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[M] (2) Gardens by the Bay

Forum Index > SC2 Maps & Custom Games
Post a Reply
RQM
Profile Blog Joined May 2016
Korea (South)104 Posts
Last Edited: 2017-12-10 15:32:40
August 23 2017 15:53 GMT
#1
◇ Gardens by the Bay ◇

[image loading]

Size - 156 * 156 (168 * 176)

Number of players - 2
Tileset - AiurEx2, CompoundMansion, TarsonisEx2
Spawn Positions - 11, 5
Base Count - 16
Uploaded on - NA, EU, SEA, KR

◇ Overview
+ Show Spoiler +
[image loading]


◇ Backstory
- Named and designed after 'Gardens by the Bay' of Singapore.

◇ Description
- Gardens by the Bay is a large macro map with lots of expansion choices and strategic points. Long platforms are wrapping up two of three choices for third. Its most passages have average width while some are much wider.

- The map is highly defensive. Main is relatively small to stop air harasses better. Rock towers, 4 × 4 rocks and pit of three ramps help defenders to block attacks from different directions. Players can take expansions in vertical lines, which is preferred in defending simultaneous assaults by air units.

- Various expansion patterns are possible. Getting base on lowest ground blocks air course to main. The closest third has nice flow of ground units but vulnerable to harasses from lower ground or air. Vertical third is far from natural but also defensively set.

- Breaking rock towers reduces attack routes from three to two. Then the defender has time to rearrange units for preparing attacks since attacker should take roundabout ways. It can also be reopen two times wider than before to enable massive movements in further games.

- The pit of ramps has two ramps for defender and one for attacker. Marching enemy units are exposed to attacks from high ground. 4 x 4 Rocks can also be destroyed for better flow. Breaking massive rock below it opens a new route to vertical third.

- End game-expansions are located in vertical borders of the map. Their wide ramps enables massive battle in middle.


◇ Patch Notes
- Changed into TLMC submit edition.


◇ Etc.


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







MoonStone1
Profile Joined July 2017
20 Posts
August 23 2017 17:44 GMT
#2
I like the precision of the textures and all the straight lines, it appeals to my OCD.
RQM
Profile Blog Joined May 2016
Korea (South)104 Posts
Last Edited: 2017-08-25 10:06:54
August 25 2017 06:57 GMT
#3
On August 24 2017 02:44 MoonStone1 wrote:
I like the precision of the textures and all the straight lines, it appeals to my OCD.


I love straight lines with all trim stuff! Such artificial feelings.. However, as some people said me that 1st floor is unrecognizable, I'm currently thinking of changing its aesthetics.

+ Show Spoiler +
[image loading]
[image loading]


I revamped the map a lot. I hope it was efficient and now the map has distinct features at last..


◇ Patch Notes
- Main's layout was changed.

- Natural was moved closer to its entrance. Overlord pod by it was moved.

- Third became a bit further.

- Textures of all 2nd floors were standardized.

- Gold was moved to be more available.

- Overlord pods in middle was removed.

- Currently thinking about what to choose between two aesthetics of 1st floors.


+ Also.. thinking of another revamp to be more macro map, following feedbacks from Korea.
OrangeGarage
Profile Joined October 2015
Korea (South)319 Posts
September 02 2017 00:16 GMT
#4
Fuq RQM your maps are pretty as always
I am drone! My dream is Hatchery!
RQM
Profile Blog Joined May 2016
Korea (South)104 Posts
September 02 2017 11:03 GMT
#5
Thanks! Nice to hear from another refugee of Sgall.. I'm trying to be more layout-er than design-er, but that's really hard for me. ;P

So I made the map again. Now it has opened paths with rocks and ramps everywhere! Thinking of removing some of those small rocks. Used a small amount of the Force Field map's layout. The map has lots of defensive points.

+ Show Spoiler +
[image loading]
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