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Active: 9662 users

(2)Back to Back, (2)Congo, small and huge maps

Forum Index > SC2 Maps & Custom Games
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1 2 3 Next All
chuky500
Profile Blog Joined March 2010
France473 Posts
Last Edited: 2010-06-05 12:17:48
May 25 2010 21:01 GMT
#1
I made 2 maps, the first one is kind of small and the other one is the biggest available. I'd like to hear what you think needs to be corrected. They're both uploaded to the European server if you want to test them. Back to Back is on the American server too.

I've read on teamliquid that new mappers often make gimmicky maps so I have a few questions. Do I need to remove some features ? Do you think some races are unfavored ?

Back to Back
1vs1 map
small 168x184
Download (click Télécharger ce fichier)

[image loading]

Update : + Show Spoiler +
- I fixed the gas in the golden expansion
----
- I removed several cliffs or made them unpathable.
- I moved the main ramp a bit closer to the natural.
- The choke is narrower.
- The main has a bit more space but not too much.
- The 3rd expansion's entrance is wider.
- The gold expansions ramps are narrower.
- I removed the 2 useless towers.


The main is small so when you expand your natural kind of becomes your main. You can make a wall down your ramp so it either covers both bases or closes the corridor on the side of the main. It's easier to defend 2 bases if they're close to each other but you can also have more casualties if you don't defend well.

Down the gold expansion there are high grasses so it's easier to attack than defend it. Instead of a line of grass it's made of several grass patches. You can place your army in the grasses and have an air unit for vision.
One other thing I'm worried about is more a game imbalance but if a Terran spawns in the bottom spot he can wall-in quickly with just a supply depot, a barracks and a reactor/tech lab wereas on the top spot you have to build one more supply depot. Do you think I have to change the layout to fix this ?

Previous version + Show Spoiler +
[image loading]



Congo
1vs1 map
huge 256x256
Download (click Télécharger ce fichier)

[image loading]


Update : + Show Spoiler +
- Removed the cliffs in the middle.
- Made the middle larger.
- There are 2 new paths to the enemy.
- The choke is wider.
- The 2 towers now don't fully cover the middle.


Several people on teamliquid were complaining maps weren't as big as Starcraft 1 maps so I made this map the biggest size available. I wrote huge but the size name in the editor is "epic". All bases can be accessed through ground.

Behind the choke I had to put destuctible rocks that open the 3rd expansion. Without them it would be too easy to proxy something there. I also tried high grass patches after the choke to make retreating easier if the attack fails.

Previous version + Show Spoiler +
[image loading]
IrT4nkz
Profile Joined May 2010
229 Posts
Last Edited: 2010-05-25 21:08:47
May 25 2010 21:07 GMT
#2
Congo seems way to big, maybe you can shrink it a little by having less of the water terrain or add more expo's to the map.

Then again, Congo won't be viable in anyway for a 1v1 matchup, the rush distance is too far for one player to scout the opponent's tech in time. It also has a lot of places where Terran/Protoss can cheese as well.

Tip: Try to keep the rush distance between both main's about ~35seconds (should be somewhere there for the current map pool basing it off worker movement speed)
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2010-05-25 21:11:18
May 25 2010 21:09 GMT
#3
Both maps look pretty interesting.

On the 2nd map: As a zerg player that long choke with cliffs is pretty worrisome, but there's a ton of space to bypass it with a nydus worm. Also the map size is large, but so little of the space is usable that it's probably going to function like a much smaller map, but with loooooong rush distances. Still seems cool though.

I love the short path in the first map. It's really short to get from your main to mid map, but a lot further to get to the enemy's main. Seems like an interesting dynamic.
Logo
Morayfire73
Profile Joined April 2010
United States298 Posts
May 25 2010 21:12 GMT
#4
I like how Congo looks, seems rather barren, and doesn't look like there is any point of leaving the area around your main for a while (you have 3 expos guarded by one ramp. I think that you gotta do something to make map control more valuable there, like maybe a tower that gives even more sight (think that that can be changed) but otherwise very nice map.
[Insert witty comment here]
Amber[LighT]
Profile Blog Joined June 2005
United States5078 Posts
May 25 2010 21:13 GMT
#5
you should make a big 4 player map instead of a large 2 player map, just personal request

(I only say this cuz it seems you have a LOT of extra room on the 2nd map)
"We have unfinished business, I and he."
Rkie
Profile Blog Joined October 2009
United States1278 Posts
May 25 2010 21:13 GMT
#6
not bad, i like the idea of a necessary second especially for toss
FortuneSyn
Profile Blog Joined July 2008
1826 Posts
May 25 2010 21:14 GMT
#7
hah congo is sick!!! It realistically prob wont be chosen in any serious play because of its size, but damn that would be fun to play.
Catch]22
Profile Blog Joined July 2009
Sweden2683 Posts
May 25 2010 21:14 GMT
#8
the 2nd one is a bit TOO big mate, but they actually look really nice
BlueBird.
Profile Joined August 2008
United States3890 Posts
May 25 2010 21:16 GMT
#9
I feel like on Congo there should be land between the gold and that expansion spot across the water, having only one Large thin choke just seems like bad news =/.

I feel like the bigger maps people are talking about are things like wide open fighting areas and big 4 player maps like andromeda, and less maps that are just full of choke points like incineration zone
Currently Playing: Android Netrunner, Gwent, Gloomhaven, Board Games
uNiGNoRe
Profile Blog Joined June 2007
Germany1115 Posts
May 25 2010 21:16 GMT
#10
I really think the second map is way to big for two players. At least make it a four player map or something.
However, I do like the first map. There are still a few things I would change:
- The rush distance seems to be too short. Move the ramps to the mains a little closer to the natural.
- It seems pretty easy to bunker up at 3 bases as Terran. I would make at least one of the entrances (to the main from the middle, or to the 3rd from the middle) a little bit wider.
- I would move the entrance to the 3rd closer to the middle to make it easier to flank on an attack and to make counter attacks more viable.
- The main bases are a little too small. I prefer a bigger base and a smaller natural. But that's just my opinion.
I'm not a pro so maybe I'm talking shit.
FliedLice
Profile Blog Joined April 2010
Germany7494 Posts
May 25 2010 21:17 GMT
#11
Are the gold minerals on Back to Back located on higher ground than the gas?

looks weird
Kevmeister @ Dota2
Dataleif
Profile Joined February 2008
Sweden252 Posts
May 25 2010 21:21 GMT
#12
on Congo i'd be worried about a toss pushing with forcefield vs z in the long narrow middle. I suppose one could drop/nydus the sides and kind of just defend where the path is not quite so narrow.

Back to back i like. lots of wide spaces where a z can spread out the units and 2 paths to the enemy.
dogmeatstew
Profile Joined April 2010
Canada574 Posts
May 25 2010 21:21 GMT
#13
On May 26 2010 06:16 uNiGNoRe wrote:
- The rush distance seems to be too short. Move the ramps to the mains a little closer to the natural.
- It seems pretty easy to bunker up at 3 bases as Terran. I would make at least one of the entrances (to the main from the middle, or to the 3rd from the middle) a little bit wider.
- I would move the entrance to the 3rd closer to the middle to make it easier to flank on an attack and to make counter attacks more viable.
I'm not a pro so maybe I'm talking shit.

I agree with these points and would add that some of the distances might be a little to close which could give terran an imbalance for dropping tanks and just spotting the cliff; specifically I see that possibly being an issue with the expansion by the main (not the natural obviously).

They both look super pretty though.
Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
Last Edited: 2010-05-25 21:42:09
May 25 2010 21:40 GMT
#14
CONGO IS SOO SICK AND INSANE ME AND MY FRIENDS LOVE YOU ;D
"Mudkip"
rackdude
Profile Blog Joined January 2010
United States882 Posts
Last Edited: 2010-05-25 21:48:54
May 25 2010 21:48 GMT
#15
First one has P imbalance. You made it so that you have to fast expand to the nat to build a bunch of buildings, but it's such a wide choke to guard both the main and the nat that you cannot FE too well. PvZ would be tough I think. Make that smaller and I think you have a great map.
Sweet.
jewce
Profile Joined May 2009
United States68 Posts
May 25 2010 21:49 GMT
#16
On May 26 2010 06:21 dogmeatstew wrote:
Show nested quote +
On May 26 2010 06:16 uNiGNoRe wrote:
- The rush distance seems to be too short. Move the ramps to the mains a little closer to the natural.
- It seems pretty easy to bunker up at 3 bases as Terran. I would make at least one of the entrances (to the main from the middle, or to the 3rd from the middle) a little bit wider.
- I would move the entrance to the 3rd closer to the middle to make it easier to flank on an attack and to make counter attacks more viable.
I'm not a pro so maybe I'm talking shit.

I agree with these points and would add that some of the distances might be a little to close which could give terran an imbalance for dropping tanks and just spotting the cliff; specifically I see that possibly being an issue with the expansion by the main (not the natural obviously).

They both look super pretty though.


I actually like back to back, but could use some touching up. This basically sums it up for me ^
Nothing but a worthless waste of breath.
charlie420247
Profile Joined November 2009
United States692 Posts
May 25 2010 21:53 GMT
#17
ya second one is huge. lol kinda looks like it belongs in elder scrolls 3 =p.
there are 10 types of people in this world, those who understand binary and those who dont.
Talic_Zealot
Profile Blog Joined February 2010
688 Posts
Last Edited: 2010-05-25 22:02:58
May 25 2010 21:56 GMT
#18
That Back to Back map looks cool, despite it being with a small size the rush distance is quite far.
It would be even more interesting if for instance when you are at the bottom right position and you wanna go through the middle, the open area at the left is on lower ground and there is a ramp which many units are hard to get through.
There are three types of people in the universe: those who can count, and those who cant.
Talic_Zealot
Profile Blog Joined February 2010
688 Posts
May 25 2010 22:00 GMT
#19
You can also try making the gold a little bit easier to defend, yeah it is 'gold' but still this would be way to hard to take.
There are three types of people in the universe: those who can count, and those who cant.
locus117
Profile Joined May 2010
United States3 Posts
May 25 2010 22:11 GMT
#20
is there a way to download these for the US server? or can u upload them? all out player made maps are custom crap. no good melee ones and these look great!
"Just go fucking kill him." - Day9
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