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[M] Cairo 2428

Forum Index > SC2 General
Post a Reply
MrMoose
Profile Joined June 2009
Canada176 Posts
Last Edited: 2010-06-28 08:54:21
June 21 2010 06:07 GMT
#1
[image loading]

Cairo 2428 v0.3

Download

Players: 4

Dimensions:

Playable: 122x122
Full: 128x128

Resources:

Mains: 9M 2G
Naturals: 7M 2G
Thirds: 6M 1G (All High Yield)
Blocked by a standard 2k hp destructible debris
Note: You can mine from the gas and a few of the patches at the high yield thirds without destroying the destructible debris.

Here are the basic concepts:

-3 close-by bases (macro map)
-Wide open center (not easy to mech push)
-Smaller lanes can be used to counter-attack and for early pressure
-Main base exposed (encourages drop/harrass play)
-Plays out differently in close positions than cross-map

More Pictures!

Overhead:
+ Show Spoiler +
[image loading]

High Resolution:
Link
Close-ups:
+ Show Spoiler +
[image loading]
[image loading]

**for some reason (probably because I'm an idiot and forgot to check the box when I exported the images), the shrubbery around the Xel-Naga watch tower doesn't show up on the overhead views. You can see it in the close-ups. BTW, can anyone tell me how to turn off the building blockers in the main screen of the editor?
Watch Towers:
(new!) 1 Watch tower dead center, giving vision of only high ground middle

Map Analysis Data:
Base Identification:
+ Show Spoiler +
[image loading]

Rush Distances:
    M2M
  • Close positions: 127.4
  • Cross positions: 151.6
    N2N
  • Close positions: 94.2
  • Cross positions: 119.5

**I didn't upload all the images from the analyzer because I'm a lazy bum. I'll get around to it when I think the map is ready for play**



Changelog:
v0.3
Extended main cliff to prevent blinking without a spotter
Relocated watch tower to center w/ LOS blocker, removed others
Added land behind gold bases
Receded some cliffs from edge of the map, which impeded building/movement
Made low ground alleys unbuildable
Decoration

v0.2 + Show Spoiler +
[image loading]

Download

Players: 4
Dimensions:
Playable: 122x122
Full: 128x128

Resources:
Mains: 9M 2G
Naturals: 7M 2G
Thirds: 6M 1G (All High Yield)
Blocked by a standard 2k hp destructible debris

Here are the basic concepts:

-3 close-by bases (macro map)
-Wide open center (not easy to mech push)
-Smaller lanes can be used to counter-attack and for early pressure
-Main base exposed (encourages drop/harrass play)
-Plays out differently in close positions than cross-map
Hey everybody!

Watch Towers:
4 Towers on the edges of the middle high ground, about halfway along the low paths. Controlling all 4 gives complete vision of center.

Notes:

You can mine from the gas and a few of the patches at the high yield thirds without destroying the destructible debris.

Pulled back cliffs between mains and thirds away towards mains
Expanded mains into water

v0.1
+ Show Spoiler +
Hey everybody!

I have just finished v0.1 of my first SC2 map and I'm looking for comments/criticisms to help make it better. Here are the basic concepts:

-3 close-by bases (macro map)
-Wide open center (not easy to mech push)
-Smaller lanes can be used to counter-attack and for early pressure
-Main base exposed (encourages drop/harrass play)
-Plays out differently in close positions than cross-map

Here's a pic:
[image loading]

And a download link:
Link


Any feedback and suggestions are welcome and appreciated in advance! :D
When in doubt, lubricate!
YoureFired
Profile Blog Joined October 2009
United States822 Posts
June 21 2010 06:17 GMT
#2
The problem I see with this is that if, for example, one player spawns on 3 and the other on 12, the one on 3 will have a much easier time harassing/landing in the main of the person at 12. However, if there is a Terran on 12 they could also very easily siege the choke of the person at 3. Maybe adding some distance between the thirds and the mains would help this.
ted cruz is the zodiac killer
HaGuN
Profile Joined April 2010
United States154 Posts
Last Edited: 2010-06-21 06:18:52
June 21 2010 06:18 GMT
#3
Such a beautiful map, reminicent of BW maps in tons of ways. The chokes to a skirt of a choke covered by high ground and lots of flanks, i think it gives a lot of options to all 3 races, i would love to see matches and play, on this map. very good job!
"Also Zerg has won recently so I don't understand why Zerg is receiving a buff."-BoxeR
MrMoose
Profile Joined June 2009
Canada176 Posts
June 22 2010 01:46 GMT
#4
On June 21 2010 15:17 YoureFired wrote:
The problem I see with this is that if, for example, one player spawns on 3 and the other on 12, the one on 3 will have a much easier time harassing/landing in the main of the person at 12. However, if there is a Terran on 12 they could also very easily siege the choke of the person at 3. Maybe adding some distance between the thirds and the mains would help this.


That's a very good point and something I had thought about. That's why I am considering widening that choke. As it stands, you can't quite siege the entrance to the nat, but it's a little too close for comfort.

On June 21 2010 15:18 HaGuN wrote:
Such a beautiful map, reminicent of BW maps in tons of ways. The chokes to a skirt of a choke covered by high ground and lots of flanks, i think it gives a lot of options to all 3 races, i would love to see matches and play, on this map. very good job!


Stop it, you're making me blush! I would love to see matches on this map, too - but alas, the beta is down...

Thanks both of you for your feedback - 2 posts so far without a complaint of terran imbalance! And counting.
When in doubt, lubricate!
monitor
Profile Blog Joined June 2010
United States2409 Posts
Last Edited: 2010-06-22 05:02:55
June 22 2010 05:02 GMT
#5
Looks really fun to play on. Maps like these will determine whether SC2 will become an E-Sport -- this is definitely in favor or that!!!

Really I have no complaints, look awesome to play on, and it is well balanced.
https://liquipedia.net/starcraft2/Monitor
Equalizer
Profile Joined April 2010
Canada115 Posts
Last Edited: 2010-06-22 05:17:37
June 22 2010 05:14 GMT
#6
For 1v1 I would be concerned that there is an advantage/disavantage based on where players spawn due to the expanding patterns.

As I see it unless players spawn cross position one player will be expanding into their oponnent and the other will be expanding away from their opponent.

This is significant in that certain expanding patterns favour specific builds.
(eg. typicly terran mech wants to expand into their opponent where as zerg wants to expand away)

edit:
Also these movement patterns favour the player that moves into their opponent in terms of proxying being notably faster.
The person who says it cannot be done, should not interrupt the person doing it.
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
June 22 2010 05:33 GMT
#7
lol zomg no complaints about Terran?

its a cold day in hell :D

nice job, i really like the tileset and it looks like a fun map
MrMoose
Profile Joined June 2009
Canada176 Posts
June 27 2010 23:34 GMT
#8
Hey again! I've uploaded version 0.2 and edited the OP to make it more awesome. So keep your feedback coming and I'll keep working on the map.

On June 22 2010 14:14 Equalizer wrote:
For 1v1 I would be concerned that there is an advantage/disavantage based on where players spawn due to the expanding patterns.

As I see it unless players spawn cross position one player will be expanding into their oponnent and the other will be expanding away from their opponent.

This is significant in that certain expanding patterns favour specific builds.
(eg. typicly terran mech wants to expand into their opponent where as zerg wants to expand away)

edit:
Also these movement patterns favour the player that moves into their opponent in terms of proxying being notably faster.


I see what you're trying to say. When we're talking about close positions, it's true that you'll be expanding towards or away depending on the spawns. However, for the first three bases, the attack distance (from third to third) will be the same regardless of how the players spawn. After the first 3 bases, either player will have to expand away from their opponent.

Again, please keep commenting and let's keep the non-terran-imba streak going!
When in doubt, lubricate!
Ramsing
Profile Joined July 2007
Canada233 Posts
June 28 2010 01:00 GMT
#9
You might want to add in an extra tile or 2 at the back of the gold's so that players can have some kind of AA outside the actual mineral lines.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-06-28 02:31:20
June 28 2010 02:28 GMT
#10
The balance looks good on this map. I would like a higher resolution SS to better see everything.

Only thing I would say is add a lot of details and make it look better, since the map is very standard looking it needs A LOT of beautification.

-The ridge around the mains needs to be extended so stalkers can't back door blink without air sight.
-Don't really like the idea of the XWT's being able to see main/nat of each base. This is kind cheap early/mid game as well as initial scouting vs walling opponent.
-There is a gas issue in this game (not as bad as in BW, but gas needs to be not diagonal iirc)
..and then I would, ya know, check em'. (Aka SpoR)
MrMoose
Profile Joined June 2009
Canada176 Posts
June 28 2010 05:32 GMT
#11
Thanks for the input you guys!

@Ramsing: I put an extra tile behind the gold bases. I was indifferent about doing it, but realized the top and bottom bases had better turret placement as it was, so I decided to put the extra tiles there to balance it a bit.

@CharlieMurphy: Thanks for pointing out the issue with blinking stalkers - I hadn't considered that. I'll have to think about that for my other maps too. As for the watch tower, I had no problem with the scouting issue, as you could just build things in other places. Then I thought about blinking stalkers and warp-in. So I think I will make just 1 watch tower in the center of the map. As for the gas issue, I don't have a problem with inefficient mining from the high yields, as long as it's balanced. I'll test to see if it is.

Next update, probably a little later tonight, I'll add in a high-res pic and some more decoration.

If anyone else has any suggestions, speak up! 7 responses and no "zomg terran imba!!" yet woot!
When in doubt, lubricate!
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
June 28 2010 07:09 GMT
#12
hey have you thought about putting in some pyramids in the middle?
Here is how I designed mine in this map
http://www.teamliquid.net/forum/viewmessage.php?topic_id=132182
And here is how they are setup IRL
[image loading]
since this is the future, you could possible make the pyramids crumbled or worn out as well.
..and then I would, ya know, check em'. (Aka SpoR)
MrMoose
Profile Joined June 2009
Canada176 Posts
Last Edited: 2010-06-28 08:51:43
June 28 2010 08:49 GMT
#13
Big update!

Changes to map:

v0.3
Extended main cliff to prevent blinking without a spotter
Relocated watch tower to center w/ LOS blocker, removed others
Added land behind gold bases
Receded some cliffs from edge of the map, which impeded building/movement
Made low ground alleys unbuildable
Decoration

I also added a bunch of new pictures from a couple of close up angles, and put in some data from the awesome map analyzer! Now, it is truly a sexy OP. (if I do say so myself)

On June 28 2010 16:09 CharlieMurphy wrote:
hey have you thought about putting in some pyramids in the middle?


That's a cool idea. Definitely something I'll consider putting in the next iteration.
When in doubt, lubricate!
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2010-06-29 16:40:28
June 29 2010 16:39 GMT
#14
Wouldn't blinking stalkers be really powerful on this map?

I mean with an observer or some other flying unit in the mix, they can blink from their third to someone's main. That can be really deadly.

EDIT: Nvm I see that CharlieMurphy has already brought up the issue
bakedace
Profile Blog Joined March 2010
United States672 Posts
June 29 2010 20:05 GMT
#15
I think the gold is bit too tucked. maybe just a little closer towards mid.

good map!
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