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[M] (4) Septic

Forum Index > SC2 General
Post a Reply
Grebliv
Profile Joined May 2006
Iceland800 Posts
Last Edited: 2010-07-06 03:31:58
July 06 2010 02:26 GMT
#1
(4) Septic

Overview:

[image loading]
+ Show Spoiler +
old:
[image loading]

150x150 playable area

Somewhat inspired by Eye of the Storm (the general main/mid layout.)

More pics:
+ Show Spoiler +

[image loading]
middle, pretty open

[image loading]
semi island expos at 3 & 9 o'clock

[image loading]
main, nat, gold third and semi-island overview.
There are los-blockers in both non-mineral line corners, 1 for backdoor and one on the other side. Backdoor might need to be made harder to abuse for the attacker (no blistering sands though.)



Sc2mapAnalyzer:
+ Show Spoiler +

[image loading]

paths:
+ Show Spoiler +

[image loading]
[image loading]
[image loading]



Notes:
Yes the nat and third are cliffable (from 2 locations actually). Not tankable from beyond the cliff however.
+ Show Spoiler +
[image loading]

The cliff may be too prone to cliffwalking from the other side though? since unlike the lost temple cliff from where you can hit nat+gold you don't need to go through your opponents nat to gain access (splitting it in half might work I guess, so it's two back to back normal cliffs not one super-cliff).

Any feedback on potential issues, I figure this would play quite differently 11 vs 1 against 11 v 4 or cross position.

Made with these Ideas in mind:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=133553
lacking a pure island expo though.

Map thread:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=130945
ESV Mapmaking!
Noggin
Profile Joined May 2010
United States120 Posts
July 06 2010 02:45 GMT
#2
the natural expo looks like a kulas ravine situation but minus the destructible rocks to help counter it :S
NuKedUFirst
Profile Blog Joined March 2010
Canada3139 Posts
July 06 2010 02:47 GMT
#3
Looks very imbalanced with tanks on the top right vs top left and bottom right vs bottom left.
FrostedMiniWeet wrote: I like winning because it validates all the bloody time I waste playing SC2.
Grebliv
Profile Joined May 2006
Iceland800 Posts
Last Edited: 2010-07-06 03:00:51
July 06 2010 02:48 GMT
#4
On July 06 2010 11:45 Noggin wrote:
the natural expo looks like a kulas ravine situation but minus the destructible rocks to help counter it :S


Yes I kind of just figured that out :D

Hence the Idea to just cut it in half, as it is it's way to powerful (the cliff that is).

something like this:

[image loading]

to make it more like the lost temple cliff and less reaper/colossus, the only cliffhopping way in/out is through the natural.

On July 06 2010 11:47 NuKedUFirst wrote:
Looks very imbalanced with tanks on the top right vs top left and bottom right vs bottom left.


Possibly, it's quite a large map though, the distance between the close spawn bases is way longer than close spawn on lost temple f.x. (main to main and nat to nat)

Containing with a tank line could be a bit of a trouble since it's a pretty open map.

Think this could be played more like scbw maps since a meching terran is never going to be sending anything but hellions to the other side of the map unless it's a week long game , and he'll leave himself quite exposed I'd think.

The only problem might be that the bases are to close and the terran just pushes as you expo but the distance is not that close.

Tanking the nat from the low ground ground at the third is a concern perhaps though.
ESV Mapmaking!
Skee
Profile Joined March 2010
Canada702 Posts
Last Edited: 2010-07-06 03:01:58
July 06 2010 02:54 GMT
#5
You need to fix the naturals so they are not so Tank and Colossus polite.
Grebliv
Profile Joined May 2006
Iceland800 Posts
July 06 2010 03:16 GMT
#6
On July 06 2010 11:54 Skee wrote:
You need to fix the naturals so they are not so Tank and Colossus polite.


Less mannered version

[image loading]

Best you're getting without drops is 1 geyser and perhaps 1 worker every once in a while into tank range.

Forgot to turn on the water for the pic but the blue valleys are unpathable.
ESV Mapmaking!
Anxiety
Profile Blog Joined May 2010
United States650 Posts
July 06 2010 03:22 GMT
#7
1 geyser is still alot.. plus workers? thats just gives Terran a large advantage
SiNiquity
Profile Joined April 2010
United States734 Posts
July 06 2010 03:28 GMT
#8
I like the colors Aesthetically pleasing. Am I going crazy, or are there just 2 3rd bases and then 2 gold expos? Guess it's not a macro-heavy map for 2v2, which is fine.
'i' before 'e' except after 'c' ~ it's scientifically proven.
Grebliv
Profile Joined May 2006
Iceland800 Posts
Last Edited: 2010-07-06 03:50:04
July 06 2010 03:32 GMT
#9
On July 06 2010 12:22 AnxietE wrote:
1 geyser is still alot.. plus workers? thats just gives Terran a large advantage


Well you'll still need air spotting as you will be shooting uphill.

I still moved the minerals a bit too though so they're not tankable without dropping.

[image loading]
ESV Mapmaking!
Grebliv
Profile Joined May 2006
Iceland800 Posts
Last Edited: 2010-07-06 03:34:29
July 06 2010 03:33 GMT
#10
On July 06 2010 12:28 SiNiquity wrote:
I like the colors Aesthetically pleasing. Am I going crazy, or are there just 2 3rd bases and then 2 gold expos? Guess it's not a macro-heavy map for 2v2, which is fine.


Mostly intended for 1v1 so while the expo layout is a bit funky it equals out to about the same as lost temple, shared thirds and then islands + other mains.

2v2 should still work just as well as on lost temple I guess

oops meant to copy this into my other reply (no delete button ;S)
ESV Mapmaking!
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