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[M] (2) Vis A Vis

Forum Index > SC2 Maps & Custom Games
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IIEclipseII
Profile Joined February 2016
Germany157 Posts
Last Edited: 2016-08-26 16:41:44
July 17 2016 14:58 GMT
#1

[M] (2) Vis A Vis


published on all servers (na,eu,kr,sea)

The distance between the mainbases is standard. A worker travells around 60 seconds between both bases. But the distance between the naturals is already shorter. For this you could call it a rushmap. But its also applicable to call it a goldbase map. Infront of the mainbase is a goldexpansion. The blue third is saver to take of course and is also closer to the 4th blue base, which can be additionally secured by destructible rocks.

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upper right (zoomed) (outdated)
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upper left (zoomed) (outdated)
+ Show Spoiler +

[image loading]

lower left (zoomed) (outdated)
+ Show Spoiler +

[image loading]




old version
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[image loading]
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IronManSC
Profile Blog Joined November 2010
United States2119 Posts
July 17 2016 15:05 GMT
#2
the pink really pops! Wondering about the natural ramps being so close to the main. I would not want to attack a fortified terran on 2-base simply because I would lose half my army just going up the ramp. Also, might I suggest placing the gold bases at the 10 and 4 o'clock bases? (not the corners but the ones next to it on the left and right side). They seem really easy to grab. In fact, it's a great way to encourage players to expand forward and it makes gold bases the most contested areas, but I feel it could be designed a little better, or possibly make it a half base.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IIEclipseII
Profile Joined February 2016
Germany157 Posts
Last Edited: 2016-07-17 15:33:00
July 17 2016 15:28 GMT
#3
Well the goldbase is intended to be that close to the mainbase and easy to grab. But its definetly not easy to defend. Its open, attackable by a highground and the distance to the opponent is very short.
The Main and Natural layout is intended to be easy to defend wth all races. You might compare it with Prion Terraces, where its basically the same. The natural and Main is easy to defend too.
[image loading]
fluidrone
Profile Blog Joined January 2015
France1478 Posts
July 17 2016 15:35 GMT
#4
Ladder map pool name material <3
"not enough rights"
NinjaDuckBob
Profile Joined March 2014
191 Posts
Last Edited: 2016-07-27 20:53:00
July 27 2016 20:52 GMT
#5
The layout actually reminds me somewhat of Dusk Towers -- like if Dusk Towers were made into a smaller map. Some different chokes and high grounds, though, this is definitely a distinct map so don't get me wrong. I like it. Great colors.
NinjaDuckBob ~ Fear the fuzzy!
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 27 2016 21:04 GMT
#6
Rocks at the 4th are a really nice touch, but I don't think you need them blocking the lowground near mid. Also the XNTs are so out of place. What are they for? That corner already has 3 bases on 2 routes, which are really forks of 1 route -- extremely resource dense, more of a lategame ammo cache than an expansion pattern that interacts with the map.

I think that corner could use some work to make it more active and interesting when it comes into play later. Maybe just remove one of the bases there.

Besides that pretty solid.
Comprehensive strategic intention: DNE
IIEclipseII
Profile Joined February 2016
Germany157 Posts
Last Edited: 2016-08-06 23:41:37
August 06 2016 23:40 GMT
#7
I made some changes. The picture is now showing the current version. I changed the base next to the gold base and the bridge connecting it. Its now closer to the mainbase, and so easier to grab. I therefore changed the whole corner base layout.
I also moved the Xel naga Tower. Now its in a more useful spot.
You can compare the picture of the new version with the one of the old version.
Ve5pa
Profile Joined December 2014
United Kingdom252 Posts
August 07 2016 00:06 GMT
#8
Is that a spanner in the middle?
Fatam
Profile Joined June 2012
1986 Posts
August 07 2016 02:25 GMT
#9
any close-ups so we can see the doodad madness better?
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
IIEclipseII
Profile Joined February 2016
Germany157 Posts
Last Edited: 2016-08-07 09:14:57
August 07 2016 09:13 GMT
#10
On August 07 2016 09:06 Ve5pa wrote:
Is that a spanner in the middle?


No, thats actually a lightsabber

On August 07 2016 11:25 Fatam wrote:
any close-ups so we can see the doodad madness better?


added
Ve5pa
Profile Joined December 2014
United Kingdom252 Posts
August 07 2016 16:59 GMT
#11
On August 07 2016 18:13 IIEclipseII wrote:
Show nested quote +
On August 07 2016 09:06 Ve5pa wrote:
Is that a spanner in the middle?


No, thats actually a lightsabber




May the 4th base be with you.

I like it keep up the good work!
IIEclipseII
Profile Joined February 2016
Germany157 Posts
Last Edited: 2016-08-26 16:41:13
August 26 2016 16:38 GMT
#12
update
- made the choke to the gold more narrow, so the middle is less open
- added some cool lightning stuff
- changed the look of the bridge close to the gold a bit

I'm still thinking about removing the rocks which isolate the corners and make the choke even bigger. Would really love to hear your opinion!

Edit: published now on all servers
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