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[M] (2) Zardoz

Forum Index > SC2 Maps & Custom Games
Post a Reply
fluidrone
Profile Blog Joined January 2015
France1478 Posts
Last Edited: 2018-07-05 14:36:36
June 27 2018 19:59 GMT
#1
Hi, this is my map zardoz (2 players 1v1 melee) map was made using rotational and then reflective symmetry. i suppose this is my version of a "closer by air than by ground" map!

[image loading]

+ Show Spoiler [old data pictures] +

Player start positions
[image loading]

Half map zoom
[image loading]

more zoom
[image loading]

Main:
[image loading]
Main specs:
[image loading]


Map specs:+ Show Spoiler +


- map size 256/256

- main to main distances + Show Spoiler [visual] +
[image loading]


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
) and you have quickly to go to a higher ground part of the "main' to build more, this higher part of the main has many exits but the "shortest way to the opponent is blocked by 2 sets of normal destructible rocks

- 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


[image loading]

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
<3

[image loading]
"not enough rights"
SwedenTheKid
Profile Joined July 2014
567 Posts
June 28 2018 04:06 GMT
#2
can you provide overviews without the textures?

also, you can just go into the data editor and change the pallet you are using and add grass. idk what you mean.

Casual Mapmaker
fluidrone
Profile Blog Joined January 2015
France1478 Posts
June 28 2018 06:51 GMT
#3
tlmc rules says "no custom textures"
"not enough rights"
SwedenTheKid
Profile Joined July 2014
567 Posts
June 28 2018 08:18 GMT
#4
I understand not wanting weird texture fusions, but you can't even add grass to a snow map?
Casual Mapmaker
fluidrone
Profile Blog Joined January 2015
France1478 Posts
Last Edited: 2018-06-28 10:22:07
June 28 2018 10:19 GMT
#5
i don't know more than you

oups almost forgot,
anyone wishing help to "do" "finish" .. her/his map may ask me for help
it will be my pleasure to help if i can.
<3 mapmaking hype
"not enough rights"
Solstice245
Profile Joined September 2015
United States145 Posts
June 28 2018 13:39 GMT
#6
@fluidrone It's fine to change terrain specific related data, just as long as you aren't importing custom assets.
Avexyli
Profile Blog Joined April 2014
United States694 Posts
June 28 2018 20:53 GMT
#7
Custom textures means you can't import anything, you can still mess with Terrain Types and Terrain Textures in Data.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
fluidrone
Profile Blog Joined January 2015
France1478 Posts
Last Edited: 2018-06-29 21:47:40
June 29 2018 00:31 GMT
#8
thank you <3
will do
Edit: added green outline to "help" "readability"
(ergo mess up any gamer's uber ability to decypher it easily )
the idea is to make the gamer terrified, nothing less
"not enough rights"
Aunvilgodess
Profile Joined May 2016
954 Posts
June 30 2018 10:56 GMT
#9
looks extremely cool, although I am not sold on the visuals tbh. I think Blizzard at least really won't like it because you look at the overview and just think "what?"
fluidrone
Profile Blog Joined January 2015
France1478 Posts
Last Edited: 2018-06-30 12:21:29
June 30 2018 11:24 GMT
#10
<3 admittedly i'm just getting into the graphics, .. testing coloring patterns etc

i'm still asking myself if "selling out" by making the main less crazy weird would get the map to the "voting process" of tlmc?

Full transparency, while i am doing them, my maps are not meant to please people that will be encountering them in the future, i guess that is my credo?
What happens after is always the same.. i let go

Some day the community of map makers will happen, and mapmakers will play the "trade around the clock" their maps with other mapmakers
and we will get an awesome map pool from this participation/fusion of talents.

if i can be a stepping stone, that's all i wish for <3

You really feel i can fix it and come back from such crazy? [insert surprise twit ch emote]
mmm? for once i might even have time to try...
Perhaps a better way would be to offer any mapmaker to get the map and do something with it
download map and hf
"not enough rights"
fluidrone
Profile Blog Joined January 2015
France1478 Posts
July 03 2018 22:02 GMT
#11
[image loading]
So did i fix the crazy a little?

i think i'm going to make an arrow themed map : + Show Spoiler +

"this way to opponent's base"
"not enough rights"
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