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[M] (2) Anomaly

Forum Index > SC2 Maps & Custom Games
Post a Reply
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2017-09-10 23:23:13
September 10 2017 23:20 GMT
#1
Anomaly 1.0
184x88
Published on NA/EU/KR


[image loading]

Another attempt at the "long map" concept I first tried with Miris Spele/Apotheosis, but hopefully less zerg favored this time... Despite being the same length, the rush distance is significantly reduced by positioning the nats towards each other, and the map is so narrow that the total area is actually below average.

Features:
  • Single, winding primary attack path
  • Linear expansion pattern, roughly intended to be taken in order along the path
  • Pairs of narrow bridges create shortcuts across the main route, but can be exploited for a positional defender's advantage
  • Reduced-resource island is located behind the ground 4th, and can be taken safely at any point once the 4th is secured
  • Destroying the rocks unblocks the final set of bridges, enabling horizontal movement in the center


Angled
+ Show Spoiler +
[image loading]


Details
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Tileset
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Shakuras Temple4
Shakuras Rock Cracked
Shakuras City8
Kaldir Ice Light
Zerus Rock
Black Ops Lab A3
Black Ops Lab A4
Skygeirr Lab Inner Grid Small

Castanar Organic Cliffs
Skygeirr Platform Manmade Cliffs 0
Skygeirr Platform Manmade Cliffs 1
vibeo gane,
IRoha
Profile Joined July 2012
Korea (South)81 Posts
September 10 2017 23:47 GMT
#2
I LOVE THIS MAP!
MoonStone1
Profile Joined July 2017
20 Posts
September 11 2017 02:29 GMT
#3
Very unique, i like it.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
September 11 2017 05:58 GMT
#4
So what is the rush distance?
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2017-09-11 06:16:10
September 11 2017 06:15 GMT
#5
So i'm going to be a big ol' hater (even tho im a neg fan and like most of his maps ) and say I dont think this map will play all that great, altho it is a very pretty overview so that really makes you want to like it. (This is why it's so hard to hate iezael maps, he is the god of gorgeous overviews)

It's going to start getting super super turtley and boring once you get to 4 bases (or even 3, maybe) because you can just sit an army between your side's 2 sets of bridges and catch any land attack, while if they attempt a drop on your 4th or nat (the only 2 you could reasonably drop at that point) it's not a very far distance to break off a part of your army to defend either of those places. Or alternatively you can just invest a little into static D and really turtle up.

Also there's no los blockers or height to make things interesting, although at least we do have some contrast in width with the bridges so that will help.

I know it's fallen out of favor but a natural backdoor to connect the 7 o'clock area with the 6 o'clock (perhaps with 2 sets of rocks so it's not abused early) would do this map wonders. IMO anyway :-P
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
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
September 11 2017 09:02 GMT
#6
@Ziggurat: 46s main to main, 36s ramp to ramp, 34s nat to nat

@Fatam: i did consider adding a backdoor there, but i assumed people wouldn't like it so i just decided to embrace the turtle... maybe now i'll consider it again.
vibeo gane,
AssyrianKing
Profile Blog Joined August 2011
Australia2121 Posts
September 20 2017 13:54 GMT
#7
This is one of the only maps that really interested me out of all the TLMC maps :D
John 15:13
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2017-09-20 16:48:44
September 20 2017 16:44 GMT
#8
Narrow maps are difficult to make appealing in this game imo. Gameplay tends to be less varied than on more standard maps because there are less options for expanding and maneuvering units than on ore square-shaped maps. However, having a single narrow/long map in a map pool make sense for diversity, and Anomaly scores some bonus points here as well due to its tight chokes and corner island expansions.

My favorite feature on this map is actually the main-nat set up. After seeing this, I believe reducing the rush distance by having the nats and the main ramps face each other makes perfect sense for narrow/long maps. If that was a specific category of maps, Anomaly would be my favorite of that type.

EDIT: I do not think that a backdoor is a good idea. The rush distance being relatively short for a map of its size (length) combined with a nat backdoor I think would make games end too quickly on average. There are still ways to be aggressive on this map.
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