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[M] (2) Court of Owls

Forum Index > SC2 Maps & Custom Games
Post a Reply
RQM
Profile Blog Joined May 2016
Korea (South)104 Posts
Last Edited: 2017-03-21 13:09:02
March 12 2017 13:35 GMT
#1
◇ Court of Owls ◇

[image loading]

Size - 156 * 156 (176* 184)

Number of players - 2
Tileset - CompoundMansion, CompoundSewer, Elsecaro
Spawn Positions - 11, 5
Base Count - 16
Uploaded on - NA, EU, SEA, KR

◇ Overview
+ Show Spoiler +
[image loading]


◇ Backstory
- Named after an infamous conspiracy that controlled Gotham City for centuries.
- Aesthetics was inspired by a hidden base of the Court of Owls.

◇ Description
- A 2 player point symmetry map with new features.

[image loading]
- Openable/Closable Door : A neutral structure that morphs between different modes. The door has two modes: Closed one and opened one. When the door receives lethal damage, it changes into the other mode. This morph works similar to 'infinite' Collapsible rock. Closed one has 3 armor, 2000 hp and opened one has 3 armor, 1200 hp.

[image loading]
[image loading]
- The unit is two times wider than the original door units in game. So the opened one gives diagonal 5x5 path. Enekh presented the rough idea and I gave shape to it. I could decide to make the unit after looking at Fatam's Ala'Dor.

- Two bases are directly connected to the natural, but one door is opened while the other door is closed. For example, the door left to 11's natural is opened. Sieges cannot attack the natural's workers behind the door.

- Natual's entrance has a collapsible rock that helps wall-ins.

- Middle has a lot of 'opened' controllable doors. They can be used as tactival force fields for every races. Middle gives the shortest path to enemy's base, but lots of doors make it narrow, dangerous and complicated. Dual paths next to middle are wider, safer and much simple.

- Ways along to gold bases on 1 and 7 are blocked by four doors each. Two doors near gold are initially closed while the other two ones are opened.

◇ Thoughts
- Editting the doors' armor into 1 or lessening their hp, in order to make Zerg much easier to break them.

- Bases on far northeast and southwest are somewhat dull. I want to change them but I don't have a nice idea now.

◇ Etc.

◇ Details
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]







Fatam
Profile Joined June 2012
1986 Posts
March 12 2017 19:20 GMT
#2
Nice intepretation of the door idea

I had an idea for a future map to use doors as the central idea of the map, rather than something to support the map like on Ala'Dor, but this might be better than that idea.

Nice simple aesthetic style. It looks like the water is pathable in the middle, that might be worth mentioning since some people might get confused.
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
fluidrone
Profile Blog Joined January 2015
France1478 Posts
March 12 2017 19:41 GMT
#3
Game of doors <3
"not enough rights"
NinjaDuckBob
Profile Joined March 2014
177 Posts
March 13 2017 15:43 GMT
#4
One of the better interpretations of doors I've seen. Very interesting.
NinjaDuckBob ~ Fear the fuzzy!
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
March 14 2017 01:35 GMT
#5
Super excellent idea!
~ ~ <°)))><~ ~ ~
RQM
Profile Blog Joined May 2016
Korea (South)104 Posts
March 14 2017 11:02 GMT
#6
Fatam// Thank you. I could not even think of making the unit and this map if I had not seen new idea in your map. :D

I liked Ala'Dor, as new concept smoothly exists in the map. Players can easily understand the usage of door and other portions of map are quite standard. We can play on it without deep explanation. I think my map overdid a little.. I want to see your new door map, I don't think mine will be better.

I see. I should be explaining the walkable water. Or I can remove them and shorten water zones.. hmm.. Thank you for your feedbacks.

fluidrone// Yes, lots of lots of doors. :D

NinjaDuckBob// Thank you! Enekh presented the original idea of making infinite door. I just made it real.

TheFish7// Thank you! As I said, Enekh was the thinker.


I updated the map a little. Second floor's textures were color-swapped. Added some DOM lab doodads. Adjusted the door unit. I will add more doodads next time. This portion would be a lab making Talons.

I'm thinking of adding a new door with 3/2 times wider size. Existing door is wide as 2 block ramp and it could be too narrow for Zerg.

Also the title is now RQM_Court of Owls.






fluidrone
Profile Blog Joined January 2015
France1478 Posts
Last Edited: 2017-03-15 15:57:47
March 15 2017 12:24 GMT
#7
This is a clear cut case of interesting + Show Spoiler +
This is a clear cut case of interesting simply because it calls out from our brain (while playing it in a 1v1 ladder game) and shines a new light unto some previous notions we have had / experienced:
in this case, the single player campaign indoor type of map gameplay where you "empty the map", room by room and get that "breather" when you can't open a specific door automatically (usually a save point with a transmission / video / display of score or new objectives/etc, a breather that allows you to get out of the immersion you were in (for a break or for a second, if the map is hard then to save and be "reassured" from it etc))

In this map .. when you open a door.. who knows what will happen and how this will add to the 1v1 tension
= that's fascinating at the most, to interesting in the least.
Furthermore, this is nothing more than a destructible rock, what i mean by that is that people don't spend all their games thinking "more" about destructible rocks then they do about the rest of the gameplayt/units/abilities/terrain/lighting/etc, it is a part of the gameplay but does not pollute it in any way).

Sorry if my comment seemed to draw out the sheer number of doors, it was meant to
i'm convinced that a map filled with such doors (going more into the "urban / installation / INDOORS " feel) is bound to be great, but it would be THE "door to door" map
That said, i think having 4/6 such neutral units in many 1v1 maps could really be nice!

In any case i love the idea realized and that with these units like the destructible rocks units, you can allow for same or even lower base mains to work / be fun to play in a 1v1 map.

i think the mechanic is good:
that you need an attacking unit to activate it (open/close) if you want to have "many" doors in a map (i would say different if you only had 2 in a 1v1 map for instance, in this case you have "many" doors and this is defining the layout, if you only had two doors/gates, it could be cool to delegate the access (the ability to open/close it) to a unit like the worker (like the collecting of terrazine in solo campaign) or a tier 2/3 unit, so that this would define extra timings and extra gameplay (having one worker allow the opening of a back door in front of the impending invading army is great added gameplay)

i think your priorities are semi good:
3 armor and 2000 hp dps required to go from closed to open = yes
but 1200 as cost to close it up again?

opening it is a clear cut yes, you need to destroy the door
(whatever the hp the layout calls for, or it could even be different in different places on the map if this hp / armor differential is showcased graphically on the doors)

..but i really think the closing of the door should not require dps, it should be more like a xelnaga tower trigger:
"Player"x" has a unit [any ground unit] for "y" seconds on region "z" [besides the door] and then the door can be shut in real time WHEN the Player "x" decides to select it and activate/close it through its menu
If the unit leaves more than 3 seconds away from the region, you lose the ability [call it "hacking"]
if your unit is killed you lose the door's control/access to the ability in its menu

If i must be frank i think that with so many doors, it could be interesting to even do the opening of the door the same:
you need a "dedicated" worker/specific ground unit to stay alive in region "z" to open the invulnerable door (a worker seems the best but if you want to go tier 2/3:
ghost or ghost with an upgrade = opens/closes the door in "t" seconds
infestor = opens/closes the door in "t" seconds.
High templar = opens/closes the door in "t" seconds.
This would really only add an extra capture the flag type of concept that we know from many places (from fps games to sc2 team games or other morrow area control mod .. to a 1v1 setting.
Real fun because if dps required to circulate on the map, an "x" 50 food type army squad can open, pass and then close the door in one go (with good micro skills) .. that really allows for these doors to make all the map evolve through out the early to late game, in a large palette of potential games...
The early game being all about getting to that "x" 50 food squad to be able to circulate
and organize the network of doors for
the midgame, allowing reinforcements to not be blocked by closed doors.. or intercepted by opposing dropped units (those doors give drops (using air transport units to circulate quicker on the map) an extra unneeded "buff"
and you would probably end up with a network of doors looking quite mathematical if you ever get to the late game

edit:
after thinking about it to death, i'm sure a cross between the two is advisable for optimum awesomeness for 1v1 ladder:

the door can be destroyed once, it has insane hp/armor (5000 5 armor)

you can gain (partial or complete) control of the door, it can be hacked (a ghost/infestor/templar or worker) by a unit indefinitely to open or close it through its menu, by the unit being geographically "connected to it"

ultimately (for late game) a worker could (with resources (min/gas/other) spent accordingly) repair/rebuilt the door
but that is just another not so well hidden old idea (that all three race could build walls without using buildings to do so...

so that two gameplays are accessible and both make sense all through the early mid and late game where priorities re align constantly

Again, this door business, even more than the destructible rocks, favor drop play for every race, favoring some more than others maybe just by the nature of the tech trees / race differences.




ps: + Show Spoiler +
if anyone wants help to do such a unit you know where to find me


tldr: good start
"not enough rights"
WenHe
Profile Joined February 2017
34 Posts
March 16 2017 01:32 GMT
#8
Why we can't play it on Chinese Service?
Avexyli
Profile Blog Joined April 2014
United States694 Posts
March 16 2017 03:25 GMT
#9
We don't have access to the Chinese server, so we can't upload to it.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
InfCereal
Profile Joined December 2011
Canada1759 Posts
March 16 2017 08:48 GMT
#10
On March 16 2017 12:25 Avexyli wrote:
We don't have access to the Chinese server, so we can't upload to it.


Oh I didn't know that.

So the Chinese can only play China made maps and arcade games?
Cereal
fluidrone
Profile Blog Joined January 2015
France1478 Posts
Last Edited: 2017-03-16 12:58:47
March 16 2017 12:53 GMT
#11
On March 16 2017 17:48 InfCereal wrote:
Show nested quote +
On March 16 2017 12:25 Avexyli wrote:
We don't have access to the Chinese server, so we can't upload to it.


Oh I didn't know that.

So the Chinese can only play China made maps and arcade games?
yes and no

No, mapmakers can donate their map for a chinese sc2 player to change to sc2China standards and upload.. mapmaker can hack a map change it and upload it .. how it is done notwithstanding it has / can be done i believe.
Yes, of course it is not a free ongoing solution like everywhere else.
"not enough rights"
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 24 2017 08:19 GMT
#12
RQM the doors are super rad. Can you talk more about how you implemented them? Do they use the destructible rocks behavior to push units out from a closing door? Are the footprints no-path "building" like rocks or do units get stuck on the doors while trying to path through them?

I have a long-standing idea for bridges that you might be interested in... I've never gotten it to work quite right though.
Comprehensive strategic intention: DNE
Fatam
Profile Joined June 2012
1986 Posts
March 24 2017 13:45 GMT
#13
I can answer these. The doors actually already exist in the editor premade (you have to use triggers to get them to open/close, but there is a command built-in for this) although the ones he did here he modified to have a bigger footprint (makes sense since you don't want all your doors to have a small-ish opening like the default ones). If you want to see how units interact with them when the doors close and such there is a tiny video on my map Ala'dor that might show what you want to know.

you should tell us your bridge idea you know i eat this shit up
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
RQM
Profile Blog Joined May 2016
Korea (South)104 Posts
Last Edited: 2017-03-24 14:03:43
March 24 2017 14:01 GMT
#14
EatThePath//
At first I made door with only collapsible rock. But it was odd to see doors destroyed and created repeatedly. Also it required dummy units morphing to other destructible rock.. So I referenced reviving behavior of Terran heroes. (WoL's Raynor, Tychus, Stetmann and Swann have it.) The door is a mixed result of collapsible rock and this reviving behavior.

1. When the door receives lethal damage, it becomes invincible. This state lasts for a while. The door starts morphing.
2. During this invincible state, invisible units are created at coordinates of the door. These units push other units close to the door. (I referenced 'push units' from collapsible rock's behavior. )
3. Those 'push units' are killed and morph is also completed.

Units notice the closed door as blocked path as it has building type-footprint.

I'd like to hear what you were planning.. Maybe I can help. :D

---

Oh I didn't notice the latest reply again.. Yes I made the existing doors bigger to allow more units to pass.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2017-03-24 17:09:14
March 24 2017 17:08 GMT
#15
Have you experimented with a timer on these doors? It'll open for 30 seconds, then close for a minute, rinse and repeat. Kinda throws off timed or planned attacks, players can choose to wait it out or move on, or blink past it etc. not sure how balanced it would be but it would be neat for certain bases to be extra protected, and then extra exposed for a short time. And I don't mean on every door, just a couple, like the bases on the ends of the walkway.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
RQM
Profile Blog Joined May 2016
Korea (South)104 Posts
March 25 2017 12:32 GMT
#16
That's an interesting idea. Timer can act as a time-based limit for players. However, I won't apply it to this map because:

I wanted this new feature to be well accepted by most players. So I just simplified the key into 'destruction', which can be easily recognized. Due to same reason, I don't want to put exceptions in door units.. Two or more doors being different from others can confuse players new to this map. Also I think unexpected closed doors with timers can greatly discourage planned attacks. They can be too strong in end bases..

I tried something new, so I wanted to keep other features friendly to players. Sorry.
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