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[M] (2) Anomaly Found

Forum Index > SC2 Maps & Custom Games
Post a Reply
OmniSkeptic
Profile Joined January 2021
Canada82 Posts
Last Edited: 2024-03-14 21:03:41
March 14 2024 20:58 GMT
#1
---------------------------------------------------
[OS] Anomaly Found

(146x124)
34s Rush Distance
Category: Macro
---------------------------------------------------

[image loading]

Additional Art: + Show Spoiler +
[image loading]
[image loading]


Number of total bases: It's complicated, so let's say ~15.

Features (per side):
1 worker-only-path
1 healing shrine
4 unique third base options (name another map that has this!)
2 (-45%) resource bases
1 (-45%) resource half base
1 (-45%) resource single rich gas base
Many bases are "exposed"
1 acceleration zone

General Description:
There is a Worker Only Path allowing a player to save workers at an otherwise very difficult-to-escape contestable half base (this only works on Patch 5.0.13 or an equivalent balance extension mod).

From the beginning, this map set out to give the player maximum choice when it came to base expansion patterns. Any base layout which wants many possible thirds must have all those bases close to the player's natural so that they are all INDIVIDUALLY safe to take. When taken COLLECTIVELY, unless the map is designed around it, turtling can therefore become strong since you have many close bases. In order to discourage camping, this map's most central base contains 8 750 mineral fields and 2 1200 gas geysers (-45% compared to normal) without adjustment to the income, keeping it a solid option for an anchor location and third, but preventing it from becoming a prolonged point of attention and dependence. These bases have red lights on the geysers and different mineral models as indicators. Other bases are similar, and some feature exposed mineral lines to provide the enemy with extra opportunities to break strong defensive setups

Map Info: "WARNING! [REDACTED] C-37 DETECTED! With 4 unique third-base options the midgame will be more unpredictable than other macro layouts and players will take longer to optimize fun out of the map. Many bases have reduced resource counts or are exposed to prevent turtling. Be careful of the lightning!"
---
Mapmaker's notes: I'm very proud of how this map turned out even if it wasn't the beneficiary of some crucial wisdom I gained afterwards. Part of what makes this map stand out for me is how the design revolved around non-existent or outlawed features that I hoped would one day be added (and that dream was fulfilled as most of them have been or are on the way, allowing this map to "grow" into the vision set for it over time!). During TLMC19, this map scored #1 in the macro category and #4 in the overall contest by judges, and was subsequently voted the #1 winner by voters! That's basically the best a mapmaker can hope for, so I hope to replicate that success with some of the more deviant maps I have in development like Guckton. Thank you to all the people who helped design/ playtest the balance, particularly Acheron and the various other GMs from Bing Bong Exports

Lore Info Description: "Distress call from a Data-C team. They claim to be deep sea extractors lost on Planet 37. Team signature and coordinates are correct. Something is wrong: that planet doesn't have oceans"
Mapmaker from Canada. “Be the change you wish to see in the cushions”.
Agh
Profile Blog Joined July 2010
United States1037 Posts
March 24 2024 09:36 GMT
#2
Too many bases from one anchor point near the third which isn't as open and threatened as the description would lead you to believe and would just result in a bunch of 15+ minute boring games.

I like the layout but it's too many bases with terrain and distances that lend itself to the siege tank.

I think the feel could be kept but it would need some sizable changes.


I know the patch is trying to take some strength from Terran, but maps need to try and embrace this as well.
I may appear to be an emotionless sarcastic pos, but just like an onion when you pull off more and more layers you find the exact same thing everytime and you start crying
OmniSkeptic
Profile Joined January 2021
Canada82 Posts
Last Edited: 2024-03-26 22:35:59
March 26 2024 15:08 GMT
#3
On March 24 2024 18:36 Agh wrote:
Too many bases from one anchor point near the third which isn't as open and threatened as the description would lead you to believe and would just result in a bunch of 15+ minute boring games.

I like the layout but it's too many bases with terrain and distances that lend itself to the siege tank.

I think the feel could be kept but it would need some sizable changes.

I know the patch is trying to take some strength from Terran, but maps need to try and embrace this as well.


Have you played on it? I tend to take criticism on these highly divergent maps with a grain of salt if the criticism is aimed at something "obvious" (the many bases) when the counter-balancing lever is "hidden' (reduced resources), unless the criticism is backed by something empirical. The high ground third mines out prior to 15 minutes, and that's without muling it

In the case of tanks, the only location on the map where they were particularly strong in testing was the highground third. Besides that, the map is actually quite antithetical to tanks simply due to how open the lowground is (once the rocks are opened especially)
Mapmaker from Canada. “Be the change you wish to see in the cushions”.
Agh
Profile Blog Joined July 2010
United States1037 Posts
Last Edited: 2024-03-27 12:05:45
March 27 2024 11:54 GMT
#4
On March 27 2024 00:08 OmniSkeptic wrote:
In the case of tanks, the only location on the map where they were particularly strong in testing was the highground third.


That is exactly the problem since the two bases below (for the 10 spawn) are free after that and the only vulnerability for counter is above on the top path but that is also easily walled and literally right there to defend. (Maybe if allll of that area was shoved further right it would be better off)
Combine with the unexposed and protected main and it's just a snoozefest. (In fairness that's a pvt buff since you the smallest area ever for main drops.)


Don't get me wrong I like the concept and idea, and it's indeed a fun map - just not one suited for ladder, since it has the side effect of artificially extending games.


I think the only real quick fix while maintaining everything else is shoving both naturals to the edge of the map, with minor adjustments to the bases along the edge.

I can mspaint it for you later if you want
I may appear to be an emotionless sarcastic pos, but just like an onion when you pull off more and more layers you find the exact same thing everytime and you start crying
OmniSkeptic
Profile Joined January 2021
Canada82 Posts
March 28 2024 03:05 GMT
#5
On March 27 2024 20:54 Agh wrote:
Show nested quote +
On March 27 2024 00:08 OmniSkeptic wrote:
In the case of tanks, the only location on the map where they were particularly strong in testing was the highground third.

That is exactly the problem since the two bases below (for the 10 spawn) are free

This base? [image loading] That's an awful lot of ground to cover for a base that's supposed to be free in my opinion, especially given there's no great rotation to defend your top bases if you expanded in both directions (up and down). Additionally, it should be noted that the base in the top right of that image only has 55.55% of the normal mineral count and only 26.7% of the normal gas count and it's also very close to your opponent
Mapmaker from Canada. “Be the change you wish to see in the cushions”.
Agh
Profile Blog Joined July 2010
United States1037 Posts
Last Edited: 2024-03-29 12:10:40
March 28 2024 06:17 GMT
#6
+ Show Spoiler +
[image loading]

More referring to that, and it's worth noting that it's more of a TvZ concern if anything.



I just went ahead and made my adjustments and solutions so it's easier to visualize.
+ Show Spoiler +
[image loading]


my red green colorblindness makes it super hard to read but hopefully not an issue for you.


I think any type of touching ramps should be avoided when possible.
Also for the "remove" by the base with the rocks blocking I mean to remove it entirely, not just the rocks.

I know you want to keep the "exposed" nature but if you do adjust the bases make sure that you're able to wall somewhat efficiently to the edge of outer bases to add reasonable counter-play to things like baneling run-bys.

Pushing the natural back will also allow you to adjust terrain to make it a hex or two less for walls, which is the only other annoyance for PvZ and ZvZ specifically.
I may appear to be an emotionless sarcastic pos, but just like an onion when you pull off more and more layers you find the exact same thing everytime and you start crying
OmniSkepticSC
Profile Joined November 2023
20 Posts
Last Edited: 2024-04-07 04:24:20
April 07 2024 04:22 GMT
#7
On March 28 2024 15:17 Agh wrote:
[spoiler]I just went ahead and made my adjustments and solutions so it's easier to visualize.
+ Show Spoiler +
[image loading]



Why the avoidance of touching ramps?

My concerns/questions/responses:

[image loading]

Some of them I understand the logic like the line fourth being closer to the corner, the triangular fifth being further out, the overconcentration of power in TvZ on those two ramps, but I don't understand others like moving the nat, line third, or the center paths

I'm really unhappy with the base with the rocks on it but I really didn't know what to do with that area. Felt too monotonous but also like I could never find the space to fit in an elevation change. It has been serving as a temporary safe haven for TvZ attacks since there's very little way to stop the lings from just following your medivacs once you pick up in that area of the map (meaning it's better to try and run your units away if possible)
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