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[Map] Medusa

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-07-24 23:42:11
July 24 2010 23:17 GMT
#1
Map preview: (725x702)
[image loading]
High quality image (1444x1371)
Original SC1 Medusa

Players: 3
Size: 128x128

Money
Main: 8 mineral, 2 gas
Natural: 8 mineral, 2gas
Backdoor: 5mineral, 1gas
3rd: 7 mineral, 2 gas

Concept
u start off with ur main base which got a nice way to the natural, quite wide choke but enough to make a decent wallin.

behind the main minerals theres cliff with a ramp up towards it where alot of harassment can go on.

on the backdoor cliffs theres a backdoor expansion with low money but very safe to take.

these cliffs follow a long path with leads around the main base into the middle where there is a ramp down. on each of these ramps sits a destructible rocks of 2k hp that u must destroy to get acces into or out of the cliffs

by the natural is a very standard way out but outside the natural is some unbuildable area. out to the middle a bit and to the side u got a way into the 3rd base which leads quite a bit in and is quite open for air harass but is rather easy to defend vs ground harassment. the chokes of the 3rd bases are aswell unbuildable.

the middle is very large and very open, but also unbuildable with a few small locations around it where u still can build on the grass.

macro oriented map that encourages harass by drops and aerial attacks. having control of ur cliffs around the main base is very important and if your opponent get access to it he can pretty much destroy your main base from the cliffs.

Personal notes
i was not a huge fan of medusa1.0 in sc1 because i was a terran user. but once it reached the later versions it became a really brilliant and really popular map, then i started loving the map and now i just wanted to bring it back because i think it has huge potential for sc2 gameplay. the map is a 3 player map so it took quite a while to make and its not on exact symmetry as medusa but i think we all can agree its close enough

Pointers
creep will spread on the unbuildable terrain, its just impossible to put down creep tumors at them. so in this map u can put creep tumors in the small grass areas that u have between the rocks.

please help me if u got any suggestions if i need high grass/towers or if i dont need them then where should i put them etc, personally i kinda feel theres no obvious xel naga tower place for this map and high grass kinda doesnt fit in anywhere on the map.

Image Links
Destructible rocks in the middle
3rd base with unbuildable choke
Main base and cliffs hugging it
Middle of the map with unbuildable rocks
Natural with unbuildable rocks outside

Line of sight blocker (los): none
Watch Tower: none
Destructible debris/rocks: on the ramps in the middle

Poll: Do this map need Watch Tower(s)?

Every map don't need watch towers, its fine (46)
 
57%

I think thats a good idea (27)
 
33%

I don't think it needs it but it would be nice addon (8)
 
10%

81 total votes

Your vote: Do this map need Watch Tower(s)?

(Vote): I think thats a good idea
(Vote): I don't think it needs it but it would be nice addon
(Vote): Every map don't need watch towers, its fine



Download Map: no download available

Other maps:
Argutaris
Othello
Byzantium
City of Mengsk
Torrasque
Landscape
Black Rainbow
Gaia
Medusa
Progamerpls no copy pasterino
Brad
Profile Joined April 2010
2754 Posts
July 24 2010 23:19 GMT
#2
Looks good.
Lee Jae Dong proved that a focus on mechanics and execution could solve problems in the StarCraft game strategy.
Mutaahh
Profile Joined June 2007
Netherlands859 Posts
July 24 2010 23:24 GMT
#3
What if you move the natural expansions more to the center (harder to def)

and give the small back-door expo 8 patches, and make it that there are destructible rocks, so the map will have some diversity and uniqueness.
I want to fly
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-07-24 23:28:53
July 24 2010 23:28 GMT
#4
On July 25 2010 08:24 Mutaahh wrote:
What if you move the natural expansions more to the center (harder to def)

and give the small back-door expo 8 patches, and make it that there are destructible rocks, so the map will have some diversity and uniqueness.

actually im normally up for uniqueness and diversity but this is the medusa from sc1 man, i cant change this because its pure awesomeness and i wanna keep it as i remember it from sc1 with a few changes thats required for sc2

edit:
added image links in the OP so u can have a closer look at stuff
Progamerpls no copy pasterino
Merikh
Profile Blog Joined June 2010
United States918 Posts
Last Edited: 2010-07-24 23:33:44
July 24 2010 23:31 GMT
#5
Looks really good, hmm looking at it again in HQ could this map favor terran?
G4MR | I mod day9, djwheat and GLHF's stream
ckw
Profile Blog Joined February 2010
United States1018 Posts
July 24 2010 23:32 GMT
#6
Wow, sick I wanna play it. :-(
Being weak is a choice.
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-07-24 23:33:57
July 24 2010 23:32 GMT
#7
On July 25 2010 08:31 Merikh wrote:
Looks really good, but possibly a little terran favored?

it used to to be t>z, p>t and t>z in sc1 but this was like at super high pro level. i think it might be a little to call which race is imba this early just out the pictures dont u think?
could u explain how u think please?^^


On July 25 2010 08:31 Merikh wrote:
Looks really good,

Is the minerals at the top just "extra" that's there, not actually considered a 2nd/3rd/4th?

aha, those expansions we call backdoor expansions. it can act as a natural or as a 3rd base so its easier just to call it a backdoor expansion ^^
Progamerpls no copy pasterino
StupidFatHobbit
Profile Joined May 2010
United States98 Posts
Last Edited: 2010-07-24 23:38:33
July 24 2010 23:33 GMT
#8
I do think a watchtower would be a good addition, even if it's just a solitary one in the center of the map.

On July 25 2010 08:32 MorroW wrote:it used to to be t>z, p>t and t>z in sc1 but this was like at super high pro level. i think it might be a little to call which race is imba this early just out the pictures dont u think?
could u explain how u think please?^^


Well from what I see, tanks on the plateau above the main essentially cover the ramp to the 3rd, and the main/nat entrance by themselves. Plus if zerg FE's to nat, they have to deal with pressure -> harass from plateau, and if they FE to the plateau then they don't get the double gas they need. Cutting down on how far that plateau extends so tanks on it don't cover the main entrance might help but this is more of a general racial issue with zerg having difficulty handling cliffs than anything else.
An expert is someone whose made all the possible mistakes there are to make in a very narrow field.
Merikh
Profile Blog Joined June 2010
United States918 Posts
Last Edited: 2010-07-24 23:36:23
July 24 2010 23:35 GMT
#9
On July 25 2010 08:32 MorroW wrote:
Show nested quote +
On July 25 2010 08:31 Merikh wrote:
Looks really good, but possibly a little terran favored?

it used to to be t>z, p>t and t>z in sc1 but this was like at super high pro level. i think it might be a little to call which race is imba this early just out the pictures dont u think?
could u explain how u think please?^^


Show nested quote +
On July 25 2010 08:31 Merikh wrote:
Looks really good,

Is the minerals at the top just "extra" that's there, not actually considered a 2nd/3rd/4th?

aha, those expansions we call backdoor expansions. it can act as a natural or as a 3rd base so its easier just to call it a backdoor expansion ^^


Control main and natural with tanks on that ledge. Then your units would be outside your third since it's really close, jut seems easily defend-able. Guess I can't really judge right now, but that's just an idea. Guess we'll have to see.
G4MR | I mod day9, djwheat and GLHF's stream
Goobus
Profile Joined May 2010
Hong Kong587 Posts
July 24 2010 23:35 GMT
#10
Very nice looking map. Some concerns:

The bottom left expansion's choke is longer and narrower than those of the others.

The unbuildable areas may make it unreasonably hard for a Zerg to spread creep.
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-07-24 23:40:31
July 24 2010 23:38 GMT
#11
On July 25 2010 08:35 Goobus wrote:
Very nice looking map. Some concerns:

The bottom left expansion's choke is longer and narrower than those of the others.

The unbuildable areas may make it unreasonably hard for a Zerg to spread creep.

well give me a break man its like that in sc1 map too :S the smallest areas of the choke of natural are same size of all

the unbuildable areas creep will spread on, but u cant build on them. so lets say u have a creep tumor. u can put it down the edge of the rocks and it will spread to the other side of the rocks then u can put down creep tumor there. so its great u point that out, awesome observation but ive thought this through and creep will spread on the rocks so its all good


On July 25 2010 08:35 Merikh wrote:
Show nested quote +
On July 25 2010 08:32 MorroW wrote:
On July 25 2010 08:31 Merikh wrote:
Looks really good, but possibly a little terran favored?

it used to to be t>z, p>t and t>z in sc1 but this was like at super high pro level. i think it might be a little to call which race is imba this early just out the pictures dont u think?
could u explain how u think please?^^


On July 25 2010 08:31 Merikh wrote:
Looks really good,

Is the minerals at the top just "extra" that's there, not actually considered a 2nd/3rd/4th?

aha, those expansions we call backdoor expansions. it can act as a natural or as a 3rd base so its easier just to call it a backdoor expansion ^^


Control main and natural with tanks on that ledge. Then your units would be outside your third since it's really close, jut seems easily defend-able. Guess I can't really judge right now, but that's just an idea. Guess we'll have to see.

well yea its kinda easy to defend if u think it like that. but in the early stages zergs and toss has map control most of times and they can use that to destroy the rocks before u get tanks up on the ledge. its an impossible call right now but i think u have a solid ground behind ur thoughts, they might be true but that would only mean terran can turtle up 3 bases which doesnt necessarily mean its imbalance since the other races can contain u then. but in all honesty i believe the rocks will be taken down in the early stages of the game so i wouldnt worry about it^^
Progamerpls no copy pasterino
bITt.mAN
Profile Blog Joined March 2009
Switzerland3700 Posts
Last Edited: 2010-07-24 23:55:48
July 24 2010 23:55 GMT
#12
MorroW, if you put watchtowers you'd have to decide where to put them.

Not accessible from the mains, that's E Z mode. Perhaps right outside the rocks (as in to the right of the bottom set of rocks and same for all bases. This would mean you could see most of two natural exits (gives a better of army movement) but mainly lets you see inside your enemy's base (tech maybe, but mostly imba in favour of Mutas knowing just where the defenses are weakest). OUTSIDE ROCKS NO

In the middle. This is obvious, too obvious. It would let you see army movements across the entire central plain, so much for flanking unawares. It would also be unfair, only 1 watchtower to control ("Oh haha u suck u don't have the only watchtower") IN THE MIDDLE NO

My suggestion for where to put the watchtowers, if you really want them, is right inside the 3rd gas expansion, right across the bridge, on the side furthest from the nearest natural (so at 9 o'clock, at the top half of the exop, right in on the left of the bridge)

This would let you see army movements in and out of the natural, but not too much of the opponent's base (preferably they'd be placed in such a way that you would not see if an expo is being warped in.) This would also let you see if an army is moving along the top ridge, but hopefully not let you see too much of the main lowground.

The idea of having the watchtowers is to warn you of army movements. If they are at the 3rd expo positions ( 1, 5 and 9 ) they'd let you see an army moving out of a natural and an army moving out the back-door, which IMO is pretty useful and rather balanced. AT 3RD BASE LOCATION YES

It does not really matter all that much if they're at the top or the bottom of the bridge (refer to 9 o'clock), at all depends on how far their vision reaches. It'd be nice MorroW if you could upload some SS's with the sight-ranges of watchtowers at the different locations I suggested (outside rocks, middle, top and bottom of 3rd) so that we could vote, and make this port of Medusa complete, democratic and a community effort.
BW4LYF . . . . . . PM me, I LOVE PMs. . . . . . Long live "NaDa's Body" . . . . . . Fantasy | Bisu/Best | Jaedong . . . . .
SC2Phoenix
Profile Blog Joined June 2009
Canada2814 Posts
July 24 2010 23:58 GMT
#13
I think a watch tower for the middle would be nice, overall amazing map :D
Who the fuck has a family of fucking trees? This song is so god damn stupid. Fuck you song, fuck you and your stupid trees. -itmeJP
Merikh
Profile Blog Joined June 2010
United States918 Posts
July 24 2010 23:58 GMT
#14
On July 25 2010 08:38 MorroW wrote:
Show nested quote +
On July 25 2010 08:35 Goobus wrote:
Very nice looking map. Some concerns:

The bottom left expansion's choke is longer and narrower than those of the others.

The unbuildable areas may make it unreasonably hard for a Zerg to spread creep.

well give me a break man its like that in sc1 map too :S the smallest areas of the choke of natural are same size of all

the unbuildable areas creep will spread on, but u cant build on them. so lets say u have a creep tumor. u can put it down the edge of the rocks and it will spread to the other side of the rocks then u can put down creep tumor there. so its great u point that out, awesome observation but ive thought this through and creep will spread on the rocks so its all good


Show nested quote +
On July 25 2010 08:35 Merikh wrote:
On July 25 2010 08:32 MorroW wrote:
On July 25 2010 08:31 Merikh wrote:
Looks really good, but possibly a little terran favored?

it used to to be t>z, p>t and t>z in sc1 but this was like at super high pro level. i think it might be a little to call which race is imba this early just out the pictures dont u think?
could u explain how u think please?^^


On July 25 2010 08:31 Merikh wrote:
Looks really good,

Is the minerals at the top just "extra" that's there, not actually considered a 2nd/3rd/4th?

aha, those expansions we call backdoor expansions. it can act as a natural or as a 3rd base so its easier just to call it a backdoor expansion ^^


Control main and natural with tanks on that ledge. Then your units would be outside your third since it's really close, jut seems easily defend-able. Guess I can't really judge right now, but that's just an idea. Guess we'll have to see.

well yea its kinda easy to defend if u think it like that. but in the early stages zergs and toss has map control most of times and they can use that to destroy the rocks before u get tanks up on the ledge. its an impossible call right now but i think u have a solid ground behind ur thoughts, they might be true but that would only mean terran can turtle up 3 bases which doesnt necessarily mean its imbalance since the other races can contain u then. but in all honesty i believe the rocks will be taken down in the early stages of the game so i wouldnt worry about it^^


Where are the rocks XD?
G4MR | I mod day9, djwheat and GLHF's stream
HubertFelix
Profile Joined April 2010
France631 Posts
Last Edited: 2010-07-25 00:03:57
July 25 2010 00:03 GMT
#15
On July 25 2010 08:17 MorroW wrote:
macro oriented map that encourages harass by drops and aerial attacks..


If you want to keep this play, I suggest no watchtower.
Thanks for the work on new maps/convertions. I hope map upload will work on europe at the release.. I can't wait to play sc2 on other maps
di4m0nd
Profile Joined June 2010
United States297 Posts
July 25 2010 00:55 GMT
#16
the only change i would make is putting the temples back in so much cooler then rocks
but ya awsome map will enjoy it in sc2 i hope

oh also i miss clicked on the vote meant to click on no watchtowers
TLO | MC | Taeja | MarineKing | Alicia | HerO | PartinG | Bomber | Genius | MMA | CoCa | HuK | DRG | YugiOh | MVP | Jjakji | Stardust | Snute | Scarlett
GhoSt[shield]
Profile Blog Joined April 2010
Canada2131 Posts
July 25 2010 01:04 GMT
#17
No ability to stack the destructible rocks in the back? As a zerg user, any destructible rocks on any map has been very awkward to defend against. Especially since breaking the rocks gives the high-ground advantage to the attack and it is a long way ground-wise to get to that area.
SubtleArt
Profile Blog Joined January 2010
2710 Posts
July 25 2010 01:07 GMT
#18
Seems really disproportionate, and way smaller than the original. That or it could just be the fact that sc1 maps look like shit when converted to sc2 for some reason.
Morrow on ZvP: "I'm not very confident in general vs Protoss because of the imbalance (Yes its imbalanced, get over it)."
raph
Profile Joined May 2010
United States204 Posts
July 25 2010 01:08 GMT
#19
i personally love this map =]
Juaks
Profile Joined June 2010
United States384 Posts
July 25 2010 01:13 GMT
#20
Are you going to remake Paranoid Android? Peaks of Baekdu? Python?
1 2 Next All
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