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[M]Ouroboros by monitor

Forum Index > SC2 General
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monitor
Profile Blog Joined June 2010
United States2408 Posts
Last Edited: 2010-07-02 03:23:33
June 22 2010 01:11 GMT
#1
[image loading]
3 Player map made for 1v1

V. 1.3 (one base textured differently to add interest) -- *newest version*
+ Show Spoiler +
[image loading]


V. 1.2 (added middle expansion)
+ Show Spoiler +
[image loading]


V. 1.1
+ Show Spoiler +
[image loading]



1.0 Picture--
+ Show Spoiler +
[image loading]


Clearly, I have followed the suggestion in the comments, so no explanation necessary! Other than that, I added desto. rocks to the 4th of each base. And yes, I know I didn't do the widening of the natural's choke point because I didn't think it helped the flow of the map.

As many may know, this is the map of the drawing I posted earlier this week. My goal was to make a map balanced and fun to play on. I know it is not symmetrical, but from experience I know that not many 3 player maps are.

Points worth mentioning:

-easy to defend natural
-open middle
-easy flank routes
-Xel'Naga reveals entire middle section
-crescent expansion set for each base

Criticisms are gladly appreciated. Thanks,
monitor
https://liquipedia.net/starcraft2/Monitor
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-06-22 01:15:53
June 22 2010 01:15 GMT
#2
Wow as basic and unappealing as this map looks, It actually seems like it might be a very well balanced and decent map to play.

I would suggest adding in some hilled areas, possibly island expos, obviously more details and shrubbery. What is the map sizes?
..and then I would, ya know, check em'. (Aka SpoR)
monitor
Profile Blog Joined June 2010
United States2408 Posts
June 22 2010 01:18 GMT
#3
172x151 playable. Map size: Huge.

I will be working on adding textures and doodads in the near future. My goal was to make a balanced map so thank you!
https://liquipedia.net/starcraft2/Monitor
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
June 22 2010 01:24 GMT
#4
I think if you tightened up the middle by moving those pointed areas inward then you would have more space opened up for unowned expsansions.
..and then I would, ya know, check em'. (Aka SpoR)
NuKedUFirst
Profile Blog Joined March 2010
Canada3139 Posts
Last Edited: 2010-06-22 01:29:03
June 22 2010 01:27 GMT
#5
On June 22 2010 10:24 CharlieMurphy wrote:
I think if you tightened up the middle by moving those pointed areas inward then you would have more space opened up for unowned expsansions.

Pretty much this, As far as I can tell, the middle would be too easy to get flanked, more things in the middle, make it less open.
edit: NVM im retarded.
edit2: expo could go near the middle for a gold
edit3: no towers?
FrostedMiniWeet wrote: I like winning because it validates all the bloody time I waste playing SC2.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-06-22 01:39:05
June 22 2010 01:32 GMT
#6
[image loading]
high as in high ground not yellow crystal. I opened up the nat to 3rd wider, if it's too tight your 3rd becomes your nat and your nat is just extra whenever you feel like taking it. Which essentially turns this map into a macrofest, but it's pretty small and tight seemingly so that's bad imo.
Added islands behind mains, not sure if these could be high yield or something abnormal.
possibly move the whole map up and to the right cause there is leftover space there.

NuKedUFirst, I think placing watch towers this early is a mistake. The map might not have room for them, expos could be moved, etc.
..and then I would, ya know, check em'. (Aka SpoR)
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
Last Edited: 2010-06-22 01:35:25
June 22 2010 01:33 GMT
#7
On June 22 2010 10:27 NuKedUFirst wrote:
As far as I can tell, the middle would be too easy to get flanked, more things in the middle, make it less open.


The clearer the center, the better, like Python, FS, Match Point.

I like it.

Just remove the watchtower. Starcraft dont need them. Maybe open more space for more expos too.

Edit: CharlieMuppet idea is good.
"When the geyser died, a probe came out" - SirJolt
Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
June 22 2010 01:35 GMT
#8
ah that map, i had honestly expected it to have a significantly larger middle.
"Mudkip"
NuKedUFirst
Profile Blog Joined March 2010
Canada3139 Posts
Last Edited: 2010-06-22 01:41:28
June 22 2010 01:40 GMT
#9
On June 22 2010 10:32 CharlieMurphy wrote:
[image loading]
high as in high ground not yellow crystal. I opened up the nat to 3rd wider, if it's too tight your 3rd becomes your nat and your nat is just extra whenever you feel like taking it. Which essentially turns this map into a macrofest, but it's pretty small and tight seemingly so that's bad imo.
Added islands behind mains, not sure if these could be high yield or something abnormal.
possibly move the whole map up and to the right cause there is leftover space there.

NuKedUFirst, I think placing watch towers this early is a mistake. The map might not have room for them, expos could be moved, etc.


Really like that idea^^, maybe some destructible rocks from the starting areas, so they have to go around making it riskier.
FrostedMiniWeet wrote: I like winning because it validates all the bloody time I waste playing SC2.
monitor
Profile Blog Joined June 2010
United States2408 Posts
Last Edited: 2010-06-22 04:58:54
June 22 2010 03:54 GMT
#10
On June 22 2010 10:32 CharlieMurphy wrote:
+ Show Spoiler +
[image loading]
[put map in spoiler to not obstruct page]
high as in high ground not yellow crystal. I opened up the nat to 3rd wider, if it's too tight your 3rd becomes your nat and your nat is just extra whenever you feel like taking it. Which essentially turns this map into a macrofest, but it's pretty small and tight seemingly so that's bad imo.
Added islands behind mains, not sure if these could be high yield or something abnormal.
possibly move the whole map up and to the right cause there is leftover space there.

NuKedUFirst, I think placing watch towers this early is a mistake. The map might not have room for them, expos could be moved, etc.


Really like that idea^^, maybe some destructible rocks from the starting areas, so they have to go around making it riskier.


This seems like a good idea !!! Genuis layout idea, I will make it tomorrow when I have time. I'm thinking right now that instead of destrucible rocks at the added bridge, I will put a couple minerals with 19 minerals each (4 trips per field). Desto rocks would work too though any thoughts?

EDIT: Nvm, this makes it easier to defend the 4th, which was NOT my goal.
https://liquipedia.net/starcraft2/Monitor
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
June 22 2010 04:14 GMT
#11
dunno if I like that idea, we'll see.
..and then I would, ya know, check em'. (Aka SpoR)
gaizka
Profile Blog Joined August 2008
United States991 Posts
June 22 2010 04:24 GMT
#12
I don't see the snakes.
Punic
Profile Blog Joined April 2010
United States152 Posts
June 22 2010 04:33 GMT
#13
the edited version posted looks very good and all the chokes look to be very balanced and even for all three starting points
"Where is the chapstick?" - Stephano
yomi
Profile Blog Joined June 2004
United States773 Posts
June 22 2010 04:59 GMT
#14
I like it. It is simple and pure. Would be a fun map to play. Don't add too many doodads I like this style of map.
Playguuu
Profile Joined April 2010
United States926 Posts
June 22 2010 05:02 GMT
#15
Maybe it's the perspective but is this 3 way symmetrical? It looks a bit skewed with different sized chokes leading to the middle.
I used to be just like you, then I took a sweetroll to the knee.
monitor
Profile Blog Joined June 2010
United States2408 Posts
Last Edited: 2010-06-22 05:07:27
June 22 2010 05:04 GMT
#16
It's not symmetrical, just semi-symmetrical. I'm not sure how much it will damage gameplay, but I hope not too much . Just an idea for a map, could use improvement definitely.

EDIT: Honestly, the more I look at it, the more I like the previous version. The high-ground/ low-ground addition makes it too cluttered. I think I'll make another version (but keep this one) with this new layout but all on low ground.
https://liquipedia.net/starcraft2/Monitor
Igantinos
Profile Joined June 2010
Sweden7 Posts
June 22 2010 05:21 GMT
#17
I would suggest that you make the walls around the bases inaccessible to reapers or they will be a super OP unit on this map
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
June 22 2010 05:21 GMT
#18
i think this map, while not the most beautiful, would be a fun map to play
Illva
Profile Joined May 2010
Sweden137 Posts
June 22 2010 14:40 GMT
#19
so I guess having some parts of the maps bigger than the other bases equivalents are good?

btw theres a doodad tab aswell.. I must agree tho your two textures looks great!
iPlod
Profile Joined June 2009
United States46 Posts
Last Edited: 2010-06-22 15:01:10
June 22 2010 14:51 GMT
#20
I really like this map, actually. I believe that the v1.1 is definitely a step forward from the original version, although I'm not sure about the third base... Keep up the good work man
Give idra a thousand hugs.
Pking
Profile Joined May 2010
Sweden142 Posts
June 22 2010 14:57 GMT
#21
I preferred v1.1, it is not as bland and looks more interesting. I don't think it is cluttered, the different colors for high-ground and low-ground really helps. The third may be a bit too easy to get and defend (especially for terran), I'd like maybe a backdoor into the main, so that if, e.g. the bottom player, gets all 3 bases on the bottom, he has to defend the back-door at the left of his main, and at the right the choke to his second and ramp to his third (can be defended at the highground between the choke and ramp).

monitor
Profile Blog Joined June 2010
United States2408 Posts
June 22 2010 16:37 GMT
#22
I just posted 1.3, with the following additions:

-middle expansion
-off-set base color (contrast in map)

Any more changes to be made, or is this map done?
https://liquipedia.net/starcraft2/Monitor
Pking
Profile Joined May 2010
Sweden142 Posts
June 22 2010 16:50 GMT
#23
On June 23 2010 01:37 monitor wrote:
I just posted 1.3, with the following additions:

-middle expansion
-off-set base color (contrast in map)

Any more changes to be made, or is this map done?


I'd remove the middle expansion, it's completely pointless as there are plenty expansions around (4 for each player) there is no reason for any player to try and take the middle expansion.
monitor
Profile Blog Joined June 2010
United States2408 Posts
June 22 2010 17:05 GMT
#24
Someone would take the middle expo to try to push forward instead of staying back -- thus gaining map control if they successfully took it.

Am I wrong?
https://liquipedia.net/starcraft2/Monitor
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-06-22 17:40:37
June 22 2010 17:39 GMT
#25
I think you should add a minor ridge off the end of the nat wall like in my pic before. Looks good so far. I bet if you rounded off a lot of edges it would look a ton better. Right now it looks really blocky, dunno if that's the look you were going for or just waiting to clean it up at the end.

Middle expo is like impossible to take unless you give it heavy wall defences around it or a hill or something.
..and then I would, ya know, check em'. (Aka SpoR)
yoden
Profile Blog Joined June 2009
United States64 Posts
June 22 2010 22:46 GMT
#26
I don't have any Ouroboros by my monitor, I don't know what you're talking about!

Seriously though, the technical design of this map is great. I agree with your sentiment that it could be a bit prettier though
GenesisX
Profile Blog Joined February 2010
Canada4267 Posts
June 22 2010 22:52 GMT
#27
Center looks really bland, add some watchtowers? (sorry if I missed them, but I didn't see them )
And high ground surrounding main may be abuse-able - make sure you can't drop units on the high ground.
133 221 333 123 111
PhiliBiRD
Profile Joined November 2009
United States2643 Posts
June 22 2010 22:54 GMT
#28
looks great but really fix the middle, its just too big open and boring.

im sure when its finalized it will be awesome
monitor
Profile Blog Joined June 2010
United States2408 Posts
June 23 2010 05:24 GMT
#29
I've worked on textures on and off, the next version will come out in a couple days. As many have said, the high ground surrounding the main is NOT pathable, making reapers/colossi and drops impossible.

The middle is less bland in game, because there are slight textures only noticable in game. Also, the expansion makes it much less bland. Should I include some in-game shots?
https://liquipedia.net/starcraft2/Monitor
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