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[M](2) Lava Conflict

Forum Index > SC2 Maps & Custom Games
Post a Reply
Mentsan
Profile Joined April 2019
6 Posts
Last Edited: 2019-04-02 05:16:40
April 01 2019 03:53 GMT
#1
  • LAVA CONFLICT
  • Map Info
    + Show Spoiler +
    Players: 2
    Bases: 14
    Map Size: 142x136
    Main to main: 45s
    Server: NA
    - Lava conflict has 3 easy to take bases and a wide open forth on the low ground.
    There are two attack paths comming from the midle and other two from the flanks. The midle of the map is choked so the high ground on the sides may be favorable for big armies.


    [image loading]

  • Close-ups
    + Show Spoiler +
    [image loading]
    [image loading]
    [image loading]


  • Changelog
    + Show Spoiler +
    1.1 : Fixed some cliffs
    Texture Work
    1.2 : Added some doodads
    Texture Work
    1.3: Reworked midle of the map
    Reworked 4th base and midle base
    Reworked texture
    1.4: Added more area to main bases
    Moved minerals at main base
    Closed gap on the cliff at the midle base
    Texture Work and doodads


  • Map Time-Lapse
    + Show Spoiler +

    1.2[image loading]
    1.3[image loading]
    1.4[image loading]

- This is my first map being published here on TL. Feedback is welcome!
- Thank you to King Corwin for helping me out.

KingCorwin
Profile Joined February 2013
United States134 Posts
April 01 2019 04:44 GMT
#2
You've definitely come a long way from your first maps, this one is looking great and I look forward to playing some games on it with you in the future!
Corwin#12780
Legan
Profile Joined June 2017
Finland402 Posts
Last Edited: 2019-04-01 17:22:03
April 01 2019 17:01 GMT
#3
I see quite many issues with this map. Firstly the middle grounds on sides only have two ramps. Thus greatly separating area from other map. Also this causes bases on this middle ground to have only one direction where attack can come. Secondly map is really tight and choked especially at middle of the map. Also these chokes are long and really corridor like, and limit manoeuvrability. Thirdly there is lot of dead space. Especially two big lava lakes at bottom left and top right corners are too big.

More specific issues:
  • Arm from main to the third is dangerous because of drops. For reaper path it's okay to be closer to the ramp.
  • Natural isn't wall-able by zerg with only creep from hatchery?
  • Natural seem to have many good cannon rush spots behind the mineral line, but bit hard to tell because of angled view. There should be 3 squares behind mineral lines to prevent cannon and liberator spots.
  • One of the natural's geyser can be sieged form base at 3/9 o'clock? This would not be as bad if the 3/9 base was not so far away and hard to get to.
  • Both geysers in third and horizontal fourth base are siegeable. Thus limiting gas income to 3-4 gases when pushed. Middle ramp is quite wide so it should be clearable for third but fourth is worse on that regard.
  • The forward base is probably too easy to be sieged from other side of wall and there is two long chokes making clearing the siege really hard. Thus, this base will probably not see any use unless you are already winning hard.
  • Bases at 3/9 and 6/12 o'clock have path behind two geysers. If attacker gets behind the geysers it will be really hard to clear because the geysers obstruct movement and prevent good concave from the defender.
  • Low ground and middle grounds on sides have same texturing making it harder to players to instantly tell where they are. It is better to have distinct texturing for each ground level. For main I think this is not so bad because you usually have many buildings there.
  • There seem to be many high doodads that could hide flying units.


I have not seen this map on the Mapper's Circle's discord that gives actively feedback to any WIP maps. So, if you haven't joined the server yet, you should.
Creator of Gresvan, Tropical Sacrifice, Taitalika, and Golden Forge
Mentsan
Profile Joined April 2019
6 Posts
Last Edited: 2019-04-01 20:14:48
April 01 2019 17:27 GMT
#4
Legan, thank you very much for your feedback. I'll certanly join WIP discord.
Here's the patch note
+ Show Spoiler +
  • Arm from main to the third is dangerous because of drops. For reaper path it's okay to be closer to the ramp.

    I want an alternative path for the reaper that's easialy blockable off with 2 buildings.

  • Natural isn't wall-able by zerg with only creep from hatchery?
    No, natural isn't blockable with only hatchery creep, 1 creep tumor will do the work tho.

  • Natural seem to have many good cannon rush spots behind the mineral line, but bit hard to tell because of angled view. There should be 3 squares behind mineral lines to prevent cannon and liberator spots.

    There isn't. There is planty of space behind mineral lines in all bases.

  • One of the natural's geyser can be sieged form base at 3/9 o'clock? This would not be as bad if the 3/9 base was not so far away and hard to get to.
    Fixed, now 3/9 is nearer and on the low ground.

  • Both geysers in third and horizontal fourth base are siegeable. Thus limiting gas income to 3-4 gases when pushed. Middle ramp is quite wide so it should be clearable for third but fourth is worse on that regard.
    Changed fourth base geysers and mineral positions. About the third I'd like to keep it the way it is.

  • The forward base is probably too easy to be sieged from other side of wall and there is two long chokes making clearing the siege really hard. Thus, this base will probably not see any use unless you are already winning hard.
    Fixed. Now forward base is on high ground and there is some lava to make sieging from the midle harder.

  • Bases at 3/9 and 6/12 o'clock have path behind two geysers. If attacker gets behind the geysers it will be really hard to clear because the geysers obstruct movement and prevent good concave from the defender.
    Since I moved these bases minerals, they are not a problem anymore.

  • Low ground and middle grounds on sides have same texturing making it harder to players to instantly tell where they are. It is better to have distinct texturing for each ground level. For main I think this is not so bad because you usually have many buildings there.
    I gave a better texture work so the distinction is easier.

  • There seem to be many high doodads that could hide flying units.
    Removed all of high doodads in the playable area.
Alkapaha
Profile Joined April 2019
2 Posts
April 03 2019 23:07 GMT
#5
NIIIICE! Keep up the good work man!!! Looking forward for your future works
blunderfulguy
Profile Blog Joined April 2016
United States1415 Posts
April 04 2019 00:37 GMT
#6
This map's aesthetics are right up my alley. I've also used to do the thing going on in the upper right/bottom left all the time! Thumbs up from me.
Blunder Man doing everything thing a blunder can.
Invalid99
Profile Joined May 2018
Canada37 Posts
Last Edited: 2019-04-05 00:21:43
April 05 2019 00:15 GMT
#7
Edit: oh wait he mentioned that too and I skimmed over it nvm.

What will mention though is that there really isn't any reason not to have a natural that's wallable from hatch creep, it's not as big a deal on larger macro maps but not having it is really only a point against it, because it eliminates zerg the option to build a wall early on to defend their natural.
I'm unlikely to know what I'm talking about
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