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[M] (2) Void Piercer

Forum Index > SC2 Maps & Custom Games
Post a Reply
RQM
Profile Blog Joined May 2016
Korea (South)104 Posts
Last Edited: 2017-08-20 12:46:23
April 05 2017 15:48 GMT
#1
◇ Void Piercer ◇

[image loading]

Size - 148 * 148 (168 * 176)

Number of players - 2
Tileset - ShakurasCity, Cybros, Xel'Naga Cavern
Spawn Positions - 2, 8
Base Count - 16
Uploaded on - NA, EU, SEA, KR

◇ Overview
+ Show Spoiler +
[image loading]


◇ Backstory
- Dusk Towers, a beloved map in Korea. I decided to make a DTish map this time. *again*
- A Nerazim-style space platform.

◇ Description
- A 2 player point symmetry map. Standard map with a little variation.

- Third has only one entrance at first and is close to natural&main. Players can easily attain until third bases. To give a limit to this safeness, a ramp in front of third faces high ground. Thus, attacker has an advantage of sight. Players can put armies on highlands to defend effectively. But if defender eventually failed to prevent choking up on the ramp, destroying rocks can be a solution.

- Fourth has a obstacle to make narrower choke and wider passage. Same as Dusk Towers.

- XNTs were arranged to be not too strong. They cannot detect branch roads by lowest grounds. But they can still help preventing air harasses.

- Middle is doughnut-shaped. Roads with ramps are wider than closest roads on highlands. If you are on highlands, you should take outer paths to get wider places.

- Rush route is long at first but can be drastically reduced by destroying rocks. I chose wider rocks(Xel'Naga ones) to make opened roads wider than usual.

◇ Patch Notes
- Main is now covered with air blockers.

- Rocks in front of third were replaced with a single, wider rock.

- Fifth was moved closer to fourth.

- Rocks on the middle were replaced with permanent obstacle.

- More doodads were placed. Lighting was changed to be more purplish.

- Removed custom stuffs. - 2017 08 20

◇ Etc.
- Main was inspired by Apotheosis.

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







Superbanana
Profile Joined May 2014
2369 Posts
Last Edited: 2017-04-06 21:05:39
April 06 2017 21:02 GMT
#2
Are those bases too spread out? or was it intentional?
Normal 5th looks really far away, that makes the gold very tempting, i think terran will just break rocks and grab gold as 4th while protoss will have a hard time securing a 4th base. 3rd is quite far too.
In PvZ the zerg can make the situation spire out of control but protoss can adept to the situation.
Broodie
Profile Blog Joined May 2008
Canada832 Posts
April 07 2017 00:25 GMT
#3
I really like the concept RQM

I could give some food for thought only based on looking at the concept, but it's only to talk about and hear what your ideas would be since I haven't played on void:

How would you feel about making the outer two double D-wall chokes a little tighter? (bigger than one of the xelrocks) And maybe one d-wall instead of 2 (keep the middle) I say this because I think Superbanana might be right about the spacing, in my head it's only a big deal when you move out to secure other bases, defending a large space like that could hurt in a late macro game.

Itd be interesting to see the main ramp connect to the more forward base instead, or between both, to streamline unit spawn motion and add safety to a far expanding player in a macro game, which in turn might help protect the exposed main from drops and air too, when it gets to that point and I think it often might.

I'm no pro player or mapper but I think these small things could give players more (safe)options late game/interesting options early and bring engagement focus closer to the (awesome)center.

Just discussion thoughts, call me out anyone if those are just awful ideas lol
I do really like everything about the concept though, seems like a fun macro style map for sure, just a little spacious feeling
SilentLiquid.Broodie - Author of Tango Terminal, Ophilia RE, Cajun Quandary, & The Beneath
RQM
Profile Blog Joined May 2016
Korea (South)104 Posts
April 13 2017 05:12 GMT
#4
Superbanana//
Yes, I spreaded bases after the fourth apart to make them tough to acquire. I thought bases can be seen too concetrated.

Hmm.. I don't think the gold is imba. Protoss won't have a hard time breaking rocks, different to Zerg. Getting gold gives weakness to all races as it is placed on the other side of hills. Defender should go through the lowest grounds & ramp to reach the gold. Short air distance also makes it vulnerable. Protoss has lots of air-harass units. Of course, if the player have it over opponent then he or she can easily take the gold, but I think this goes same for all races. I expect the gold work similar to the one in Overgrowth.

Or you may say that the drop-vulnerability of the main eventually make imbalance in defending 4th or gold. I think I can put air blockers a bit to adjust this..

Third is not very far from other bases.

- Void Piercer
* Main-Natural 08sec
* Main-Third 11sec
* Natural-Third 09sec

- Midnight (My last macro map)
* Main-Natural 11sec
* Main-Third 10sec
* Natural-Third 09sec

Distance between the natural and the third is not very longer than Newkirk's(takes 08sec). I don't think third is so far from the base, considering both distances from main and natural.

But I agree that the fifth is relatively far from others, I put it a little closer to fourth.


Broodie//
Thanks.

Thanks to your comment, I pondered over choke size. I was afraid of too strong turtling in late games, especially that of Terran. But also it was somewhat wide too, considering mid games. So I decided to make it narrower to be blocked with a single wide rock. I think this amount of change won't bring out too heavy defenses.

Hmm.. about main ramp's position. That would help players to defend well, but I already did it in my last map.. I wanted to try a little different. If I move the ramp, the distance to natural will change and I don't think I can balance two distances. Moving natural leads to more air spaces.. I used air blockers to weaken air harasses.

Actually I think I already gave many advantages to macro-gamers: single routes until the fourth, chokes in front of fourth and close distances between main, natural, and third. I also had to consider the attackers..


I had a plan thanks to Jacky and Enekh. I changed two rocks on exact middle to permanantly blocked. I hope this change lead to a litte safer war fields. Updated the OP.




Broodie
Profile Blog Joined May 2008
Canada832 Posts
Last Edited: 2017-04-16 14:43:53
April 13 2017 13:53 GMT
#5
Looks a lot better now rqm! The only oddity I see is how the air wall is sort of coming out of nowhere, but that can be fixed with minimal doodading or just changing the model you use for the wall.

Maybe if you take a holographic doodad and flip it sideways it would look more fitting? (I just really enjoy the spaceship aspect of the aesthetic lol)

But yeah, I think you made some pretty healthy changes 😊

How goes the play-testing?
SilentLiquid.Broodie - Author of Tango Terminal, Ophilia RE, Cajun Quandary, & The Beneath
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