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[M] (2) Battle on the Boardwalk

Forum Index > SC2 Maps & Custom Games
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1 2 Next All
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2017-03-12 01:16:53
March 05 2017 03:40 GMT
#1

Battle on the Boardwalk

is an aggressive 1v1 player map. You can use the boardwalk in the middle to rush your opponent's natural but beware because they will have a very good concave and you have to push through a single 1x1 path to get into the natural.

[image loading]

Map Bounds:
160x108

Bases:
Five 8m 2g bases and Two 6rm 2g gold bases.

Watchtowers:
2

This map is "VERY" smushed and therefore it can be very aggressive. The "normal" five bases are clumped together which means you can get 5 base fairly easily but if you take the outer edge boardwalk you can get high yield bases and get away from the enemy

Main, Nat & 3rd:

+ Show Spoiler +

[image loading]

[image loading]

[image loading]


Fourth & Fifth lowground bases:

+ Show Spoiler +

[image loading]


Gold corner bases:

+ Show Spoiler +

[image loading]


Middle:

+ Show Spoiler +

[image loading]


Boardwalk Chokes:

+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]



Pretty:


+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]


___

As always, any and all feedback is appreciated!

Thanks guys!
Sidian
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.
[PkF] Wire
Profile Joined March 2013
France24235 Posts
March 05 2017 14:44 GMT
#2
I really like the idea but I have no clue how the "bounds-boardwalk" would play out !
Aunvilgodess
Profile Joined May 2016
954 Posts
March 05 2017 22:56 GMT
#3
haha I love it.
SidianTheBard
Profile Joined October 2010
United States2474 Posts
March 11 2017 01:51 GMT
#4
Playing around with a more interesting bottom. Now there are "three" paths in the bottom. two boardwalks & a sandy LoSB path (this is the most open one) I also think putting ramps to connect the boardwalk that is around the edge of the map plays out nicely.

[image loading]

Close Ups for new area:
+ Show Spoiler +

[image loading]

[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.
Ej_
Profile Blog Joined January 2013
47656 Posts
March 11 2017 08:54 GMT
#5
not a fan of making 5ths into golds
"Technically the dictionary has zero authority on the meaning or words" - Rodya
Aunvilgodess
Profile Joined May 2016
954 Posts
March 11 2017 16:49 GMT
#6
Those aesthetics are SWEET
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2017-03-12 01:06:54
March 11 2017 17:36 GMT
#7
@Ej - I agree, I switched it back to a normal base.

@Aunvil - Thank you! =) I appreciate it! Thoughts on the layout at all? =)

___

Uploading new photos now, OP should be updated soon with the newest version.

Basically took what I did to the top and brought it down to the bottom. There are now "three" paths around the bottom of the map. The outside Boardwalk goes down to the center bottom so it's a "little" easier to use that backdoor to the enemies base.

Changed the lighting to give it more of a sunrise/sunset feeling. It's "soothing" being on the Boardwalk! (Until you die from a rush!)
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.
TiberiusA
Profile Joined February 2017
United States39 Posts
March 13 2017 04:56 GMT
#8
Looks fantastic, even better than before with the layout change. I also like the sunset look.
RQM
Profile Blog Joined May 2016
Korea (South)104 Posts
March 14 2017 11:20 GMT
#9
Love the Aiur morning lighting, one of my favourites. :D I like the change as it seems to be encouraging the use of boardwalk.
Aunvilgodess
Profile Joined May 2016
954 Posts
March 14 2017 23:48 GMT
#10
Well some rough thoughts on the layout:

- could be very splitty. Like Newkirk.
- looks like it has a short rush distance, especially nat-nat. But I might be wrong.
- the path at the top could favor races with higher range (so Terran and Toss) over Zerg.
- the reinforcement path to the corner golds looks long, might be it gets never taken before all others are taken, but maybe thats the plan?
Broodie
Profile Blog Joined May 2008
Canada832 Posts
April 30 2017 14:43 GMT
#11
I've been away for a bit, and looking back on this map now, I'm really glad you made the change to the bottom boardwalk.

100% improvement on something that was already nice, and only missing the change you made.
SilentLiquid.Broodie - Author of Tango Terminal, Ophilia RE, Cajun Quandary, & The Beneath
SidianTheBard
Profile Joined October 2010
United States2474 Posts
April 30 2017 16:59 GMT
#12
Thank you! =)

I still tinker around on this map quite a bit because I believe I need to somehow make the natural a little safer. I think between having a backdoor in your main and then having that fairly wide open natural is too difficult for certain races. Not sure whether I just choke up certain parts, add rocks or just re-arrange the mineral lines.
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.
Broodie
Profile Blog Joined May 2008
Canada832 Posts
Last Edited: 2017-05-01 00:45:14
May 01 2017 00:33 GMT
#13
I played a bit on Dark Tribunal today, from Insidious.

I really thought the concept he used behind the forward gold "natural" was pretty neat, maybe that would open your mind a little.

Edit* I should've actually mentioned that I also played your map today hahah

It was cool, the top middle felt a little odd to use though, even though it's possibly the best in terms of intricacy for using that section of the map with how you have the main and natural arranged. Overall, it felt good, and I did feel the pressure when trying to hold my Natural base, so I think you're looking at the right thing!
SilentLiquid.Broodie - Author of Tango Terminal, Ophilia RE, Cajun Quandary, & The Beneath
Erotesn
Profile Joined August 2016
27 Posts
May 06 2017 21:57 GMT
#14
I love everything about this map, this map facilitates the starcraft i love to play, quick scrappy contests over choke points with only a few units, and with the quick rush distances and only one real path to the enemy, every stage of the game is going to requre you to have units out on the field, jockeying for position. Sidian i feel this is a masterclass deconstruction of map design and you should be applauded
Erotesn
Profile Joined August 2016
27 Posts
May 06 2017 22:04 GMT
#15
Is there any chance you could do a fresh upload of this? theres only version up and it forces you vs an ai for some reason.
SidianTheBard
Profile Joined October 2010
United States2474 Posts
May 06 2017 23:42 GMT
#16
Thank you for the kind words! =) I'm in the process of re-uploading it on all regions as I type this out. Looks like I totally had to set up so player 2 was a computer last time I uploaded it. My bad! Give in ~5-10 min from this post and I bet it should be all finished and uploaded online.

I'd love to see any replays if you end up playing other opponents. It's the best way to get feedback is to watch players play your map.

Thanks again!
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.
lorestarcraft
Profile Joined April 2011
United States1049 Posts
May 18 2017 13:36 GMT
#17
Some really good aesthetics here. Seems like a fun map, not enough of those lately.

As an aside, I've been out of the loop a while with RL stuff going on, I tuned into GSL and daybreak is now in the Code S mappool again? Seriously?
SC2 Mapmaker
InfCereal
Profile Joined December 2011
Canada1759 Posts
May 18 2017 14:01 GMT
#18
On May 18 2017 22:36 lorestarcraft wrote:
Some really good aesthetics here. Seems like a fun map, not enough of those lately.

As an aside, I've been out of the loop a while with RL stuff going on, I tuned into GSL and daybreak is now in the Code S mappool again? Seriously?


GSL does what it wants with the map pool. Few seasons back Blizzard went yolo with the maps, and GSL said "no", and put in old maps instead.

Cereal
lorestarcraft
Profile Joined April 2011
United States1049 Posts
May 18 2017 15:23 GMT
#19
On May 18 2017 23:01 InfCereal wrote:
Show nested quote +
On May 18 2017 22:36 lorestarcraft wrote:
Some really good aesthetics here. Seems like a fun map, not enough of those lately.

As an aside, I've been out of the loop a while with RL stuff going on, I tuned into GSL and daybreak is now in the Code S mappool again? Seriously?


GSL does what it wants with the map pool. Few seasons back Blizzard went yolo with the maps, and GSL said "no", and put in old maps instead.



Ah, I see. Interesting. I will definitely be doing a little bit more mapping.
SC2 Mapmaker
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2017-05-18 18:04:53
May 18 2017 18:04 GMT
#20
Thanks for the good words, Lore! Since you guys are bumping my thread (thanks boyssss!) I'll most likely do a few tweaks to this map regarding the natural this weekend. I think if I get the feedback I want I'll release a brand new map I've been working on this weekend as well! (I've posted it on discord but haven't mentioned anything here on TL yet)
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.
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