused map.

As for map features, the natural has that castle layout with a backdoor that leads to an expansion. It's also easily wallable. The base vertically aligned with the main is also easily wallable, and also has "ramparts" similarly to the natural. On one of those ramparts is a watchtower which helps spot for side-attacks. The centre of the map features a long ridge with three roads through it, one simply through the middle, and the two others leading to high ground centre bases.

Overall, this map plays out mostly like a normal macro map, with all the above mentioned quirks thrown in. I'm slightly worried about how distant the potential thirds are, but hopefully the terrain is defensible enough for the distance not to matter as much.


Changelog
+ Show Spoiler +

  • Originally published looking like this: + Show Spoiler +
    [image loading][image loading]


  • May 11th: New version completed based on feedback. Map size drastically reduced from 156x156 to 132x140. Third and fourth bases brought a lot closer in, main moved closer to natural. Removed holes that impeded movement behind high ground bases, and changed connection between fourth and fifth. Some changes to middle of the map to accommodate new size. Doodad-wise removed orange crystals for more subdued doodads

The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
May 04 2016 02:55 GMT
#2
Very... interesting aesthetics
Not sure why the tiny holes in those corner areas need to be there.
Moderatorshe/her
TL+ Member
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2016-05-04 03:06:16
May 04 2016 03:05 GMT
#3
Yeah, very neat aesthetic style.

As for the layout itself, a few of my thoughts...

The map itself is waaaayyy too big. I mean 156x156 for only 14 bases is huuggge. With this map you pretty much need to cover an entire 156 map width to get 4 bases (or have to expand aggressively). It means defending is going to be super tough and aggressive drop/runby heavy play will be superior. I think just shrinking the width to something more like ~120ish would be nice.

Move the main ramp closer to the natural a bit. Right now it's very exposed to the attacker.

The castle idea is interesting but as you said the third feels far away but if you shrunk the entire map that might fix it. I also worry about how advantageous that high ground is because drops or armies getting up on that high ground are going to be just about impossible to defend. Think about a protoss warpin with a few sentries, you're never getting up. Or a terran army with some tanks or libs guarding those ramps.

As Templar said, all the little holes, although are neat, just feel out of place? Seems you just randomly threw them in to create something new. I'd say create a brand new map and use that style through out the entire map and that'd be neat, but just randomly throwing it by those edge 4th bases seems weird (again if the map was shrunk it'd negate a ton of that open space)

Keep up the great work bud! =)
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
May 05 2016 05:54 GMT
#4
Thank you very much for the advice. I'll work on updating (or rather remaking) the map to follow it.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
May 12 2016 03:04 GMT
#5
Remade the map with size 132x140 and a bunch of other changes. Hopefully the distances between bases are better now.

Thank you very much Plexa and Sidian for you feedback. It was very useful.
Antares777
Profile Joined June 2010
United States1971 Posts
May 12 2016 15:15 GMT
#6
Aesthetics are pretty neat here.

I don't like the watchtowers here at all. The main is already covered on both sides by its natural and the other side by an expansion that is a potential third, as opposed to some maps where the expansion in front of the main is clearly a fourth or fifth. Things means players will have sight around the main just by naturally expanding by the time they reach four or even three bases. Therefore I don't think these towers are necessary for spotting drops.

The map has a lot of restricted movement. I'm not sure how I feel about it yet though.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
May 13 2016 02:49 GMT
#7
That's quite a good approximation of some of the actual Nazca lines:

+ Show Spoiler +
[image loading]

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