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Active: 1865 users

Production Note of ‘New Gettysburg’ - Page 2

Forum Index > SC2 General
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Aelendis
Profile Joined February 2011
Belgium892 Posts
July 10 2016 20:44 GMT
#21
What a great post. Thank you!
Kevin_Sorbo
Profile Joined November 2011
Canada3217 Posts
July 10 2016 23:31 GMT
#22
thank you Jacky for schooling me like that.

keep fighting the good fight
The mind is like a parachute, it doesnt work unless its open. - Zappa
Clbull
Profile Blog Joined February 2011
United Kingdom1439 Posts
Last Edited: 2016-07-11 01:33:27
July 11 2016 01:23 GMT
#23
To be honest I'm not a fan of this map and I can already point out a few flaws.

The island expansions for instance. I can totally get why island expansions are in the game, but to put two of them directly between both main bases is quite stupid. Ulrena had this exact problem; nobody would expand on the island because an island expansion could be very easily harassed and destroyed with minimal effort. Island expansions are meant to reward subtlety for the player choosing to take these expansions, and reward good scouting for the player trying to hunt them down. By placing an island expansion between a common drop path, you are therefore removing the element of stealth.

Personally, I would have replaced the island expansions at the 5 o'clock and 7 o'clock positions with a high ground island at the 6 o'clock position accessible by ground from the centre of the map complete with a few Neutral Hostile missile turrets. I would have also added a Xel'naga Watchtower which could be used to detect whether the turrets have been destroyed or not.

That way, it delays drop play in the early game unless you send a ground force to eliminate the turrets first. It also rewards the player capturing the tower with scouting intel to tell them if drop play is imminent or if they're safe.

The third base also looks pretty tough to defend for a macro map and is quite disconnected from the main and natural expansion. In between the natural and third you have two wide open 'chokepoints' on the lower ground concealed only by a small pillar, and then you have to worry about a very huge ramp leading to your third base further north.

As for the other expansions... forget it. They'll get sniped very easily. I can certainly understand why the central expansions should be, but surely there has to be SOME incentive for capturing the northern bases rather than having a huge army attack them from the high ground?

Maps like Metropolis and Akilon Wastes worked as late game macro maps because of how interconnected expansions were and how many chokepoints there were to exploit. This map simply won't work at all in LotV.
oOOoOphidian
Profile Joined January 2011
United States1402 Posts
July 11 2016 01:25 GMT
#24
Great work on the map, thanks for your analysis. I am glad at least these map contests help support mapmakers to keep this game high quality.
Creator of sc2unmasked.com
BretZ
Profile Joined May 2011
United States1510 Posts
July 11 2016 01:49 GMT
#25
awesome write up and even better map my man. Congrats on getting first place!
xAdra
Profile Joined July 2012
Singapore1858 Posts
July 11 2016 02:56 GMT
#26
This is very interesting, I have always wondered what goes on in the heads of mapmakers.

Seriously looking forward to playing on this map, proleague games so far have been really cool and different
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2016-07-11 06:20:18
July 11 2016 06:19 GMT
#27
Post is a little long and borders on masturbatory, (a lot of it could have been reduced to simply: "I took the Ulrena concept and adjusted it to have more normal map/base proportions") especially since it may be too early to celebrate as we don't know if the map will ultimately be successful both as a fun map or in win %s.

But all that aside it's still a fun read, just because I love talking about maps and we get so little of that. And Jacky is one of the better mapmakers so it's not coming from left field.

I still think the air blockers should simply be removed. They don't really do that much and they're buggy as hell. We tried air blockers years ago and found that the engine doesn't support them - this is why you don't see them in anyone else's maps. I hope at least that this will spur Blizzard to implement support for air pathing in a future patch though Cuz oh boy the possibilities if we could actually use them in full force.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
DBS
Profile Joined July 2012
515 Posts
July 11 2016 07:50 GMT
#28
Very interesting article. great job with the map and the article jacky.
"a pitchfork is for hay. a trident is for killing bitches." -djwheat
WGT-Baal
Profile Blog Joined June 2008
France3423 Posts
July 11 2016 11:21 GMT
#29
Great article, thank you very much! It s very interesting to see how you came up with the map and its evolution
Horang2 fan
Elentos
Profile Blog Joined February 2015
55561 Posts
Last Edited: 2016-07-11 12:41:46
July 11 2016 12:37 GMT
#30
On July 11 2016 10:23 Clbull wrote:
The island expansions for instance. I can totally get why island expansions are in the game, but to put two of them directly between both main bases is quite stupid. Ulrena had this exact problem; nobody would expand on the island because an island expansion could be very easily harassed and destroyed with minimal effort. Island expansions are meant to reward subtlety for the player choosing to take these expansions, and reward good scouting for the player trying to hunt them down. By placing an island expansion between a common drop path, you are therefore removing the element of stealth.

The islands have already been taken in professional games, Stats based an entire game in Proleague around using them, a bit early to call them a failure.
Every 60 seconds in Africa, a minute passes.
Khai
Profile Joined August 2010
Australia553 Posts
July 11 2016 14:07 GMT
#31
Love this map and the maps you make generally, keep up the good work!
aike
Profile Blog Joined July 2010
United States1629 Posts
July 17 2016 22:04 GMT
#32
On July 11 2016 21:37 Elentos wrote:
Show nested quote +
On July 11 2016 10:23 Clbull wrote:
The island expansions for instance. I can totally get why island expansions are in the game, but to put two of them directly between both main bases is quite stupid. Ulrena had this exact problem; nobody would expand on the island because an island expansion could be very easily harassed and destroyed with minimal effort. Island expansions are meant to reward subtlety for the player choosing to take these expansions, and reward good scouting for the player trying to hunt them down. By placing an island expansion between a common drop path, you are therefore removing the element of stealth.

The islands have already been taken in professional games, Stats based an entire game in Proleague around using them, a bit early to call them a failure.

Right? Some of this stuff might apply if it didn't have the air blockers, but they make the bases much more defensible.
Wahaha
TelecoM
Profile Blog Joined January 2010
United States10686 Posts
July 17 2016 22:27 GMT
#33
Pretty interesting map, I don't really like it in ZvZ though =\
AKA: TelecoM[WHITE] Protoss fighting
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 08 2016 08:43 GMT
#34
Just saw this thread for the first time, can't believe it only has 2 pages. Bears reading at the end of 2016 for some good retrospective on current map predicaments.
Comprehensive strategic intention: DNE
fluidrone
Profile Blog Joined January 2015
France1478 Posts
Last Edited: 2016-11-08 22:17:59
November 08 2016 22:17 GMT
#35
<3 Map talk in tl general <3

.. must resist.. must not type letters shaping an emote.. must resist! .. !!

in 2016 mapmaking in sc2 is but a fetus.. in space there are no sky for any limit <3
"not enough rights"
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
November 08 2016 23:10 GMT
#36
On November 08 2016 17:43 EatThePath wrote:
Just saw this thread for the first time, can't believe it only has 2 pages. Bears reading at the end of 2016 for some good retrospective on current map predicaments.


Yeah, though it's less of a retrospective and more of a prospective considering this was before the bulk of New Gettysburg's tournament play. I'd love to see a retrospective of the maps in a ladder pool at the end of each season. Maybe someone can convince Uvantak to get on that.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 10 2016 10:03 GMT
#37
On November 09 2016 08:10 ZigguratOfUr wrote:
Show nested quote +
On November 08 2016 17:43 EatThePath wrote:
Just saw this thread for the first time, can't believe it only has 2 pages. Bears reading at the end of 2016 for some good retrospective on current map predicaments.


Yeah, though it's less of a retrospective and more of a prospective considering this was before the bulk of New Gettysburg's tournament play. I'd love to see a retrospective of the maps in a ladder pool at the end of each season. Maybe someone can convince Uvantak to get on that.

Well, I mean retrospective exercise for us now (and I only came to it now). But I really admire how Jacky assembled his thoughts and effectively planned out a map that plays pretty much as intended.
Comprehensive strategic intention: DNE
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
November 10 2016 15:28 GMT
#38
Sick map. And thinking about it, now I really want a new TLMC to happen. LotV could use some new maps

Revolutionist fan
Ej_
Profile Blog Joined January 2013
47656 Posts
November 10 2016 15:51 GMT
#39
On November 11 2016 00:28 Salteador Neo wrote:
Sick map. And thinking about it, now I really want a new TLMC to happen. LotV could use some new maps


worry not, daybreak is coming
"Technically the dictionary has zero authority on the meaning or words" - Rodya
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