+ Show Spoiler [old data pictures] +
Player start positions
Half map zoom
more zoom
Main:
Main specs:
Map specs:+ Show Spoiler +
- map size 256/256
- main to main distances + Show Spoiler [visual] +
start spawn to opponent's by ground blocked at the start (worker): 140 seconds
start spawn to opponent's by ground once both set of rocks are down (worker): 30 seconds
start spawn to opponent's by air (phoenix): 15 seconds
- mineral node & geysers amounts/formations are taken from lost temple
(this except the 2 "bases" where the mineral nodes are blocking a ramp for each player leading in their respective "main" base (i would have liked to set them to something like 9 mineral in each node (3 trips per node from a worker to open the path) but it seems to be against the rules, or not elaborated on within said rules ..?))
.. those mineral nodes are (obviously) "vertically" placed following the ramp.
- the map is full of line of sight blockers* that don't really pop out in the overview, sorry
- the main base (start) is very small (+ Show Spoiler +
but it allows space to defend against air in later stages of the game if you allow for it
- the exits (from the main) are all non standard:
destructible rocks block temporarily the quickest route,
a line of minerals opens up a new path into the main,
the open path is unconventionally large and at 30+ seconds of the starting spawn/base, going directly opposite of the opponent's base heading/direction
- mains are 360 drop-able
- there are a few xelnaga towers all over the map, some in a huge lower open continent
(admittedly made to favor player making secret bases all through the game).
Map cries out for opponents to
- hide proxies near the opponent's base to all in early
- hide bases in the lower part of the map which is huge, during mid/late game
- go massively all in for an air straight for the kill strategy
All in all.. widely unconventional for ladder and for team liquid
hope that does not disqualify the ideas present in the map ...
#plant and see grow
Disclaimers: + Show Spoiler +
- only doodads present on the map right now are losb*
- this is a wip until i send it for tlmc, i guess?
<3 my job
Map is uploaded on sc2 and i will be working on it in the upcoming week(s)
tlmc hype <3
Edit tldr: gamer's worst nightmare map, no one will ever do anything but cry if they have to play it and they won't have to, seeing how utterly conservatively apathetic the map making meta is right now
download map and hf
really thanks guys for clearing up my/the tlmc textures verbiage mix up motivating me to color <3 my map so that it can truly become a baskerville award winning map
How to make one of those?+ Show Spoiler [simple] +
For every aspect of doing this map, be it melee or arcade, 1v1 or 1v1v1v1v1v1v1v1v1v1 ..
always ask yourself:
What would push this aspect further?
Should it be changed? or is it already its best incarnation?
(general map concept)
in this case, a 1v1 "concept" map
(inferred issues from general concept)
- huge map, scouting will be the hardest part to play in the map
- unsound main layout makes extra actions required to expand your base (so as to compensate for the layouts leading to the opponent)
- main to main via air time/distance is too short, this makes building defenses (units and buildings) compulsory in the main
- main to main via ground time (at the start) is too long,
the attempt is to compensate it by the rather low distance/time from main to main once the rocks are down (bringing a real change if they are brought down) and lower second half of the map being "very remote"
- too many visuals on textures not helping the readability of the terrain and the layout perfect the illusion of being on zardoz
- too many exits to the fake main make it a high micro archon toilet trap
- too many resources available around makes it too rock paper scissors
- * mineral wall would work if the count was very low (9) (that would make the base concerned a gas only base and open the wall that much more efficiently/early, obviously)
- too many things you weird man (i know )
(base layout)
impossible
(tactics prevented)
normal
(tactics favored)
all all ins
(terrain level issues)
favoring disorientation
(features)
only doodads present are line of sight blockers
floor textures are meant to disorient
air distance, general layout is meant to favor discovery
scouting hype
..
may the best gamer win