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[M] (2) Broken Earth by IronManSC - Page 2

Forum Index > SC2 Maps & Custom Games
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IronManSC
Profile Blog Joined November 2010
United States2119 Posts
July 31 2016 20:26 GMT
#21
I will fix the player properties tonight. Someone also noted that a gas geyser in one of the main bases does not work. Can anyone confirm this?
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2016-08-01 00:40:46
August 01 2016 00:40 GMT
#22
Map has now been published as 0.2. Latest version is only updated on NA at the moment.

Small hotfixes were made:

1) Main base sizes were slightly reduced
2) The small "reaper pad" on the main bases was increased by 1 hex to accommodate larger units
3) Player properties was corrected. Two players may now play the map
4) Various pathing bugs fixed

Thanks guys, happy testing, and as always please report any bugs, concerns, or replays here!
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
InfCereal
Profile Joined December 2011
Canada1759 Posts
August 01 2016 01:42 GMT
#23
[image loading]

Hmm...

Also, the AI took the pocket expo below/above the main instead of the third beside the nat. Dunno if you control that or not.
Cereal
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
August 01 2016 02:09 GMT
#24
Interesting. I'll look more into it. Also I don't control what AI does. What they do is irrelevant to what players choose. On other notes, how is the map?
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
NewSunshine
Profile Joined July 2011
United States5938 Posts
August 01 2016 02:15 GMT
#25
Looks like you have a hole in the terrain under the geyser.

Map looks good though, I like it with the changes. Welcome back to mapmaking.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
August 01 2016 23:35 GMT
#26
Version 0.3 is now released on all servers. OP updated with fresh images.

Updates:

1) Overlord scouting/hiding spots were added
2) Bugged gas geyser in main bases now work
3) Aesthetics updated
4) Pathing updated

Thank you guys for your continued support
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Aunvilgodess
Profile Joined May 2016
954 Posts
August 03 2016 14:49 GMT
#27
You should update the picture in the OP with the newest aesthetics. I think thats fairly important in a map post.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
August 03 2016 22:31 GMT
#28
On August 03 2016 23:49 Aunvilgodess wrote:
You should update the picture in the OP with the newest aesthetics. I think thats fairly important in a map post.



I did. Look at the last post I made.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
August 08 2016 23:43 GMT
#29
Version 0.4 released. The watch towers were moved to high ground (next to where they previously were on low ground). Overview updated, aesthetics not up to date.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2016-08-22 01:40:28
August 22 2016 01:06 GMT
#30
Temp0 casted some games on Broken Earth today and they were very exciting to see.

vod: https://www.twitch.tv/temp0_sc/v/84935867

I have noticed a few things:

1) I need to add a second geyser to the gold bases
2) Fog/lighting is a bit bright and hazy and will need to adjust this
3) if gold bases are taken, every large battle takes place at the golds
4) gold bases are taken more frequently than anticipated
5) mineral count for every base needs to be adjusted (i was unaware of the half and half mineral-count bases)

nothing set in stone, but just some things I took from the vod today. Feel free to criticize or post videos or screenshots of any issues you come across. I will continue to work on aesthetics as well. Thank you!

Edit: I will be making some changes to the gold base setup and will post this week on a possible alternative. Currently the gold bases seem easy to grab, somewhat difficult to hold, and especially cramped when large battles occur. I plan to find a solution to this.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2016-08-24 23:00:55
August 24 2016 23:00 GMT
#31
Version 0.5 is now published to all servers. This was a major update to the map that puts it in its final stages of completion.
All photos updated in OP.

1) Gold bases moved to low ground.
Previously the gold bases were on the center high ground plateaus. After a number of quality test games, it has become apparent that high ground golds on this particular map did not bode well with the goal of the concept. Players took the gold bases relatively early in the game and ended up camping on the gold bases. For the defender, no harm no foul. For the attacker however, their "need" for using all other pathways of attack became useless, and the gold bases where the enemy was reinforced on became the one and only objective the entire match. For the attacker, the method of approach was very linear and one-sided with no real option to choose how to engage, leaving the defendant of the gold bases victorious more than 90% of time.

By placing the gold bases on low ground, they've still become easy to take early on, however the attacker now has multiple ways to decide how to engage the gold, whether it's a 2-way attack on low ground, or above the mineral line on high ground and control it from above. This puts the defender at a higher risk and exemplifies the need for scouting. This also makes army placement much more critical depending on how you want to lay out your bases. Not only did the gold bases become a better option on low ground, but it also made it more likely for players to take the far base near the mains, whereas previously they were neglected the majority of each game. This gives new options for base patterns per player's choice.

2) Each mineral line now has 1500/900 fixated minerals (half and half).
It is to my understanding that 4 mineral nodes contain 1500 minerals while the other 4 contain 900. This applies to all bases now.

All other changes are in the changelog in the OP for version 0.5.

please feel free to critique and test the map at your own discretion. For now, no more balance changes are being prioritized as the map now feels more complete than its predecessor version.

thanks


SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
August 24 2016 23:13 GMT
#32
Close mineral patches should be 1500, and far mineral patches should be 900.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2017-02-11 00:20:16
February 10 2017 23:59 GMT
#33
Been a while, but I updated the map again. I replaced a couple textures and worked on the aesthetics a little more. Border aesthetics are still in the works but I couldn't care less about those.

Current version is now published. Just search Broken Earth
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
February 11 2017 03:02 GMT
#34
The mineral patches are still wrong. All the close mineral patches should be 1500 and all the far ones should be 900. Right now they still seem to be placed randomly.
Fatam
Profile Joined June 2012
1986 Posts
February 11 2017 04:51 GMT
#35
cool. border aesthetics are the worst to do, it's always my bane. GL with that and the map
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
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
February 11 2017 19:26 GMT
#36
On February 11 2017 12:02 ZigguratOfUr wrote:
The mineral patches are still wrong. All the close mineral patches should be 1500 and all the far ones should be 900. Right now they still seem to be placed randomly.


It's been a while since I worked on the map. I will get it looked at this weekend. Thanks
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Antares777
Profile Joined June 2010
United States1971 Posts
February 12 2017 00:31 GMT
#37
Have you considered placing destructible rocks on the high ground above the gold towards the natural? It would make the gold expansions harder to defend against harass, but also provide more defense from your opponent pushing across the high ground. The natural would also be a little more secure.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
February 12 2017 22:40 GMT
#38
On February 12 2017 09:31 Antares777 wrote:
Have you considered placing destructible rocks on the high ground above the gold towards the natural? It would make the gold expansions harder to defend against harass, but also provide more defense from your opponent pushing across the high ground. The natural would also be a little more secure.


I haven't thought of that, I will definitely take a look at that idea. Thanks! Similar to my old map, Ravage.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
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