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[M] (2) Asteroid Barricade

Forum Index > SC2 Maps & Custom Games
Post a Reply
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2017-02-19 20:50:38
February 16 2017 22:41 GMT
#1
[image loading]

Asteroid Barricade - version 0.7
Uploaded - [NA] [EU] [KR] [SEA]

2 player spawn, map bounds: 168x144
2 xel'naga tower, 12 8m2g bases (10 expansions), 2 6m2g high yield expansions

M2M: 50 (from corner), Main ramps: 40, N2N: 38 (from corner)

Asteroid Barricade is a large, macro oriented 2-spawn map by Samro225am. Two plateaus with gold bases and highround ledges on both sides of a direct attack path structure the map into two halves.


[image loading]

+ Show Spoiler [some pictures] +

[image loading]
nat with alternative thirds

[image loading]
two central ledges run parallel to the direct attack path

[image loading]
opean area between bases on south western side

[image loading]
gold plateau




Broodie
Profile Blog Joined May 2008
Canada832 Posts
Last Edited: 2017-02-17 04:35:54
February 17 2017 00:21 GMT
#2
I like the concept thought here, the expansion flow confuses me a little, how did you imagine it to happen, top down?

The texturing is nice too, however, it does make me feel a little claustrophobic, looking at the overview.

(*)After looking at it again it seems pretty nice overall, it really is claustrophobic but it looks like you're making good use of the space it has, I imagined some hurtful strategies though, its still pretty kool.
SilentLiquid.Broodie - Author of Tango Terminal, Ophilia RE, Cajun Quandary, & The Beneath
Fatam
Profile Joined June 2012
1986 Posts
February 17 2017 04:12 GMT
#3
Nice job. I think maps like this aren't as flashy as so many of the submissions, but ultimately might be better from a gameplay standpoint. I wouldn't mind seeing it as a finalist.
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
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2017-02-17 21:00:31
February 17 2017 19:24 GMT
#4
accidentally published as arcade before. re-published and fixed smaller texture mistakes and a missing doodad. we are at 0.3 now.

edit: for some odd bug with old battlenet info taken over from an old map we are now at v0.6

On February 17 2017 09:21 Broodie wrote:
I like the concept thought here, the expansion flow confuses me a little, how did you imagine it to happen, top down?

The texturing is nice too, however, it does make me feel a little claustrophobic, looking at the overview.

(*)After looking at it again it seems pretty nice overall, it really is claustrophobic but it looks like you're making good use of the space it has, I imagined some hurtful strategies though, its still pretty kool.


the rock-secured pocket third is a good way to go forward and potentially grab the gold. A more conservative way to expand is in linear fashion along the left or right map border. obnviously you could expand pocket third first and then go to the outside and grab gold whenever you see fit.

the terrain is designed to be quite unforgiving with some choked areas, the two ledges and the ramps here as well as the open fields. overall the map is quite big btw.
Broodie
Profile Blog Joined May 2008
Canada832 Posts
February 18 2017 00:47 GMT
#5
That's true, the map is actually pretty big, I think maybe my claustrophobia came from the expansions rather than the middle?

The middle of the map has some pretty kool interactions too, I just wonder how zerg will perform here (when they lose map presence or are hard pressed)

Asteroid barricade pretty decent imo
SilentLiquid.Broodie - Author of Tango Terminal, Ophilia RE, Cajun Quandary, & The Beneath
Samro225am
Profile Joined August 2010
Germany982 Posts
February 18 2017 14:36 GMT
#6
v0.7 fixed ramp error
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
February 18 2017 15:12 GMT
#7
The more I look at this map, the more I like it.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
February 19 2017 05:24 GMT
#8
On February 18 2017 23:36 Samro225am wrote:
v0.7 fixed ramp error


Did you also fix the way the units keep on clipping through the ramp doodads? It's kinda annoying. I think Shiva had a similar problem.
Antares777
Profile Joined June 2010
United States1971 Posts
February 19 2017 05:55 GMT
#9
Solid and unique map, excellent layout. It's rather large at 168x144 though, and expansions keep getting further and further away. At the same time though, it's difficult to attack due to the restricted pathways.

I really like the plateaus that the gold bases are located on and the low ground third in front of the main. The gold expansions are relatively far from each player and it's interesting how the rock placement really improves their defense.
Samro225am
Profile Joined August 2010
Germany982 Posts
February 19 2017 15:33 GMT
#10
On February 19 2017 14:24 ZigguratOfUr wrote:
Show nested quote +
On February 18 2017 23:36 Samro225am wrote:
v0.7 fixed ramp error


Did you also fix the way the units keep on clipping through the ramp doodads? It's kinda annoying. I think Shiva had a similar problem.


i identified the problem. well provide the fix asap.

Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2017-02-19 17:36:03
February 19 2017 17:34 GMT
#11
I want to thank everybody who gave me feedback after watching or playing the map!

v0.8

- all ramps without lighting effects
- all ramps checked to have man-made cliff terrain instead of natural
- enhanced pathing
- no more clipping
- few small texture changes


Also, here are some top down images of all areas:

[image loading]

[image loading]

[image loading]

[image loading]
Samro225am
Profile Joined August 2010
Germany982 Posts
February 20 2017 18:10 GMT
#12
updated to 0.8 because of stupid upload bugs where one could not share the battlenet link.
Superbanana
Profile Joined May 2014
2369 Posts
Last Edited: 2017-02-20 23:01:34
February 20 2017 22:57 GMT
#13
I really liked it!

Very well done macro map, so i don't have much to say.

Maybe the gold base don't have to be a gold? It looks quite safe and might become the standard 4th base instead of a greedy and risky choice, but maybe that was your intention.

I want it on ladder.
In PvZ the zerg can make the situation spire out of control but protoss can adept to the situation.
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