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[M] (2) Risen Memory

Forum Index > SC2 Maps & Custom Games
Post a Reply
Pklixian
Profile Joined October 2017
Canada81 Posts
Last Edited: 2019-08-09 21:34:33
August 09 2019 21:26 GMT
#1
Risen Memory [PLX]
2 player melee map
[image loading]


Size: 144x136
Spawns: Top left/bot right
Uploaded to all sc2 servers as Risen Memory [PLX]

__________________________________________________________________________________________________

Risen Memory is a fairly standard map with a more unique design, with a flat natural choke that uses a 4x4 rock to help in walling, this map provides 2 options for thirds. The triangle third which has the same size choke as the natural without the rock, and a forward third thats more open.

With fourth bases being 'far' the map might grow difficult to maintains more than 3 bases without control, though the forward third is able to be defended well from the natural high ground, and despite being open the fastest route to it is blocked by rocks.

As time moves on control over middle will become ever more important if you wish to secure the forward bases resting on it's sides, or wish to keep the other player at bay from easily pushing into your more vulnerable bases.
With 6-7 bases per player (including the natural) games should last rather long if you do not emerge victorious swiftly.

__________________________________________________________________________________________________
TLMC11 5th place finalist, Team TLMC2 3x finalist, aspiring mapmaker with dreams of success.
monitor
Profile Blog Joined June 2010
United States2404 Posts
August 09 2019 22:17 GMT
#2
It looks to me like the nat2nat distance is a little bit short, considering the wide width of the ramps outside nat for the defender to control highground, and the even shorter distance once a set of rocks is broken. With this type of main/nat setup, a map that was taller vertically (instead of longer horizontally) would probably be more fitting in general to increase the distances.

Is the main too small? I am not completely up to date on what the size needs to be, but it looks smaller than any of the maps in the current GSL/ladder/ASUS ROG/etc. pools.

Cool flow between the defensive third and fourth bases.

12 and 6 o'clock bases feel like the ramps could be wider, considering that this path is a "major" attack path in lategame. 3x ramps feel like they may be too constricting. Maybe a 4x ramp with a 4x4 rock to be opened up late game? Or perhaps deleting the half base and adding rocks to that wall so it can be broken down in the late game?
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Pklixian
Profile Joined October 2017
Canada81 Posts
Last Edited: 2019-08-10 03:20:42
August 10 2019 03:19 GMT
#3
On August 10 2019 07:17 monitor wrote:
It looks to me like the nat2nat distance is a little bit short, considering the wide width of the ramps outside nat for the defender to control highground, and the even shorter distance once a set of rocks is broken. With this type of main/nat setup, a map that was taller vertically (instead of longer horizontally) would probably be more fitting in general to increase the distances.

Is the main too small? I am not completely up to date on what the size needs to be, but it looks smaller than any of the maps in the current GSL/ladder/ASUS ROG/etc. pools.

Cool flow between the defensive third and fourth bases.

12 and 6 o'clock bases feel like the ramps could be wider, considering that this path is a "major" attack path in lategame. 3x ramps feel like they may be too constricting. Maybe a 4x ramp with a 4x4 rock to be opened up late game? Or perhaps deleting the half base and adding rocks to that wall so it can be broken down in the late game?


I can look into the nat2nat rush distance when I have the time available, though having it being more vertical than horz would work better, I wanted the result I have. Regarding the half base, yeah the ramp nearby it could be turned to a 4x with a debris on it. 3x is restricting but it isnt bad for lategame, and its my standard ramp for all bases.
I make exceptions for paths that need a larger ramp to engage a area, but I do plan on having the highground base easier to defend. It depends, I personally think what I got is a even mix. Middle ramps could use more choking, though the rush distance shouldn't be that long.

Deleting the half base is not a bad idea, not fully keen on removing/keeping it really.
As I cannot predict if it will be used or wont be used. Since its a more vespene focussed base it will be useful in the lategame, with the continuous battle for middle since it drives most of the attack paths.

Will keep what you said in mind though, I can easily make room for a 4x4 ramp with debris on it to temp choke it.
And keep the half base with that.
Also the main shouldn't be that small, roughly standard size if you look at Avex's latest map clear waters/some current ladder maps. 1.5-2 tumors covers most of it.
TLMC11 5th place finalist, Team TLMC2 3x finalist, aspiring mapmaker with dreams of success.
monitor
Profile Blog Joined June 2010
United States2404 Posts
August 10 2019 23:52 GMT
#4
Is there a place I can see Clear Water? Couldn't find it when I did a TL/Google search. Perhaps I am out of the loop!
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Pklixian
Profile Joined October 2017
Canada81 Posts
August 11 2019 16:44 GMT
#5
On August 11 2019 08:52 monitor wrote:
Is there a place I can see Clear Water? Couldn't find it when I did a TL/Google search. Perhaps I am out of the loop!


What do you mean by clear water, if you mean more transparent water.
you can modify the settings of all available water types to make them different colors/more transparent.
besides that, I do not know.
TLMC11 5th place finalist, Team TLMC2 3x finalist, aspiring mapmaker with dreams of success.
monitor
Profile Blog Joined June 2010
United States2404 Posts
August 11 2019 20:01 GMT
#6
On August 12 2019 01:44 Pklixian wrote:
Show nested quote +
On August 11 2019 08:52 monitor wrote:
Is there a place I can see Clear Water? Couldn't find it when I did a TL/Google search. Perhaps I am out of the loop!


What do you mean by clear water, if you mean more transparent water.
you can modify the settings of all available water types to make them different colors/more transparent.
besides that, I do not know.


Oh I meant the map by Avex that you referenced as having a similar main size to yours. I thought you were saying that it was called Clear Waters, and I couldn't find it.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Antares777
Profile Joined June 2010
United States1971 Posts
August 12 2019 02:09 GMT
#7
I like the use of rocks around the center, but I think the center itself is otherwise uninteresting and presents a straightforward path between naturals. I think you might want to push the ramps with rocks on them away from the ramps next to them without the rocks. This would make the rocks a little more significant since the different in attack path would be greater, and enlarge the center/change its boundaries. Maybe then you could fit another obstruction or enlarge the one already there so that moving through the center has more risk?
Pklixian
Profile Joined October 2017
Canada81 Posts
August 12 2019 11:38 GMT
#8
On August 12 2019 05:01 monitor wrote:
Show nested quote +
On August 12 2019 01:44 Pklixian wrote:
On August 11 2019 08:52 monitor wrote:
Is there a place I can see Clear Water? Couldn't find it when I did a TL/Google search. Perhaps I am out of the loop!


What do you mean by clear water, if you mean more transparent water.
you can modify the settings of all available water types to make them different colors/more transparent.
besides that, I do not know.


Oh I meant the map by Avex that you referenced as having a similar main size to yours. I thought you were saying that it was called Clear Waters, and I couldn't find it.


oh sorry, I got mistaken. You should be able to find it ingame by searching (Avex -) and going to the very bottom.
My memory isnt the best when it comes to names :l
TLMC11 5th place finalist, Team TLMC2 3x finalist, aspiring mapmaker with dreams of success.
Pklixian
Profile Joined October 2017
Canada81 Posts
August 12 2019 11:42 GMT
#9
On August 12 2019 11:09 Antares777 wrote:
I like the use of rocks around the center, but I think the center itself is otherwise uninteresting and presents a straightforward path between naturals. I think you might want to push the ramps with rocks on them away from the ramps next to them without the rocks. This would make the rocks a little more significant since the different in attack path would be greater, and enlarge the center/change its boundaries. Maybe then you could fit another obstruction or enlarge the one already there so that moving through the center has more risk?


Maybe,
looking at it moving the rock ramp a bit more to the right wont hurt.
Moving the ramp means I'll be moving the ramp leading to the half base, and removing the half base.
which isn't a problem, I can see why middle is not that uninteresting. I plan on making it more risky early game via choking it more, at least the path between naturals. But the middle currently stands for what I need for mid-late game. When you're trying to secure the later bases. Since you can use it to cut off paths if needed.

More risk does sound good though, and this map needs some more of that to make the forward third in example slightly more safe.
TLMC11 5th place finalist, Team TLMC2 3x finalist, aspiring mapmaker with dreams of success.
mythikdawn
Profile Joined July 2019
United States25 Posts
September 01 2019 19:36 GMT
#10
Looks a little vulnerable to Terran drops, especially in ZvT, with the natural minerals placed against the main base cliff. Other than that, I like the layout, especially the linear expansion path into the center - haven't seen that in quite some time!
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