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[M] (2) Spartacus

Forum Index > SC2 Maps & Custom Games
Post a Reply
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2019-09-26 18:15:50
September 23 2019 16:53 GMT
#1
(2) Spartacus v1.1
Published as "NRFS Spartacus" on BNet

[image loading]
The sands of Spartacus Outpost have been stained red - the result of vicious and bloody conflict

+ Show Spoiler [previous versions] +
[image loading]v1.0


+ Show Spoiler [aesthetics] +
[image loading]
[image loading]
[image loading]


size: 160x144
main 2 main: 49s
nat to nat: 39s
base count 8 per player

Hey, its been a while since I last published a map. This is a pretty normal map, I think. The center is fairly open, but has several chokes to mitigate that.
This is it... the alpaca lips.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2019-09-23 19:18:04
September 23 2019 19:12 GMT
#2
A 49 seconds rush distance and 160x144 is gigantic. As a result the bases are very spread out which makes defending 4+ bases very difficult. How many creep tumours does it take from the natural to the third?
Invalid99
Profile Joined May 2018
Canada37 Posts
September 23 2019 19:49 GMT
#3
The bases are pretty spread out for a map of this size.
I'm not a fan of how close the center bases are because by the time you're taking down the rocks and have those bases the rocks might as well not exist so the bases are really close together

I would probably remove the rocked ramp and move one of the center bases to the low ground against the edge.

The 4th base looks like it could be a lot closer.
Other than that though i think the map looks quite cool.
I'm unlikely to know what I'm talking about
Namrufus
Profile Blog Joined August 2011
United States396 Posts
September 23 2019 23:04 GMT
#4
@ZigguratOfUr

its two tumors from the natural to the third. + Show Spoiler +
[image loading]


@Invalid99

Is this what you are suggesting + Show Spoiler +
[image loading]
? I might just add the base wholesale into the map without 'moving' it from somewhere else.

I also might do this + Show Spoiler +
[image loading]
to make those central bases safer and less circle-syndromy.
This is it... the alpaca lips.
Namrufus
Profile Blog Joined August 2011
United States396 Posts
September 26 2019 18:14 GMT
#5
Updated map with the changes from my previous post.

+ Show Spoiler [map image] +
[image loading]
This is it... the alpaca lips.
Pklixian
Profile Joined October 2017
Canada81 Posts
September 27 2019 13:02 GMT
#6
2 main concerns:
1. the main has the same textures as the midground, which can be hard for you to quickly recognize what lvl of terrain you are on.
2. dont do small highground pods with a ramp, just... dont.
It poses problems like a tank sitting there that is untouchable by zealots and zerglings and it has a tiny choke leading to it.
Its just better as an overlord pod.
Beyond that bot left/top right looks pretty awkward and could be designed to be better, bases are bit far our for the map's size. And with that is isn't that bad, pretty alright map.
Path into the third could be larger though, and check if the natural wall is the standard 9 tiles (and able to be walled on creep).

Generally chokes look small besides the few 3x ramps (most are 2x) and I advise making them larger, the ones that are already larger than most of the ramps (exlcuding the main ramps) should be made slightly larger.
With the corner likely having a 2x ramp to be it slightly easier to fight into.

Anyways I like the map, not bad at all, just needs some touchups.
TLMC11 5th place finalist, Team TLMC2 3x finalist, aspiring mapmaker with dreams of success.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
September 27 2019 14:57 GMT
#7
On September 27 2019 22:02 Pklixian wrote:
2 main concerns:
1. the main has the same textures as the midground, which can be hard for you to quickly recognize what lvl of terrain you are on.
2. dont do small highground pods with a ramp, just... dont.
It poses problems like a tank sitting there that is untouchable by zealots and zerglings and it has a tiny choke leading to it.
Its just better as an overlord pod.
Beyond that bot left/top right looks pretty awkward and could be designed to be better, bases are bit far our for the map's size. And with that is isn't that bad, pretty alright map.
Path into the third could be larger though, and check if the natural wall is the standard 9 tiles (and able to be walled on creep).

Generally chokes look small besides the few 3x ramps (most are 2x) and I advise making them larger, the ones that are already larger than most of the ramps (exlcuding the main ramps) should be made slightly larger.
With the corner likely having a 2x ramp to be it slightly easier to fight into.

Anyways I like the map, not bad at all, just needs some touchups.


I disagree about the highground pods (and like them quite a bit). This map is big enough (too big to my mind even) that a feature like highground pods doesn't dominate the map especially considering they are placed in a central location and can be entirely avoided by the enemy if necessary. And while the pods provide a lot of safety for the tanks, almost every midgame army will have some way to deal with it.

The feature was fine on Red City (even before the existence of ravagers) apart from people dropping on it to harass your nat, and here that's not a concern.
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
October 02 2019 02:18 GMT
#8
i would like this map a lot if it were shrunk down a little bit - as it stands though, it's just too big
vibeo gane,
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