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[M] (4) Bloodlands

Forum Index > SC2 Maps & Custom Games
Post a Reply
Pklixian
Profile Joined October 2017
Canada81 Posts
September 12 2019 21:31 GMT
#1
Bloodlands [PLX]
4p 1v1 melee map
[image loading]

Size: 156x156
Spawns: Top right/left Bot left/right (cross & close spawns enabled)
Uploaded to all sc2 servers as Bloodlands [PLX]
16 total bases: 14 to split between players.


___________________________________________________________________________________________________

Bloodlands is a whirlwind-esk 4p 1v1 map, designed with both thirds being somewhat safe (low ground third having the main paths into it blocked/choked and inline third having its choke slightly smaller due to a rock.)

The map aims for a defensive early game or an aggressive one.
Depending on which spawns become possible.
With middle being designed to flank and engage the watch tower paths rotate easily into each other. And all debris serve as a mean to choke/protect you in the early game.

___________________________________________________________________________________________________
TLMC11 5th place finalist, Team TLMC2 3x finalist, aspiring mapmaker with dreams of success.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
September 14 2019 06:11 GMT
#2
The way the low ground third is positioned relative to the natural ramp makes it really uncomfortable to defend both. So the linear third feels like the much better third of the two, and this difference makes the spawn imbalance pretty big I think. For example in close spawns ZvT it ends up being a lot better for zerg to be counterclockwise of the terran than clockwise and expanding towards the terran.

As for the middle having only one way into it for each spawn makes it really annoying to circumvent armies. If you're cross spawns and the opponent gets to the small chokes with the rocks, you're essentially just pinned with no way to surround. Maybe it would be fine to open up more paths into the middle by replacing the long diagonal rocks with a pair of regular rocks? But that could make the low ground third more vulnerable, so I'm not sure.

Also there's siege tanks left over on the map.

Pklixian
Profile Joined October 2017
Canada81 Posts
September 14 2019 11:38 GMT
#3
On September 14 2019 15:11 ZigguratOfUr wrote:
The way the low ground third is positioned relative to the natural ramp makes it really uncomfortable to defend both. So the linear third feels like the much better third of the two, and this difference makes the spawn imbalance pretty big I think. For example in close spawns ZvT it ends up being a lot better for zerg to be counterclockwise of the terran than clockwise and expanding towards the terran.

As for the middle having only one way into it for each spawn makes it really annoying to circumvent armies. If you're cross spawns and the opponent gets to the small chokes with the rocks, you're essentially just pinned with no way to surround. Maybe it would be fine to open up more paths into the middle by replacing the long diagonal rocks with a pair of regular rocks? But that could make the low ground third more vulnerable, so I'm not sure.

Also there's siege tanks left over on the map.



Yeah I can see that, IDK what I could do for the lowground third without making it closer, the long rocks can be changed easily. And goddamn it, siegetanks just appear randomly on all of my maps.

Going onto the imbalance, that is a concern sadly, I can likely make the choke leading from the highground more choked but that could create a tank spot if I dont move the lowground third closer to the nat. And if I make it closer I have to reduce the playable space so there isnt this gigantic area not used for something.

The lowground third would become more vulnerable because of such if I change the long rocks.
But with that I can easily make the choke the army would stand at just as open as possible.
Which would help engage the army, but surrounding it would still be overly difficult. So if a zerg is being pinned by an army surrounding it in that choke is impossible. since its a long distance to get around the army.

so /shrug I can think of something
TLMC11 5th place finalist, Team TLMC2 3x finalist, aspiring mapmaker with dreams of success.
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