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[Map] Othello

Forum Index > SC2 Maps & Custom Games
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MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-07-24 23:31:05
June 22 2010 21:18 GMT
#1
a remake of the sc1 map othello also inspired by wuthering heights
the map is actually larger than any blizzard map so far but imo the current maps are too small

- the plates outside the natural and in the middle are unbuildable
- middle circle is unbuildable
- the walls around middle area are also unbuildable

main 8min, 2gas
nat 7min, 2gas
3rd 6min, 2gas
4th 7min, 2gas
middle 5rich, 1richgas

watchtowers (sight blockers around it) at 12, 6, 9 and 3 o clock

destructible rocks in entrances behind the naturals (2000 hp)

after playing stepps of war and lost temple and compare larger maps to small maps i think larger maps are alot more balanced. basically mech play which is a big topic right now revolves around having short distances to ur expansions so u can turtle. also having small maps u can split the map in 2 easily. short distance to enemy is great too for timing attacks while the zerg users want large maps. discussed this with haypro at dreamhack and we both agree zerg want this larger type of maps so he can remake his army quickly as hell after dying to the terran army, like toss often was against terran in sc1

v1.1
[image loading]

middle
+ Show Spoiler +
[image loading]

4th base
+ Show Spoiler +
[image loading]

old version
+ Show Spoiler +
[image loading]


no map download yet

Other maps:
Argutaris
Othello
Byzantium
City of Mengsk
Torrasque
Landscape
Black Rainbow
Gaia
Medusa
Progamerpls no copy pasterino
Comeh
Profile Blog Joined July 2008
United States18919 Posts
June 22 2010 21:23 GMT
#2
Hrm, it kind of resembles wuthering heights and othello mixed together - looks pretty interesting (though I think i would prefer a more wide open middle as in the original version). Looks pretty fun though - i really loved othello in scbw (as any terran player would)
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MorroW
Profile Joined August 2008
Sweden3522 Posts
June 22 2010 21:25 GMT
#3
On June 23 2010 06:23 Comeh wrote:
Hrm, it kind of resembles wuthering heights and othello mixed together - looks pretty interesting (though I think i would prefer a more wide open middle as in the original version). Looks pretty fun though - i really loved othello in scbw (as any terran player would)

oh ye thats understadable at first from the picture. but the middle ways u walk around with are actually quite wide. like the lost temple environment in the middle. units clump so damn much in sc2 that it doesnt have to be so wide anyways
Progamerpls no copy pasterino
ItsTheFark
Profile Joined June 2010
United States158 Posts
June 22 2010 21:25 GMT
#4
I dislike the inconsistent amount of minerals/gas at each expansion... The higher ground that an army can fit on and the proximity to the gold expansions basically makes them unusable, one tank at each corner will just decimate each base. Other than that, pretty good, however, the little squiggly walls should have something so that you can't land units on them.
zedrOne
Profile Joined May 2010
France471 Posts
June 22 2010 21:49 GMT
#5
just edit pathing. no pathing on the wall and that's it.

the little ground behind high mineral hills may need to be more identical. (maybe not..)

Like the unbuildable middle. maybe even make it bigger.

nice map overall.
LockeTazeline October 31 2012 06:02. Posts 166 : A Bo9 is really just a Bo1 played 9 times.
hellokitty[hk]
Profile Joined June 2009
United States1309 Posts
Last Edited: 2010-06-22 21:53:02
June 22 2010 21:52 GMT
#6
Those high yeilds are so open and easy to harrass, I feel they should be more valuble. At least another high yeild min and a normal gas.

I'm zerg btw heh.
People are imbeciles, lucky thing god made cats.
EZjijy
Profile Blog Joined February 2010
United States1039 Posts
June 22 2010 22:04 GMT
#7
I don't think taking the high yield will ever be worth it. 5 patches and 1 high-yield gas < 8 patches + 2 reg gas.
MorroW
Profile Joined August 2008
Sweden3522 Posts
June 22 2010 22:14 GMT
#8
yes i can also do the math but if u make it worth it straight up like that its just gonna favor zerg very much. other races wont take those expoes. basically those expoes r just there to fill the location more purpose and more reason to have mapcontrol in the lategame. also making it harder for a mech terran to split the map and i think its best for balance right now

On June 23 2010 06:25 ItsTheFark wrote:
I dislike the inconsistent amount of minerals/gas at each expansion...

pretty much every map in sc1 had this, its stregetically brilliant to use different on different locations because it adds more deph. for example u can take 3rd expo on 3rd base cause its easy to control but u could take 4th instead which is harder to control but gives u an extra mineral patch
Progamerpls no copy pasterino
monitor
Profile Blog Joined June 2010
United States2408 Posts
June 22 2010 22:29 GMT
#9
I think larger maps are not the way of Starcraft 2. This new game needs smaller maps, for a couple reasons:

-expanding is harder (big maps its way to easy-- by the time you get over, he could have put down 5 hatcheries)
-zerg creep highways (listen to TLO on Day[9] - he will explain it to you)
-armies are more compact, and slower (a few exceptions) -- every game with be just be a turtle-fest

I like the map though, just think some testing should be done.
https://liquipedia.net/starcraft2/Monitor
GeorgeForeman
Profile Joined April 2005
United States1746 Posts
Last Edited: 2010-06-22 22:45:15
June 22 2010 22:40 GMT
#10
Considering the number of players who can have success just maxing off two bases, giving each player 4 easily-defended bases seems.... excessive. I like varying the number of mineral patches. I think I'd like to see a "one gas" regular expansion at some point, even at the natural. Just for some diversity in play style.

But yeah, the map really does seem too expansive. I get your point that Terran need to be spread out or Mech is too powerful, but units are way more mobile in SC2 than in SC1, especially Zerg. I think you've taken it a bit far the other way with this one. But I hope people play this a lot. When Zerg start dominating with speed lings and nydus networks, it'll get to be pretty OP and people will be more willing to use this type of strategy on other maps.

ETA: as long as we're talking about mineral patch diversity, where was it written that 1500 was the right amount of minerals to start out with? Cutting it to, say, 1200 or something would force players to expand more quickly and lend a more dynamic element to the game. Just because 1500 worked for SC1 doesn't mean that's the way to go for SC2.

And one final quibble: the mineral lines at the 11 and 4 mains look a lot harder to harass with, say, mutas than the other two. Not sure if that's a bug or a feature, but I thought it worth pointing out.
like a school bus through a bunch of kids
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-06-23 23:31:22
June 23 2010 23:29 GMT
#11
new update,
remade middle
map smaller size
4th bases tighter
added destructible rocks behind nats
rotated main minerals so all hug the edge
Progamerpls no copy pasterino
Tropics
Profile Joined August 2007
United Kingdom1132 Posts
June 23 2010 23:33 GMT
#12
looks cool, and this is just going from the preview but it seems everything is really narrow. anywhere you'd push through is a small choke. for example the paths to the min onlys look a lot more like, say luna width, than othello.

i dunno, maybe my sense of the scale is just off.
monitor
Profile Blog Joined June 2010
United States2408 Posts
June 23 2010 23:36 GMT
#13
Map is lookin sweet now.

looks cool, and this is just going from the preview but it seems everything is really narrow. anywhere you'd push through is a small choke. for example the paths to the min onlys look a lot more like, say luna width, than othello.

i dunno, maybe my sense of the scale is just off.


I think the chokes are wider than you are seeing. Imagine a Nexus at each expansion, and compare it the the choke-- much smaller. Each choke I'm guessing is about the size of one screen.
https://liquipedia.net/starcraft2/Monitor
setzer
Profile Joined March 2010
United States3284 Posts
June 23 2010 23:41 GMT
#14
Hi, this map is really well done, just like your Outsider map. I am about to start remaking Athena and I have a simple question: what is the map dimensions in SC2 equal to 128x128 in BW? Thanks.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
June 27 2010 02:28 GMT
#15
great remake, why not use the other tileset though (so it looks more like scbw map)?
..and then I would, ya know, check em'. (Aka SpoR)
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
June 27 2010 02:51 GMT
#16
Hi Morrow :D cool map man.
10%
Antares777
Profile Joined June 2010
United States1971 Posts
June 29 2010 00:09 GMT
#17
I like this map. It allows for really good flanking with all the different routes after your opponent gets his 3rd/4th base up. The cliff at the naturals allows for harassment, which most good maps have. This, even though it is a four-spawn map seems to be better for 1v1.

Correct me if I am wrong, but I do not see any watchtowers. Consider adding some in places where players can spot an army moving out by the sides of the map.
Antares777
Profile Joined June 2010
United States1971 Posts
June 29 2010 00:10 GMT
#18
Oops I'm retarded you do have watchtowers...

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