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[M] (2) Aiur City Islands

Forum Index > SC2 Maps & Custom Games
Post a Reply
IIEclipseII
Profile Joined February 2016
Germany157 Posts
Last Edited: 2017-10-31 14:23:54
September 28 2017 20:49 GMT
#1
[M] (2) Aiur City Islands


[image loading]




After the map has been hosted it's necessary to change from melee to miscellaneous in the map options menu on the right


ingame links (copy-paste in chat):
eu: battlenet:://starcraft/map/2/203968
na: battlenet:://starcraft/map/1/291671

Features:
  • Main and Natural are Island Bases at the start of the game.
  • Bases are connected via extendable bridges
  • Bridges retract and extend if there is any structure on the respective Island. Decals on the ground show which base is triggering which Bridge.
  • When a bridge retracts becouse all structures got killed or lift off the respective base all current units on that bridge get killed.
  • A Gold Base can be reached by breaking down the rocks or via a bridge but which has to be triggered from the cut off gold base.


Recent update:
Xel'Naga Tower triggers bridge to third base
+ Show Spoiler [picture] +
[image loading]


Pictures:
+ Show Spoiler +



Natural
[image loading]

Plateau infront of Natural with Watch Tower
[image loading]

Middle
[image loading]

Gold
[image loading]

Aesthetics
[image loading]

Fatam
Profile Joined June 2012
1986 Posts
September 28 2017 21:31 GMT
#2
Really fun map. I had the almost exact idea before (requiring a building to be built to extend a bridge) but in my idea it would only accept a town hall structure in the exact location (so the bridge either extends if you were expand there, or if the attacker wants to open the bridge he has to invest more than just a throwaway proxy pylon/depot). Maybe this is better though.

That gold base is pretty cheeky.
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
IIEclipseII
Profile Joined February 2016
Germany157 Posts
September 28 2017 21:56 GMT
#3
Thank you Fatam, nice to hear you like it.
Protoss will probably like the map the least, as they don't have any early option to get onto the gold base. Terran can fly over a CC and Zerg can morph a drop Overlord.
The coding was probably the hardest part of the map, especially if you want to avoid inefficent triggers that just trigger every 0.5 seconds to check conditions. I'm using regions and Unit Group variables.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
September 28 2017 22:37 GMT
#4
Do the bridges appear as soon as the building starts being constructed? So could you start a pylon get a probe out and then cancel it?
IIEclipseII
Profile Joined February 2016
Germany157 Posts
Last Edited: 2017-09-28 23:36:12
September 28 2017 23:22 GMT
#5
yes, bridges appear as soon as any structure is build (constructed) on the respective base and disappears if there are no structures
IIEclipseII
Profile Joined February 2016
Germany157 Posts
Last Edited: 2017-09-29 14:41:18
September 29 2017 14:40 GMT
#6
Did some games with a few Masters players and did some changes:

[image loading]
  • wider Gold Base ramp
  • opened up a choke
GreatGatsby3,14
Profile Joined November 2016
Spain1 Post
September 30 2017 11:33 GMT
#7
I have just played it, it's awesome and funny!
"Man muß die Dinge so einfach wie möglich machen. Aber nicht einfacher."
IIEclipseII
Profile Joined February 2016
Germany157 Posts
Last Edited: 2017-10-01 17:30:24
October 01 2017 17:28 GMT
#8
Watched a GM 6000MMR TvZ for some feedback:

Replay

I'm, thinking about...
  • to let the watchtower trigger the natural and third base bridge
  • Add a second bridge to either the third or 4th base. Unfortunately there are only those tight bridges available.
  • Create a custom bridge that is wider
IIEclipseII
Profile Joined February 2016
Germany157 Posts
Last Edited: 2017-10-29 21:26:13
October 29 2017 21:26 GMT
#9
The Xel'Naga Tower now triggers the bridge to the third.

[image loading]

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