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Active: 611 users

[M] (2) Abyssal Reef

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2016-08-14 20:46:09
August 14 2016 20:44 GMT
#1

[image loading]

Abyssal Reef
is a macro friendly two player map that is based on The Great Barrier Reef.

I first want to give a huge shoutout to Team CruX, but mainly EastWindy for creating Abyssal City. It was probably my favorite map, aesthetically ever made and I've always wanted to do some type of underwater map. I finally got the motivation (and a layout I like) so I thought it's finally time. This map is a shout-out to you guys! Cheers!

[image loading]
_____

Map Bounds: 158x134
Sixteen 8m2g bases
Two Xel'Naga Watchtowers

Uploaded to all regions

~45sec main townhall to main townhall
~35sec nat to nat


Texture Set:
+ Show Spoiler +

Elsecaro 1
Xil Dirt Cracked
Agria Rock
Shakuras Sand Dark
ElsecaroCity3
Redstone Mud
Immortal Forge ROck
IceWOrldEx2_8

_____

Main
+ Show Spoiler +

[image loading]


Natural
+ Show Spoiler +

[image loading]

Natural Wall Off
[image loading]


3rds
+ Show Spoiler +

[image loading]

[image loading]


Forward Base + Watchtower
+ Show Spoiler +

[image loading]


Corner Base
+ Show Spoiler +

[image loading]


Middle
+ Show Spoiler +

[image loading]


_____

Pretty:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


_____

Thoughts:

Fairly safe main & natural. Both 3rds are viable depending on which type of style you'd like to play. Plenty of harass & flanking available. Unsure if I'll keep the watchtowers as they seem awfully defensive early but I think especially when the rocks get taken down they become very fun to play around with.

Any and all feedback is appreciated.

Thank You,
SidianTheBard

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.
Hexe
Profile Joined August 2014
United States332 Posts
Last Edited: 2016-08-15 00:48:04
August 15 2016 00:46 GMT
#2
I love the middle of the map. The cavity or hole right in the center, coupled with the great aesthetics, makes it a memorable location. It's been a long time since I've seen something stand out this much on the tl forums.

The lighting however makes the map look flat, and I think it needs to be toned down. Its very hard for me to look at the images let alone play.

edit: all around gorgeous details and look
Avexyli
Profile Blog Joined April 2014
United States694 Posts
August 15 2016 01:12 GMT
#3
This map makes me...

wet.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
August 15 2016 02:24 GMT
#4
decoration is fantastic, do units float upwards upon death like on abyssal city?
vibeo gane,
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2016-08-15 03:19:17
August 15 2016 02:58 GMT
#5
@Hexe - I could play around with the bloom effect a little bit to try to make it not so noticeable. I basically used the same lighting as Abyssal City was though, although there are brighter colors in this map so that could be why.

There was a couple different lighting I was looking at though, especially using a type of light that really made the colors pop. I went with the Abyssal City type lighting just because I wanted to try to give it an "underwater" type lighting.

Lighting Examples:
+ Show Spoiler +

Current:
[image loading]

Another Option:
[image loading]

Colors Pop:
[image loading]




@Avexyli - Ba da tshhh. =P

@Negative - Yup, very low gravity so somethings will float up. =)
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.
Isarios
Profile Joined March 2014
United States153 Posts
August 15 2016 07:51 GMT
#6
so, do i get water effects and things also on this map??
Blahhh
Woobz
Profile Joined August 2016
Canada23 Posts
August 15 2016 08:08 GMT
#7
I think it would be a lot more interesting if the middle of the map was more open. Most of the map is narrow paths and the line of sight blockers/narrowness of the center doesn't help. Great aesthetics though! Really pretty!
Knatterking
Profile Joined April 2014
Germany405 Posts
Last Edited: 2016-08-15 18:33:25
August 15 2016 18:30 GMT
#8
Siiiiiick, I love it

Edit: How will you wall-off as Protoss?
SidianTheBard
Profile Joined October 2010
United States2474 Posts
August 15 2016 19:24 GMT
#9
@Isarios - Well, some units will "float" up when they did (like in abyssal city), there are also some random fish swimming by. By your natural, some fish even swim up to your minerals!

@Woobz - I'd be tempted to remove the smaller batch of sight blockers in the middle and possibly open it up a tiny bit. I think I'd almost prefer to open the edges around the outside of the map more to hopefully make players want to use the outside rather then quickly rushing through the middle.

@Knatterking - I included a picture of a possible wall-off for Protoss under the "Natural" section. You can wall off with 3 gateways + 1 zeal completely. Or you can wall off the rock side with just 1 pylon and watch the ramp. I thinking it's good enough but time will tell.

---

Thanks for all the kind words about the aesthetics guys, appreciate it! =)
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.
Ve5pa
Profile Joined December 2014
United Kingdom252 Posts
August 15 2016 19:35 GMT
#10
Just gorgeous...
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2016-08-16 02:16:55
August 16 2016 01:28 GMT
#11
Couple of changes I'm contemplating on doing. I haven't done these yet, but it might be a possibility.

Remove some of the Sight blockers in the middle and made the giant hole in the middle a tiny bit smaller to make the middle not as choked.
+ Show Spoiler +

[image loading]


Re-arrange the gas on the natural to put both of them by your main, this allows me to move the ramp down (to make room for the changes to the forward 3rd) as well as move the actual natural base a tiny bit. Add rocks that cover 1/2 the ramp, thus you can easily 3warp gate to completely wall off if wanted.
+ Show Spoiler +

[image loading]


Change up the gas position of the forward third, add a 3x ramp that connects to the 3rd (makes rotating/flow of the map a ton better), and got rid of the watchtower.
+ Show Spoiler +

[image loading]


___

I've also had a ton of feedback regarding the lighting of the map. I'm still torn on this as I think the way it looks now makes it really have that "underwater" feel, yet it might be a little uncomfortable to play on, which is something that would need fixing.
___

How the new overview would like like:

[image loading]

Again, these are just some thoughts I'm thinking of as I get more and more feedback. I probably won't go through with any of them immediately but just letting people know I am open to suggestions. =)

Thanks again all!
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.
Avexyli
Profile Blog Joined April 2014
United States694 Posts
August 16 2016 02:56 GMT
#12
I still have concerns that the nautral is too difficult to wall off. You'd need to cut away from the terrain, more likely from the side from the main.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2016-08-16 19:05:58
August 16 2016 19:05 GMT
#13
looks like a somewhat standard wall is possible with the proposed changes. you could pylon+3x3+3x3 the ramp and pylon+adept the small opening nearby. Or maybe even less buildings are required than that. Hard to tell from overview. But I think at the most you are building the same # of buildings you would for a normal wall.
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
August 16 2016 20:04 GMT
#14
Good changes sid, looking great. Not sure you need the rocks on the nat ramp, maybe just add a tree/barnacle to reduce the wall by 1 square and shift the big rocks on the 2nd entrance by 1 square? Seems really easy to defend the nat now, and the base density is really high until 5 bases, so I don't think you should make it an "auto" macro map.
Comprehensive strategic intention: DNE
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2016-08-17 00:00:02
August 16 2016 23:59 GMT
#15
New Overview I"m playing around with: Basically changed up the 6/12 bases to make it much more opened. It makes it a much better option for zerg as a 4th (maybe 3rd?) and I could now see terran taking it as a 4th since it'd be pretty close to how you rally your units anyway. It does make it a lot less choked off to help with army movement, but just weighing my thoughts.

Also made the choke outside your main ramp a little bigger so if siege tanks get behind the rocks they shouldn't be as devastating. Plus, doing it this way I get some more "coral pod" locations...so more colors & fish!!! =)



[image loading]

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.
Isarios
Profile Joined March 2014
United States153 Posts
August 18 2016 10:57 GMT
#16
Btw. You made Habitation station? The Scarlett, sos and bomber games map? That map was fun for the shake up.

Cool! Yay for fish!

That whole rock placed on the natural into that other expansion just really reminds me of the map that's already in the map pool with that gold. And its kinda clunky.

As a "noob" this map is extremely confusing as to where to take a 3rd. That close 3rd is so attackable from the ledge that you can't easily defend. The other option is blocked by those rocks. And the far one is... pretty far.
So... I'm totally lost. I can't see a viable 3rd on this map. And viable 3rds are really important for Zerg and Protoss atm. Most Protoss builds want a fast 3rd.

The far corners of the map are sooooooo far away. They feel like they won't get used much. Sure its an easy 5th base, but that's not even a good thing: its hard to get a 3rd, and giving free 5th bases is not great for the game either.

I think you should avoid creating that double entrance with the rocks. It looks extremely forced and it creates too many problems. You could then put the 3rd on the same layer as the 2nd, making a ramp situation to attack into the 3rd. Which might be more interesting. ex. King Sejong is a low ground 3rd, vs a high ground 3rd.
Blahhh
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2016-08-26 02:12:33
August 26 2016 02:11 GMT
#17
Few minor changes. Still playing around with the natural. Added a couple different doodads to create a little more chokes around the corner bases and the 3rd that hugs the main.

[image loading]

---

Natural change:
+ Show Spoiler +

[image loading]
[image loading]


---

@Isarios
Yeah, not sure if 3rds are still too difficult to take. When you take the low ground 3rd, yes you have to defend the high ground behind you but it's pretty easy to rotate army up that way. Also, unless they drop it's going to take awhile to move an army there unless they take down the rocks. I also added a couple little doodads/cliffs by the 3rd hugging your main to make that possibly a little more desirable.

Also, added more colors, more fish, more bubbles & a little bit more fog in areas. Because why not! =P
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.
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2016-08-26 07:36:04
August 26 2016 07:34 GMT
#18
New nat is better than the 2 rock version for sure.

It occurred to me that this is almost a "guaranteed 3 base map" even with the new nat, by that I mean that aggression before 3 base seems like it would be extremely uncommon, due to how both sets of rocks make most attacks have a super long rush distance or time invested, and also the way that back path is setup makes the attacker have an awkward angle/shitty concave. Of course the 3rds aren't super easy so it could be more a game of denying people's 3rds rather than the game actually always reaching 3 base, but that nat seems hard to attack.

Now granted, 2 base being hard to take down may not even be a bad thing. More of a "how much range of games do I want my map to have" thing. In the TLMC map tourney it was the general consensus that longer games = better games. Korhal Killzone still sits at the bar and gets shitfaced over this fact, amirite? So maybe this is not even close to turtley enough lol, better tighten up those 3rd chokes.
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
MrMcScribbles
Profile Joined October 2015
United States21 Posts
September 21 2016 01:48 GMT
#19
Great job on the aesthetics overall on this map. It takes a creative mind to really push the bounds on what ppl expect to see when someone sez "starcraft2 map". Great job and keep up the good works.
NsElin
Profile Joined May 2015
2 Posts
September 30 2016 13:39 GMT
#20
Can I use the sc2 tournament?
1 2 Next All
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