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Active: 1388 users

[M] Desolation

Forum Index > SC2 General
Post a Reply
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
Last Edited: 2010-06-15 02:41:18
June 15 2010 02:39 GMT
#1
Hello SC2 players, this is my second map posting with explanation, my first can be found at: http://www.teamliquid.net/forum/viewmessage.php?topic_id=130469

This map is called Desolation, it is a 1v1 map that is currently is alpha, which by my standards means that the basic competitive elements have been introduced, and only scale and slight balancing as well as cosmetic fixes remain. This is a complement to my first map butterfly effect in the essence that this map rewards the more aggressive players and those that choose to expand quickly.

[image loading]

Now for explanation and some insight into this map.

Mains:
+ Show Spoiler +
[image loading]

The mains are defensible but open to air harrassment as well as drops.

Naturals:
+ Show Spoiler +
[image loading]

The naturals have two extrances, the wide push entrance, as well as a side entrance. the wall behind the mineral line allows even more aggressive air harrassment than the main.

Third Base:
+ Show Spoiler +
[image loading]

The third base is easy to take as it is located a very short walk away from your natural, however it only has a single gas geyser. This is compensated by the

High Yield Bases:
+ Show Spoiler +
[image loading]

The four High Yield Bases come in two types. High Gas, low mineral, and High Mineral, low gas. They are also located along different paths, and protected in different ways. The High Gas bases are in the center of the map, with a wall surrounding them, while the high mineral bases are located on cliffs in the corners of the map, which to take highly depends on what style of play you are using and what resource you need often changing your push paths dependent on which expansions you wish to hold.

Push Paths:
+ Show Spoiler +
[image loading]

These are the three likely push paths, based on time period within the game and style. The red path, is the rush path, and used for early attacks, while the yellow path is more of a medium army mid game attack, the long white path is the widest path and is likely to be used late game as your original expansions are wearing low.

Possible Expansion Paths:
+ Show Spoiler +
[image loading]

These are two possible expansion paths taken, as well as circles which indicate where an army could be held to defend your expansion choices. As you can see, the red path values minerals greatly while the white path seems to enjoy gas. the red path is easier to defend and leans closer to contains, while the white path is vulnerable to back doors without proper spotting.

please give me your thoughts on this and my previously presented map. I look forward to hearing opinions on these maps.
Backpack
Profile Blog Joined March 2010
United States1776 Posts
June 15 2010 03:49 GMT
#2
Looks like a Terran favored map, tanks will be to good and mech will dominate. They will also float straight to the gold minerals.





But seriously, what is the purpose of the two pockets in the middle of the map and the two cliffs on the left and right sides? They seem rather pointless and the rest of the map is pretty bland looking with no elevation. And it seems like the third would be just as easy to defend as the natural.
"You people need to just generally care a lot less about everything." -Zatic
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
June 15 2010 04:42 GMT
#3
Well Desolation is actually quite a bit zerg favored. as alot of the chokes are one tank wide, it'll be slow to move a mech army into position. meanwhile the zerg player can run around the tank position and strike the base. and return before the tanks hit the zerg base.


The two Pockets (the ones without expos) house the watchtowers and are also a good spot to hide pylons as protoss.

The cliffs on the edge provide a wider path to the mains instead of the narrow low ground and also serve to discourage use of the middle as the main push path late game.as taking the high ground there changes the amount of ground you can hold easily.

The map has no elevation besides the main because the map has no elevation besides the main, it's a way maps can be. i don't think it makes the map bland but maybe i'm wrong.

The third is moderately easy to defend, however the lack of a choke and the air harrassment potential mean it's risky if you lose map control.
monitor
Profile Blog Joined June 2010
United States2409 Posts
Last Edited: 2010-06-15 04:50:21
June 15 2010 04:48 GMT
#4
I think pockets made for vision and proxies is a bad idea. Possibly make it high ground with multiple ramps?

Also, add some doo-dads to make it a bit more eye catching. I realize I went a bit over board on my map, but look take a look at [M] Hallelujah to see what I'm talking about doo-dad wise.

On the paths of control though, who in there right mind would follow the white line? I suggest taking out some paths with destructible rocks or something so terran mech has a little easier time navigating against zerg or protoss.


Cool map though, I think it could house some competitive play with just a couple revisions.
https://liquipedia.net/starcraft2/Monitor
Backpack
Profile Blog Joined March 2010
United States1776 Posts
June 15 2010 04:49 GMT
#5
The terran bit was a joke, as it gets posting in every map thread.

Didn't see the watchtowers though, the picture is kind small. I'm not the best at map analysis or anything but I don't see why anyone would take the "white" path while pushing.
"You people need to just generally care a lot less about everything." -Zatic
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
June 15 2010 04:57 GMT
#6
I thought about putting a single geyser in the pockets with the watchtowers, as sort of a gas only expo to take if you need gas badly, but i decided against it as it would too heavily favor a terran who could float a CC over whenever.

as for the white path of control, it tends to lead more to a late game where control of territory matters, and the player who followed the white path would have it.

as for the white push path, it's the widest path and it avoids all chokes altogether, so if you are using a large number of bigger units you pretty much have to use the long white path in order to avoid getting stuck in a choke.

the red path goes through two of the smallest chokes
the yellow path goes through two of the medium-small chokes
the white path avoids all the chokes.

that is the difference between the paths.

as for the terran bit, yeah it does get posted every thread, it's weird glad you were joking though.

Anyone have any other comments?

as for aesthetics, i always add non-balance non-gameplay aesthetics last as gameplay > appearance in my view.
Lennon
Profile Joined February 2010
United Kingdom2275 Posts
June 15 2010 07:04 GMT
#7
Looks good but it needs more terrain work.
Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
June 15 2010 07:21 GMT
#8
Watchtowers will be a key to terran dominance, and well placed planetary fortress wall ins will be popular. ;D thumbs up, though it looks slightly bland, terrain wize.
"Mudkip"
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
June 15 2010 08:04 GMT
#9
yeah i'll be making it look pretty i just like to get the play-style of the map and how the map behaves out there, because gameplay should come before making the map look cool.
Randolf
Profile Joined April 2010
Australia13 Posts
June 15 2010 18:24 GMT
#10
You could definitely add some rocks / watch tower / trees in some spots, perhaps block the middle expo's or red path with rocks. I'm not sure, overall it needs a bit of improvement.
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
June 15 2010 18:36 GMT
#11
Looks really good, just a bit plain right now. Seems as there's something missing, I just can't quite point my finger at it^^

GJ
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Grebliv
Profile Joined May 2006
Iceland800 Posts
June 15 2010 18:53 GMT
#12
Love the constant "terran will float to gold", it will open a HUGE timing window as it takes way to long.

People don't do it on metalopolis or desert oasis as it is still ridiculously vulnerable even if you get scouted last.

Being afk for a minute isn't really offset too well by the increased minerals.
ESV Mapmaking!
jbmacnchee
Profile Joined May 2010
United States18 Posts
June 15 2010 19:43 GMT
#13
On June 15 2010 11:39 PrinceXizor wrote:
This map is called Desolation, it is a 1v1 map that is currently is alpha, which by my standards means that the basic competitive elements have been introduced, and only scale and slight balancing as well as cosmetic fixes remain.


I get the feeling that many people in the posts above just looked at the pretty pictures I trust that once you are satisfied with the balance you will throw all kinds of doodad goodies in there.

The map looks fun, I really like the idea of the separate push paths for different stages of the game as well as having to choose between gas-oriented or mineral-oriented expansions. It seems like highly mobile armies are they way to go so you can weave in and out of cliffs and aren't required to take the longer wide path.
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