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[map] Aphareus (2)

Forum Index > SC2 Maps & Custom Games
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1 2 3 4 Next All
Skee
Profile Joined March 2010
Canada702 Posts
Last Edited: 2010-07-05 00:33:28
April 25 2010 19:41 GMT
#1
[image loading]

Map Image:
+ Show Spoiler +
[image loading]


Features:
+ Show Spoiler +
  • An open middle that is an important spot to control.
  • Player specific watch towers.
  • Narrow chokes around edges.
  • Rocks on gold expansion.


Changelog:
+ Show Spoiler +
  • Made chokes narrower.
  • Put rocks on gold expansion.
  • Swapped gold with regular on hill.


Download:
+ Show Spoiler +
After beta comes back up.


My Other Maps:
+ Show Spoiler +
Geneva
King's Country
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
April 25 2010 19:43 GMT
#2
Clean. Simple. I like it, keep up the good work.
i-bonjwa
btlyger
Profile Blog Joined February 2010
United States470 Posts
April 25 2010 19:45 GMT
#3
Whats the size of the map?? 128x128? Overall I like it, it seems very open though, I think a few cliffs here and there would improve it a bit. Also are you using any of the new shrubbery stuff?
"Minerals being mined. Minerals being mined. Minerals being mined." Learn how to post: http://www.albinoblacksheep.com/flash/posting
WazZap
Profile Joined April 2010
Netherlands73 Posts
April 25 2010 19:46 GMT
#4
i think those rich expos are a bit to easy to defend. The starting pos and natural are quite nice (bit LT like with the ramp @ natural) The 2nd expansion is right out in the open and then the rich only has a ramp leading up to it.

Otherwise nice map, i like when controlling a position (the middle) is important.
Hai
flamewheel
Profile Blog Joined December 2009
FREEAGLELAND26781 Posts
April 25 2010 19:46 GMT
#5
I like it, but perhaps put resources at 3 and 9 o'clock? It feels a bit stymied in terms of expansions, and it would be very hard to defend a third with this setup.
Writerdamn, i was two days from retirement
GoodCat1
Profile Joined May 2009
Israel266 Posts
April 25 2010 19:46 GMT
#6
kinda thin :o
ZerO FAN~!~!~!
Snausages
Profile Blog Joined June 2009
United States529 Posts
April 25 2010 19:49 GMT
#7
Good stuff, but I think mains should be bigger. Also, shouldn't mains have 8 mineral patches?

I think adding 3 and 9 o clock expos would solve the issue with the thirds.
teaaaaaaaa
Slunk
Profile Blog Joined February 2010
Germany768 Posts
April 25 2010 19:49 GMT
#8
I don't like 3rd and 4th bases to be this far away.
a176
Profile Blog Joined August 2009
Canada6688 Posts
April 25 2010 19:49 GMT
#9
Switch the high yield and the 3rd's and it'll be a pretty sweet map!
starleague forever
GoDannY
Profile Joined August 2006
Germany442 Posts
April 25 2010 19:50 GMT
#10
I am wondering if the mineral placement is fine, looks like the side patches require a longer way don't they?

Team LifeStyle - it's more than a game
iPlod
Profile Joined June 2009
United States46 Posts
April 25 2010 19:52 GMT
#11
It looks almost like it would be easier to make this a four player map.

Also, it might be a good idea to put an expansion where the high ground by the Xel'Naga towers (On the outsides of the map)

But I would defiantly play this map one way or another.
Give idra a thousand hugs.
Shouryu
Profile Joined April 2010
Norway132 Posts
April 25 2010 19:53 GMT
#12
I think it would be better if you swapped the gold expo with the nearest blue mineral expo ('cause it looks more wide and open --> harder to defend).
</post>
3FFA
Profile Blog Joined February 2010
United States3931 Posts
Last Edited: 2010-04-25 19:59:45
April 25 2010 19:54 GMT
#13
Change the high yield to an expansion at 3/9 (with either no ramp or 2 ramps) because having only 1 ramp makes it so that the only way to take the high yields out is by air since I always picture high yields with mass cannons in them and mass cannons would make the high yields practically invulnerable. I'll edit this post as I see more imbalances.

edit1: O and, the mains and naturals are perfectly fine except maybe the ramp being LT-like instead of like python but other than that I see nothing wrong(except the cliffs above nats) with the mains and naturals. I'll look at the mineral placement for next edit.

edit2: gonna wait for new map pic until I make my next edit(place the new map above old one so its easier for us to see changes please).
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
jcarlsoniv
Profile Blog Joined January 2010
United States27922 Posts
April 25 2010 19:57 GMT
#14
The only thing I'm not fond of is the cliffs behind the naturals. Lends itself to a lot of harassment.
Soniv ||| Soniv#1962 ||| @jcarlsoniv ||| The Big Golem ||| Join the Glorious Evolution. What's your favorite aminal, a bear? ||| Joe "Don't call me Daniel" "Soniv" "Daniel" Carlsberg LXIX ||| Paging Dr. John Shadow
Skee
Profile Joined March 2010
Canada702 Posts
Last Edited: 2010-04-25 20:32:48
April 25 2010 19:57 GMT
#15
On April 26 2010 04:46 flamewheel91 wrote:
I like it, but perhaps put resources at 3 and 9 o'clock? It feels a bit stymied in terms of expansions, and it would be very hard to defend a third with this setup.


I have thought of this, I am not sure though.

On April 26 2010 04:53 Shouryu wrote:
I think it would be better if you swapped the gold expo with the nearest blue mineral expo ('cause it looks more wide and open --> harder to defend).


Yea, I just thought of that. Probably will right now.

On April 26 2010 04:50 GoDannY wrote:
I am wondering if the mineral placement is fine, looks like the side patches require a longer way don't they?


I placed a nexus and put the mineral patches and gas around that, so it is probably fine.

On April 26 2010 04:45 btlyger wrote:
Whats the size of the map?? 128x128? Overall I like it, it seems very open though, I think a few cliffs here and there would improve it a bit. Also are you using any of the new shrubbery stuff?


The map dimensions:
Playable: 139x137
Overall: 152x160

EDIT: Yea, I have trees and foliage around the edges. In between the watch towers and middle area is all trees.

I can think of another open map that was really popular for 1v1. Python =)
Skee
Profile Joined March 2010
Canada702 Posts
April 25 2010 20:13 GMT
#16
Updated image posted.
3FFA
Profile Blog Joined February 2010
United States3931 Posts
April 25 2010 21:10 GMT
#17
OMG! Huge improvement! I guess you really want the cliffs above the nat so I can deal with that. I like this map a lot and really wish it was in SCI(I'm not kidding lol) because its sooo good. Maybe make 2 versions, 1 with cliffs above expansions(the current version) and 1 without. I can't see any way to improve this besides that and I would have to actually play it to see how the ledges work. I'm just afraid of thor/vac(thor in medivacs vs zerg to drop and harass) will be even stronger than on other maps. Maybe make it so that there are rocks that block a ramp up to the ledge? Thats how blizzard balanced ledges in SCII(the one SCII 2vs2 map with the ledge). I think it was one of the few things blizzard decided to change about how they make maps.

In summary of my rant of suggestions:
1. put a rock blocked ramp up to each ledge(coming from nat of course, probably behind minerals)
2. you can stick with this if you want as its perfect from my point of view
3. how long did it take you to make this map perfect? lol.
4. GJ man! If I were you I would go celebrate by getting some pizza(or going to a restaurant)
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
Skee
Profile Joined March 2010
Canada702 Posts
April 25 2010 21:17 GMT
#18
@3FFA, I added a second update with the natural ledge removed ONLY because the high yield was in range of siege tanks from that same cliff.

I took me from 1am-4am to make it last night. Then I touched it up for about an hour today. The rest has been taking feedback from the forum. =P
Eukarya
Profile Joined April 2009
United States29 Posts
April 25 2010 21:18 GMT
#19
I feel like it could be more interesting if there were other paths than to go through the center. I just see it being to easy to expand a lot and defend if you hold on to the center. A bridge running on the top and on the bottom of the center might make it more mobile.

Then again, this could just be SCBW instincts fearing a siege tank line in the middle.
Snausages
Profile Blog Joined June 2009
United States529 Posts
April 25 2010 21:23 GMT
#20
The mains are still pretty small.
teaaaaaaaa
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