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[M] (2) Mech Depot by IronManSC

Forum Index > SC2 Maps & Custom Games
Post a Reply
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2017-06-20 19:26:43
May 17 2017 20:26 GMT
#1
Mech Depot
LiquidTLO approves + Show Spoiler +
[image loading]

Uploaded to: [NA] [EU] [KR] [SEA]


[image loading]


Poll: What do you think of this map?

Looks good! no glaring issues (13)
 
41%

It's okay, playable but not my favorite (8)
 
25%

It's okay, potential issues, but time will tell (8)
 
25%

I wouldn't play on it personally (3)
 
9%

32 total votes

Your vote: What do you think of this map?

(Vote): Looks good! no glaring issues
(Vote): It's okay, playable but not my favorite
(Vote): It's okay, potential issues, but time will tell
(Vote): I wouldn't play on it personally



Description:
The Thor repair facility is in the middle of a forest, where they are tuned up, repaired, and re-armed for battle. There are several turrets for defense (stationary, they do not fire). The base placement is almost identical to my previous map, Dragonshire, but with a completely different map design.

The high ground is far enough apart to not be the focus point of the map, and they are not the main attack paths either. They offer enough strategic positioning to enhance one's play style in the late game, but they are not a must-occupy in order to achieve victory. In the middle is a variety of low-ground attack paths and plenty of flanking and surrounding capabilities, which enable players to pick their battles and decide if they want to fight on the low ground or the high ground of their choice, which offers a variety of play styles on this map.

Each base you take offers great positional play as you extend into the late game. The map flow connects very well regardless of which base you take, and enables all races to reinforce their chosen bases in a reasonable amount of time. I believe this makes this map great for macro.


Map Features & Info:
*152x152
2 watch towers that cover middle paths
Main to Main: 42 seconds

Pictures:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Odowan Paleolithic
Profile Blog Joined May 2013
United States232 Posts
May 17 2017 20:43 GMT
#2
Given the 42 second main 2 main I guess exposed natural gas is manageable.
I need a bigger fridge. I cannot hold all the Cheese that are given to me.
Lycanthoss
Profile Joined April 2017
Lithuania29 Posts
May 17 2017 20:44 GMT
#3
Love how it looks, expanding might be a problem, but other than that its a standard map.
Zerashk Gulida
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
May 17 2017 22:40 GMT
#4
On May 18 2017 05:43 Odowan Paleolithic wrote:
Given the 42 second main 2 main I guess exposed natural gas is manageable.


I'm not sure what's exposed about it, it's tucked away behind a large chunk of doodads. Most naturals are set up this way with the gases on the outer part so that Zerg can know what what potential gas builds P and T are doing.

On May 18 2017 05:44 Lycanthoss wrote:
Love how it looks, expanding might be a problem, but other than that its a standard map.


Can you provide a detailed explanation on why expanding might be problematic?
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2017-05-18 06:07:42
May 18 2017 00:56 GMT
#5
On May 18 2017 07:40 IronManSC wrote:
Show nested quote +
On May 18 2017 05:43 Odowan Paleolithic wrote:
Given the 42 second main 2 main I guess exposed natural gas is manageable.


I'm not sure what's exposed about it, it's tucked away behind a large chunk of doodads. Most naturals are set up this way with the gases on the outer part so that Zerg can know what what potential gas builds P and T are doing.


I think part of it is because the gasses at the natural can be sieged from across the gap.
Lycanthoss
Profile Joined April 2017
Lithuania29 Posts
May 18 2017 13:14 GMT
#6
The 3rd base below the main looks a bit bit further than usual, but i think i overestimated it, it's really not a problem. This map is basically a standard macro map.
Zerashk Gulida
lorestarcraft
Profile Joined April 2011
United States1049 Posts
May 18 2017 13:32 GMT
#7
I like this map because it's not trying to do too much, but does consider the late game dynamic. There is plenty of room to expand normal around the edges of the map, but I do like middle bases becoming important in the late game.

The fact that you refrained from making them gold bases also deserves kudos, imo, as that would just lead to too much early game silliness.

Also, the 12 and 6 o'clock bases are definitely in that grey area of 'who's base is this supposed to be' which I think lends itself to the late game as well, considering someone could take it as a 4th, or both players could expand along the edge and then fight over those and the middle bases later.

8/10
SC2 Mapmaker
Fatam
Profile Joined June 2012
1986 Posts
May 18 2017 23:28 GMT
#8
On May 18 2017 22:32 lorestarcraft wrote:
Also, the 12 and 6 o'clock bases are definitely in that grey area of 'who's base is this supposed to be' which I think lends itself to the late game as well, considering someone could take it as a 4th, or both players could expand along the edge and then fight over those and the middle bases later.


Yes! Been doing this on a lot of my maps as well and people are like "lul circle syndrome hur durr" they just don't get it man. A base that causes struggle in the late game is not circle syndrome. And even if you want to say it technically is, then oh well tbh, it's a good thing
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
Liquid`TLO
Profile Blog Joined March 2010
Germany767 Posts
Last Edited: 2017-05-20 18:53:40
May 20 2017 18:52 GMT
#9
I'd love this map to replace Blood Boil or Ascension to Aiur for WCS Valencia. The Current map pool features too many GIGANTIC maps which can be quite random in zvz and very difficult for Protoss and Terran vs Zerg.

What's the measurements of this map compared to BB and AtA?
Team Liquidalea iacta est
Avexyli
Profile Blog Joined April 2014
United States694 Posts
May 20 2017 19:27 GMT
#10
This is 152x152

Blood Boil is 132x180

Ascension is 160x132
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2017-05-20 19:30:32
May 20 2017 19:29 GMT
#11
On May 21 2017 03:52 Liquid`TLO wrote:
I'd love this map to replace Blood Boil or Ascension to Aiur for WCS Valencia. The Current map pool features too many GIGANTIC maps which can be quite random in zvz and very difficult for Protoss and Terran vs Zerg.

What's the measurements of this map compared to BB and AtA?


This map isn't really that much smaller than Blood Boil or Ascension to Aiur.

Blood Boil
132x180
45 seconds m2m rush distance

Ascension to Aiur
160x132
44 seconds m2m rush distance

Mech Depot
152x152
42 seconds m2m rush distance

The way the expansions are laid out make it feel a bit smaller than the measurements, but not by that much. Either way this map is still larger than average. What the map pool really needs is a few middle sized (e.g Echo-sized approximately or a little bigger) maps. Right now every map except for Defender's Landing is bigger than average. It's a consequence of the poor categories they chose for the last two TLMCs (there's a category for giant macro maps, and also a category for tiny rush maps, but no in between).
Liquid`TLO
Profile Blog Joined March 2010
Germany767 Posts
May 20 2017 20:34 GMT
#12
On May 21 2017 04:29 ZigguratOfUr wrote:
Show nested quote +
On May 21 2017 03:52 Liquid`TLO wrote:
I'd love this map to replace Blood Boil or Ascension to Aiur for WCS Valencia. The Current map pool features too many GIGANTIC maps which can be quite random in zvz and very difficult for Protoss and Terran vs Zerg.

What's the measurements of this map compared to BB and AtA?


This map isn't really that much smaller than Blood Boil or Ascension to Aiur.

Blood Boil
132x180
45 seconds m2m rush distance

Ascension to Aiur
160x132
44 seconds m2m rush distance

Mech Depot
152x152
42 seconds m2m rush distance

The way the expansions are laid out make it feel a bit smaller than the measurements, but not by that much. Either way this map is still larger than average. What the map pool really needs is a few middle sized (e.g Echo-sized approximately or a little bigger) maps. Right now every map except for Defender's Landing is bigger than average. It's a consequence of the poor categories they chose for the last two TLMCs (there's a category for giant macro maps, and also a category for tiny rush maps, but no in between).



Yeah I agree completely, we need 1-2 maps in the current pool that are coda or Abyssal sized and we'd be in a really good spot!
Team Liquidalea iacta est
lestye
Profile Blog Joined August 2010
United States4163 Posts
May 22 2017 05:36 GMT
#13
I said this during your twitch stream, but I love the aesthetics of like an urban factory meeting a forest. Really cool contrast.
"You guys are just edgelords. Embrace your inner weeb desu" -Zergneedsfood
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
May 22 2017 22:32 GMT
#14
this map gives me the impression that it could be a whole lot less wide and complex by jist reworking the center between high grounds, though arguably also what gives the map its personality
"Not you."
NewSunshine
Profile Joined July 2011
United States5938 Posts
May 25 2017 20:30 GMT
#15
Beautiful map layout. Has just the right amount of flair without going overboard, with the rocks being a simple yet elegant way to change the flow of the map over time. The paths themselves are interesting, and very non-linear, which is something I think we haven't been seeing enough of lately. I would be happy if this map got somewhere.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
May 30 2017 02:21 GMT
#16
Thank you guys for all the critique and comments. As of right now the only changes I might make in the near future is giving reapers the ability to harass the main because right now this map is definitely not reaper-friendly. I will also check to see if the natural gas geysers are siegeable. If so they will be adjusted in the next update.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Lycanthoss
Profile Joined April 2017
Lithuania29 Posts
May 30 2017 20:27 GMT
#17
Is the water acid ? Don't think it would turn bad just because it was near a factory. Just sayin i'd prefer clear water.
Zerashk Gulida
TiberiusA
Profile Joined February 2017
United States39 Posts
May 30 2017 23:38 GMT
#18
On May 31 2017 05:27 Lycanthoss wrote:
Is the water acid ? Don't think it would turn bad just because it was near a factory. Just sayin i'd prefer clear water.


Or maybe half dirty, half clean water, for some aesthetic asymmetry.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
July 11 2017 20:41 GMT
#19
Mech Depot is confirmed to be a ladder map in the upcoming season!
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
NewSunshine
Profile Joined July 2011
United States5938 Posts
July 12 2017 14:24 GMT
#20
I guess I did say it, didn't I? Congrats!
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
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