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[M] CruX Caldeum

Forum Index > SC2 Maps & Custom Games
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1 2 Next All
LS
Profile Joined March 2011
Korea (South)145 Posts
Last Edited: 2012-11-16 03:00:38
August 29 2012 15:41 GMT
#1
Deleted
LunaticSounds KeSPA/GSL Map Creator TeamCrux [Twitter @LunaticSound]
Sumadin
Profile Joined August 2011
Denmark588 Posts
August 29 2012 16:06 GMT
#2
A gold base?? That is...... AWESOME! Finally one of the big map makers dare to try those out again after mules got nerfed several months ago. But why is there only one geyser? Hole point of golds was that they gave same income for less workers. With this it will lack gas.

I am not too about all the alternative blocking used. I get you wanna respect protosses selfclaimed rights to be able to FFE, but overabusing the invulnerbility of reassources makes it kinda hollow. If anything it eliminates all chances of this becoming a ladder map.
The basic key to beating a priest is playing a deck that is terrible.
RFDaemoniac
Profile Joined September 2011
United States544 Posts
August 29 2012 16:35 GMT
#3
I love the alternative blocks. I think they add interesting attack routes during the mid/late game while keeping the early game as simple as people like it.

Can you re-build an extractor/refinery/assimilator on the geyser to re-block it?

The aesthetics are also subtly gorgeous.

I also like the half high ground behind the mineral line of the 5:00 and 11:00 bases. It will create some cool elevatoring opportunities.

The high ground next to the third that is through the rock mineral wall is nice, but I wish that it were a little more useful for defending pushes coming up that ramp next to it.

Gfire
Profile Joined March 2011
United States1699 Posts
August 29 2012 16:56 GMT
#4
Not really a fan of the aesthetics on this one. They seem kinda messy.

Great to see gold bases used again, though. I hope this get's used just to see the gold and the different blocks get used in tournament play, to open doors for other maps in the future, even if this map doesn't turn out too well.
all's fair in love and melodies
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
August 29 2012 17:15 GMT
#5
I feel like the first four bases are all too... close to each other, and can all be defended quite easily because of how linear it is.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
monitor
Profile Blog Joined June 2010
United States2404 Posts
August 29 2012 17:46 GMT
#6
The idea of a good third for each race is not my favorite concept. It is a clever idea but I doubt it is going to work. Here are some my concerns:

-The rush distance before breaking any rocks/assimilators is absurdly long
-Holding the natural is going to be tricky, considering there are 3 (realistically 2) entrances
-Fifth bases (excluding the middle golds) get uncomfortably close to the opponent compared to the fourths and thirds
-The "protoss third" doesn't look like it is going to work very well.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
FlaShFTW
Profile Blog Joined February 2010
United States10149 Posts
August 29 2012 17:51 GMT
#7
pretty good map!

i feel like the third has too many entrances for you to defend if you are going to take a 3rd. Bottom postion for example. One large entrance to the third from the top, then that huge grayed area is another entrance that could potentially attack either main or natural. Then you have that assimilator block, then ofc the mineral/rock wall. Potentially, 4 areas you need to defend.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
XenoX101
Profile Joined February 2011
Australia729 Posts
Last Edited: 2012-08-29 18:16:17
August 29 2012 18:15 GMT
#8
This map has a ton of features, maybe too many to be balanced? Tons of attack paths - probably more than I've seen in any other map, an exceptionally close 4th and 5th base, 4 line of sight blockers in the center, gold bases, mineral and geyser walls. It gives me a headache just thinking about how this map will play out. I also fear that perhaps games might be too volatile as a result. Forgetting to check one of the many attack paths to your base; not noticing that the geyser is being destroyed; or simply getting caught by surprise in one of the 4 line of sight blockers could make for some very short and one-sided games. But it's good to see more experimentation, and it will be exciting to see what pros come up with if the map gets approved by tournaments.
xeqwist
Profile Joined July 2012
55 Posts
August 29 2012 19:19 GMT
#9
Wait a minute... isn't this very similar to 'crux haven' ? (link)
Oh well I like these aesthetics better, and the alternative passages are still very cool and I hope we see more experimenting maps, because personally as a player/mapmaker I think the 'standard' is becoming pretty boring, and almost every map plays out the same, so it's good to see innovation!

also go tell ATTx that he should release 'crux storm' (link) on TL, it's awesome!
xeqwist.195 EU | ♥ BitByBit ♥ MarineKing ♥ | Marine good unit.
Sumadin
Profile Joined August 2011
Denmark588 Posts
August 29 2012 20:02 GMT
#10
On August 30 2012 04:19 xeqwist wrote:
Wait a minute... isn't this very similar to 'crux haven' ? (link)
Oh well I like these aesthetics better, and the alternative passages are still very cool and I hope we see more experimenting maps, because personally as a player/mapmaker I think the 'standard' is becoming pretty boring, and almost every map plays out the same, so it's good to see innovation!

also go tell ATTx that he should release 'crux storm' (link) on TL, it's awesome!



Yea, it is not a complete retextsture like metropolis was, but certainly inspired. There is small changes to the center and the geyser blocks are new.

Crux storm looks fun through i gotta say, that is a pointless supply depot if ever i saw one.
The basic key to beating a priest is playing a deck that is terrible.
Fatam
Profile Joined June 2012
1986 Posts
August 29 2012 20:14 GMT
#11
I know crux maps are usually awesome but.. I don't get it. Maybe I'll get flamed for that, idk. <3 your work 95% of the time though
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
KapsyL
Profile Joined November 2011
Sweden704 Posts
August 29 2012 20:49 GMT
#12
Is there nowhere to place turrets behind the natural mineral line? If not it kinda feels stupidly easy to deny the naturals income with air units?
Jurg Jurg Jurg
RFDaemoniac
Profile Joined September 2011
United States544 Posts
August 29 2012 20:58 GMT
#13
They're so close the the main that you could put them in the main, yeah? I do this sometimes, but if it's not a well-received element of a map I'll stop.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
August 29 2012 21:11 GMT
#14
This is my kind of map. Nice name btw. ^^

Unforetunately it's going to have a lot of these kinds of problems unless it gets heavily played and possibly revised:

On August 30 2012 02:46 monitor wrote:
The idea of a good third for each race is not my favorite concept. It is a clever idea but I doubt it is going to work. Here are some my concerns:

-The rush distance before breaking any rocks/assimilators is absurdly long
-Holding the natural is going to be tricky, considering there are 3 (realistically 2) entrances
-Fifth bases (excluding the middle golds) get uncomfortably close to the opponent compared to the fourths and thirds
-The "protoss third" doesn't look like it is going to work very well.

The only thing I have to add is, are the mineral patches in the back wall stacked or large enough so that they can't be opened my a single mule?
Comprehensive strategic intention: DNE
Gfire
Profile Joined March 2011
United States1699 Posts
August 29 2012 21:13 GMT
#15
Yeah, you can of course build turrets on the high ground behind the mineral line. It's not really a problem. You can essentially protect your nat and one side of your main with the same row of turrets, so it's actually harder to harass than most maps I think.
all's fair in love and melodies
thezanursic
Profile Blog Joined July 2011
5478 Posts
August 29 2012 21:21 GMT
#16
What's up with the depleted gas?
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
NewSunshine
Profile Joined July 2011
United States5938 Posts
August 29 2012 21:24 GMT
#17
On August 30 2012 06:21 thezanursic wrote:
What's up with the depleted gas?

You can destroy the assimilator, then there's enough space for small units like workers and zerglings to get through.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
August 29 2012 22:36 GMT
#18
On August 30 2012 06:24 NewSunshine wrote:
Show nested quote +
On August 30 2012 06:21 thezanursic wrote:
What's up with the depleted gas?

You can destroy the assimilator, then there's enough space for small units like workers and zerglings to get through.


I've been waiting a really long time to see a map try these sort of neutral-lurker-egg shenanigans.

Maps looks pretty neat. I'm excited to see it in a tournament.
NewSunshine
Profile Joined July 2011
United States5938 Posts
August 29 2012 23:00 GMT
#19
I'm surprised nobody mentioned how the map has 14 bases. They only say something when I do it D:

The thing is though, saying that 12 expansions is too many is an arbitrary constraint. This doesn't really help mapmaking. There are guidelines to follow, to be sure, but saying "this cannot be done" is one of the biggest things TL's mapmakers have been doing to kill their maps. If a map feels right with only 3 3/4 expansions per player, that's fine(see Daybreak, minus the bases next to the main), if it happens to have 6 expos per side, but looks good, that's fine too. Besides, 4-player maps have many more expansions.

All that aside, I adore this map. Despite any linearity it may have, it shows a characteristic that goes all too ignored in mapmaking - this map looks legitimately fun to play on. I love how many cool new things it tries to do - the base count being one of them, and I really hope this map goes places, the mapmaking community the world over deserves to see what will happen.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Gfire
Profile Joined March 2011
United States1699 Posts
August 29 2012 23:24 GMT
#20
On August 30 2012 08:00 NewSunshine wrote:
I'm surprised nobody mentioned how the map has 14 bases. They only say something when I do it D:

The thing is though, saying that 12 expansions is too many is an arbitrary constraint. This doesn't really help mapmaking. There are guidelines to follow, to be sure, but saying "this cannot be done" is one of the biggest things TL's mapmakers have been doing to kill their maps. If a map feels right with only 3 3/4 expansions per player, that's fine(see Daybreak, minus the bases next to the main), if it happens to have 6 expos per side, but looks good, that's fine too. Besides, 4-player maps have many more expansions.

All that aside, I adore this map. Despite any linearity it may have, it shows a characteristic that goes all too ignored in mapmaking - this map looks legitimately fun to play on. I love how many cool new things it tries to do - the base count being one of them, and I really hope this map goes places, the mapmaking community the world over deserves to see what will happen.

Yeah, the 14 bases allows you to each have 6 and have two unused. Two will almost always go unused due to the bases being so close together. However, which 2 go unused might be different in different games. This is seen in 4p maps quite a bit, and shouldn't necessarily ruin a 2p map although most people here would say it's bad. I think it's a fine dynamic which works with 14 bases. I think it didn't work on BSB due to a lower total base count.

Of course you have to watch out for players expanding towards their opponents and pushing up close to them. I think it's okay here because those sorts of things would happen near the corners, far away from the main and nat leaving you extremely vulnerable to counter attacks. It works better to take the center base in something like TvZ where you want to expand towards the opponent.
all's fair in love and melodies
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