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Forum Index > SC2 Maps & Custom Games
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themusic246
Profile Joined December 2012
United States214 Posts
Last Edited: 2018-04-02 20:46:18
December 17 2017 00:11 GMT
#1
[image loading]

Playable size: 140x156
Spawns: Top right, bottom left
Main to main: 46 sec

This map is dedicated to Fatam and his love for autotuned cyberpunk. Dressed up with red vs. blue retro arcade game ambiance. Pocket natural and xel'nagas watching perimeters.

[image loading]

Terrain Stuff: + Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]

1st place Blizzard arcade RTC contest. 2x 1st place 1v1 Team Liquid Map Contest (30 total ladder map contest finalists). Developer of Zealot Hockey, Star Party, Monobattle Map Rotation and other stuff
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
Last Edited: 2017-12-17 01:35:32
December 17 2017 01:35 GMT
#2
9/10 good map, only comment I have is that it doesn't really do anything new but it's just very well executed.
"Not you."
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2017-12-17 03:25:12
December 17 2017 02:33 GMT
#3
Oh this looks very pretty, gj

Some issues just looking at it quick:

  • Mineral Lines (some geysers look inefficient)
  • Main base 1x sized ramp lack the unbuildable plates
  • Tank/Lib status?
  • Map probably suffers near the same issues pre-Changes Blackpink had, I havent played, nor opened it in the editor yet so can't be sure, but you might need to open some of the highground areas around in order to avoid Tank/Lib/Mine/Marine pushes being too strong.
  • What's the raw distance between the "Open" natural and the Main? (Raw distance from townhall to townhall, it seems rather long [Those distances are important for ZvZ defense {The shorter, the better}])
  • I think the center choke/bridge would benefit from having LoS blockers (You could also do this)
  • Any particular reason why you went in favor of the natural vespene geysers instead of platform ones?
  • Btw the style you used it really reminds me of TimeTwister maps, he really enjoyed making maps with the BW square cliffing.
  • Map would probably benefit from having couple extra overlord highground pods scattered around the map (https://i.imgur.com/kDyUBuB.png)
  • This Geyser
  • This base
  • 0101100101101111011101010010000001100011011011110111010101101100011001000010000001110101011100110110010100100000011101000110100001100101001000000110001101101000011000010110111001100011011001010010000001100001011011100110010000100000011101010111001101100101001000000111010001101000011001010010000001100010011010010110111001100001011100100111100100100000011011110110111000100000011101000110100001100101001000000111001001100001011011010111000001110011001000000111010001101111001000000110000101100100011001000010000001100101011000010111001101110100011001010111001000100000011001010110011101100111011100110010000001110100011011110010000001110100011010000110010100100000011011010110000101110000


Those are some quick things tho, most important of it all, I think is the highground spacing, but that's also the hardest one to nail down.. Use this: https://i.imgur.com/PNwBq2D.jpg
As you can see, it isnt earth shattering changes, but try to make things in the highground more open than they are atm.

But yeah, nice play on the Hyperlink/Phantasm/Digital Frontier meme gl

Edit Also this
  • https://i.imgur.com/14Xm6py.png


I forgot to say that overall the map is very solid, tho regarding the backbase maybe make it a half base? Not sure, it would disturb what you have built already, and even when the playerbase and pro-player population atm is on the downturn regarding their love of "macro maps" I still think that this one is probably as good as they come as it stands.
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
themusic246
Profile Joined December 2012
United States214 Posts
Last Edited: 2017-12-17 04:47:40
December 17 2017 04:44 GMT
#4
@Uvantak - pretty much all spot on. Thanks a lot for dumping those all in one list you're awesome.

Anyone have suggestions for some binary wording/lettering on the ramps? Was actually going to do that at the start but couldn't think of anything cool enough to warrant putting it in... other than like "gg" or "gl" which is meh
1st place Blizzard arcade RTC contest. 2x 1st place 1v1 Team Liquid Map Contest (30 total ladder map contest finalists). Developer of Zealot Hockey, Star Party, Monobattle Map Rotation and other stuff
Fatam
Profile Joined June 2012
1986 Posts
December 17 2017 06:01 GMT
#5
yeah was gonna hit on the minerals/geysers but ktv beat me to it

map is pretty solid

rather than the probably-too-easy 4 base setup that is here currently, I would suggest these changes

[image loading]

the only un-obvious change here that I should mention is I moved the main mineral line closer to the main ramp.
The red circle is just a possible tank spot that you might look at, idk if it's really a problem though
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
themusic246
Profile Joined December 2012
United States214 Posts
Last Edited: 2017-12-18 15:32:54
December 18 2017 15:32 GMT
#6
Hmm, definitely less macroey but that change could be good if macro maps are are not in season. 14 blue bases on a map that size feels slightly scarce though.. maybe. I guess the first few bases would still be spaced well enough for it.

That tank spot you guys mentioned could in fact be problematic (hits gas and 1 patch), "tanks" for pointing that out.
1st place Blizzard arcade RTC contest. 2x 1st place 1v1 Team Liquid Map Contest (30 total ladder map contest finalists). Developer of Zealot Hockey, Star Party, Monobattle Map Rotation and other stuff
themusic246
Profile Joined December 2012
United States214 Posts
December 19 2017 22:33 GMT
#7
Updated OP with changes:
--------------
1. Unbuildable plates at 1x ramp
2. Tank mineral siege issue at open nat
3. Main closer to open nat (1 creep tumor full connection)
4. LOS blockers @ mid choke
5. Fixed mineral/geyser placement
6. Created a couple more oviepods
7. Widened some of the highground area where possible
8. Fixed misc cosmetic fails

Here's previous ver: + Show Spoiler +
[image loading]


Only other suggestion was to change the full pocket natural. Haven't really had success with that. I tried Fatam's suggestion but it leaves an awkard dead area to the right of that base and a weird distance between it and the base in the bottom right. May just leave it like this unless anyone else has ideas. Thank you!
1st place Blizzard arcade RTC contest. 2x 1st place 1v1 Team Liquid Map Contest (30 total ladder map contest finalists). Developer of Zealot Hockey, Star Party, Monobattle Map Rotation and other stuff
thefrol
Profile Joined July 2012
Russian Federation30 Posts
December 20 2017 07:48 GMT
#8
Map looks wonderful. I hope it could get to the ladder
Fatam
Profile Joined June 2012
1986 Posts
December 20 2017 09:16 GMT
#9
i missed the dedication in the OP the first time I looked at this thread, savage !
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
themusic246
Profile Joined December 2012
United States214 Posts
December 20 2017 15:50 GMT
#10
On December 20 2017 18:16 Fatam wrote:
i missed the dedication in the OP the first time I looked at this thread, savage !


Gottem
1st place Blizzard arcade RTC contest. 2x 1st place 1v1 Team Liquid Map Contest (30 total ladder map contest finalists). Developer of Zealot Hockey, Star Party, Monobattle Map Rotation and other stuff
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
December 20 2017 19:26 GMT
#11
epoThink:
Hope that this isnt on the uploaded version of the map
epoThink:

[image loading]

Also, other thing that I forgot to mention before (sorry), you might want to add a oviepod around this area, a small overlord pod, just in order so Z's can aim their ovies there, and not having them die when the T sends out marines to kill overlords in the very early game.

[image loading]

Meanwhile on the dotted line you might want to make it passable terrain in order to make that area slightly more open compensating for the new oviepod at the top.


Other final thing, make sure that there are no 2pylon cannon rushes + Show Spoiler [here] +
[image loading]
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
themusic246
Profile Joined December 2012
United States214 Posts
December 20 2017 20:32 GMT
#12
Haha oops. Yea blue side starts with 15 probes on this map balanced by their inconvenient spawn location.

Good points though, easy add.
1st place Blizzard arcade RTC contest. 2x 1st place 1v1 Team Liquid Map Contest (30 total ladder map contest finalists). Developer of Zealot Hockey, Star Party, Monobattle Map Rotation and other stuff
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
December 22 2017 08:40 GMT
#13
a little too macro heavy for my taste, but i absolutely love the theme and decoration.
vibeo gane,
RQM
Profile Blog Joined May 2016
Korea (South)104 Posts
December 23 2017 04:47 GMT
#14
Cyberpunk is in fashion! I love how you used force field doodads in different sizes. Reminds me of good old pixelated games with low bits. Layout is solid too.
algue
Profile Joined July 2011
France1436 Posts
December 26 2017 11:59 GMT
#15
pocket naturals are so 2016

Really like that you blocked the most obvious path from nat to nat with rocks !
rly ?
KingCorwin
Profile Joined February 2013
United States134 Posts
February 26 2018 05:21 GMT
#16
corwin was here. nice map doe. lets 1v1 on it sometime
Corwin#12780
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