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Yosemite (Map Critique)

Forum Index > SC2 General
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pandamanana
Profile Joined April 2010
37 Posts
Last Edited: 2010-04-28 21:24:22
April 24 2010 00:56 GMT
#1
[Updated]
This is obviously a work in progress, but I'd like to hear what you guys think about what I've got so far for my first Starcraft 2 melee map.
[Overview]
+ Show Spoiler +
[image loading]

[Closeups]
High Yield + Show Spoiler +
[image loading]


Description
+ Show Spoiler +
The Raynor Raiders have recently come across the abandoned mining colony of Yosemite. Unfortunately, the desert moon is far from deserted. The Zerg have taken up refuge within the twisting mining tunnels and the Protoss have been tracking Raynor for sometime. The three armies clash over control of the mineral and vespene rich landscape.


I appreciate constructive criticism and would gladly accept suggestions.
master of wood, water and hill
SarcasticOne
Profile Joined March 2010
Australia213 Posts
April 24 2010 00:58 GMT
#2
looks like a damn near impossible to hold nat....
and will favour terran floating a CC over to high yield...
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
Last Edited: 2010-04-24 01:01:45
April 24 2010 00:59 GMT
#3
Mains are topleft/bottomright? How big is the map? It doesn't look big enough for the no ramp/choke concept to work, otherwise early zergling floods is all you're going to see in ZvX.

Edit: Oh, right. constructive criticisms. Uhm, if the map is as small as it looks like it is, you're going to want to add a ramp or some other kind of choke into the main. Even then, that's going to encourage a lot of players of all races to stay on 1 base for a really long time since the naturals are so open.
Bring back 2v2s!
Punk
Profile Joined April 2010
United States35 Posts
April 24 2010 01:00 GMT
#4
Needs chokes, my by the natural and the middle expos, there's no reason to go for those, you can be attacked from 3 sides.
Slakter
Profile Joined January 2010
Sweden1947 Posts
April 24 2010 01:02 GMT
#5
7pool incoming. Use chokes.
Protoss, can't live with em', can't kill em'.
pandamanana
Profile Joined April 2010
37 Posts
April 24 2010 01:03 GMT
#6
mmm I'm thinking of changing the secondary Xel'naga watch towers so that it gives the naturals a better choke to defend against. And about the favoring Terran, does giving them the ability to float over their CC automatically give them an advantage since the map is so open and hard to wall off?
master of wood, water and hill
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 24 2010 01:14 GMT
#7
On April 24 2010 10:03 pandamanana wrote:
mmm I'm thinking of changing the secondary Xel'naga watch towers so that it gives the naturals a better choke to defend against. And about the favoring Terran, does giving them the ability to float over their CC automatically give them an advantage since the map is so open and hard to wall off?


I don't think anybody sensible thinks this map favors terran. Not with the lack of chokes. If the map went into use as it is at the moment, there isn't a single Terran TvZ who will get the chance to get a second CC up to float.

Although, for hilarity if I was playing this map I might just load up my starting SCVs and float my first CC to the high-yield. :S
Bring back 2v2s!
Kennigit *
Profile Blog Joined October 2006
Canada19447 Posts
Last Edited: 2010-04-24 01:14:54
April 24 2010 01:14 GMT
#8
edit nm im dumb
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 24 2010 01:25 GMT
#9
On April 24 2010 10:14 Kennigit wrote:
edit nm im dumb


Are not. <3
Bring back 2v2s!
cartoon]x
Profile Joined March 2010
United States606 Posts
Last Edited: 2010-04-24 01:26:56
April 24 2010 01:26 GMT
#10
the gold patch is sort of imba for terrans since they can easily float to it
It is not enough to conquer; one must learn to seduce.
pandamanana
Profile Joined April 2010
37 Posts
April 24 2010 01:31 GMT
#11
I'd like to investigate the idea that the high yield pushes the map in the Terran's favor. I understand the fact that Terran can just move their CC over there, but with such a small map, I doubt that gives them much of an advantage, since enemy units can get to their high yield just as quickly as their main base. Also, the high yields are a little bit farther away from their CC than their regular mineral patches, so any Terran who rushes to the high yield would have their economy suffer for it without the ability to saturate it quickly. Also, the ramp at the high yield is wider than the ramp at the main base, so it'll be harder to defend.
But besides that, I had the high yields in mind when I started this map. I really wanted them and the oil pipe to be the two (three >_<) main focuses for the map.
master of wood, water and hill
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 24 2010 01:36 GMT
#12
The only way they're terran favored is because Terran can get that expo up without breaking the rocks, making it easier to hide an expo, if such a thing is possible on a map with only 6-8 mineral patches. This shouldn't be a problem against a halfway-mapaware opponent. It's not Terran favored. Again, the biggest problem is the lack of chokes. It wouldn't be a problem if the rush distances were longer (And by longer, I mean HUGE), but as it is...
Bring back 2v2s!
pandamanana
Profile Joined April 2010
37 Posts
April 24 2010 03:02 GMT
#13
[Edited] I added a few more chokes, created more expos and added a ramp to the main base. Do these changes make the map less Zerg-favored?
master of wood, water and hill
skYfiVe
Profile Joined April 2010
United States382 Posts
April 24 2010 03:05 GMT
#14
hahaha, I like the fact that it resembles a wc3 map so hard.. :D
"1baseiwa"
PainUser
Profile Joined May 2009
United States206 Posts
April 24 2010 03:08 GMT
#15
Where's El Cap?!?!?!?!
Before you criticize someone, walk a mile in their shoes. That way, when you criticize them you're a mile away and you have their shoes. Playing Protoss is like driving automatic, playing Terran is like driving stick.
pandamanana
Profile Joined April 2010
37 Posts
Last Edited: 2010-04-24 03:13:57
April 24 2010 03:09 GMT
#16
Well I have been a Warcraft 3 map maker for 6 years... so I can't apologies for it subconsciously coming through

[edit] by the way, what makes it look like a Warcraft 3 map?
master of wood, water and hill
NuKedUFirst
Profile Blog Joined March 2010
Canada3139 Posts
April 24 2010 03:13 GMT
#17
needs more expansions?
FrostedMiniWeet wrote: I like winning because it validates all the bloody time I waste playing SC2.
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
April 24 2010 03:17 GMT
#18
Only question I have is how long is the rush distance, in terms of time for lets say a Marine to walk from one base to the other? Looks good so far otherwise.
i-bonjwa
Spenguin
Profile Blog Joined November 2007
Australia3316 Posts
April 24 2010 03:19 GMT
#19
Ugh whats with all that space behind the mains should fix that I think, either move the mains back or change the layout
< TeamLiquid CJ Entusman #46 > I came for the Brood War, I stayed for the people.
Wi)nD
Profile Joined April 2010
Canada719 Posts
April 24 2010 03:19 GMT
#20
looks interesting
Drium
Profile Blog Joined December 2008
United States888 Posts
April 24 2010 03:20 GMT
#21
Terrans will just float their cc to the high yield at the start of every game.
KwanROLLLLLLLED
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
April 24 2010 03:22 GMT
#22
On April 24 2010 12:20 Lysdexia wrote:
Terrans will just float their cc to the high yield at the start of every game.



Yea looks like that would happen. Map creator should put one set of rocks blocking CC from landing to prevent this, something like this could ruin an otherwise very symmetrical (and theoretically even from both positions) map.
i-bonjwa
Pigsquirrel
Profile Joined August 2009
United States615 Posts
Last Edited: 2010-04-24 03:31:15
April 24 2010 03:30 GMT
#23
Definitely an "out there" type map; I like that. Too many SC2 maps seem cookie-cutter, except Scrap Station.

A few things: People have written about how high-yield minerals are not really worth much more. The only advantage is that they saturate with less workers. I do not think this is enough to justify a longer mining distance.

Second, to float-proof the high-yields, what about doing something like Python, with a mineral patch blocking the CC from landing. NVM I'm just an idiot.
pandamanana
Profile Joined April 2010
37 Posts
Last Edited: 2010-04-24 04:00:05
April 24 2010 03:59 GMT
#24
On April 24 2010 12:19 Spenguin wrote:
Ugh whats with all that space behind the mains should fix that I think, either move the mains back or change the layout


That is a combination of me not showing the Map bounds (which take up at least 1/2 of the extra space behind the bases) and me sucking. I moved the bases back a bit to get rid of the other 1/2 of extra space :3

Also I think I will replace the two rocks blocking the base with a rock blocking the CC, thanks
master of wood, water and hill
stockton
Profile Joined March 2010
United States128 Posts
April 24 2010 04:22 GMT
#25
yea, terrans insta-floating to high yield too easy. block with rocks is easy fix.
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 24 2010 04:26 GMT
#26
Look at the close-up shots. You're not floating anything to anywhere, at least not with your first CC, because there is a ramp forcing a longer mining distance. As an expansion, sure, but at that point any other race should be equiped with the tools to stop it from happening or destroy it once it's there.
Bring back 2v2s!
pandamanana
Profile Joined April 2010
37 Posts
April 24 2010 04:43 GMT
#27
Replaced the two rocks at the High yield entrance with one rock that blocks any hatchery/cc/nexus from being built there. I also moved the two gas so that harvesters take the same time to harvest from each one instead of having one be farther away than the other.
Updated the pics in the original post
master of wood, water and hill
pandamanana
Profile Joined April 2010
37 Posts
Last Edited: 2010-04-28 21:29:49
April 28 2010 21:27 GMT
#28
If you didn't know before, my old overview was a fake. By that time I had only completed half of the map, so I simple mirrored it in photoshop to show you my over all idea, but I have FINALLY finished all of the terrain and doodads. I'd love to know what you guys think and suggest for fixing any problems that we can predict might arise (such as TvZ early game rushes). I have updated the Overview so that you can see the finished product. Also, I've been having problems with the editor's textures glitching into the cliffs to create a sort of stretched film from the ground to all of the cliff edges. This is fixed in game, but does make the map ugly up close, so I will refrain from taking any Close Up images until I fix this problem. I've greatly appreciated all of the suggestions and feedback that I've gotten so far and it really has helped me built a better map overall. Thank you.
master of wood, water and hill
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