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[M] (2) Twin Mesas

Forum Index > SC2 Maps & Custom Games
Post a Reply
FiveAlarm
Profile Joined March 2010
United States57 Posts
Last Edited: 2010-08-09 22:34:07
July 30 2010 21:15 GMT
#1
[image loading]

Twin Mesas - Current Version: 2.2
This is my first attempt at mapping for SC1 or SC2. You may notice that the map is almost entirely devoid of pretty doodads and terrain displacements. Once I had a grasp of the basic tools I set out to make a small melee map that experimented a little.

Map Image:
[image loading]


Map Features:
  • Players: 2
  • Size: 128x128
  • Bases: 2 mains, 4 standard expansions, 2 high yield expansions.
  • Destructible Rocks: Each main has an alternate exit blocked by rocks.
  • Sight Blockers: Some in the mains and the center of the map.
  • Xel'Naga Towers: None

Author's Comments:
I'm experimenting with a couple of ideas in this map. Your main has a back door to a potential 3rd or 4th base and your natural is a greater than average distance away. It has a narrow choke next to a cliff but, an alternate enterance that cannot be defended from the high ground exists. The sight blockers in the mains create some interesting possibilities for ninja-drops/nydus/proxy etc and force you to keep an eye on your back door if you're not planning on destroying it.

You can't play the same way on this map as you would on something like Steppes of War and be safe. So try to keep an open mind while giving criticism. And remember that this is a WIP. I can always change things if the map turns out to play absolutely horribly.

Tell me about what you like, don't like and any problems you encountered. Replays would be super cool.

Change log:
  • (0.0 -> 1.4) qrrbrbirlbel
  • (1.4 -> 1.5) Marked most of the border cliffs as unpathable.
  • (1.5 -> 2.0)
    • Removed pathing blockers. They were simply a bad idea that limited harass possibilities too much.
    • Narrowed the main ramp, standard walloffs will work now.
    • Made the natural less easily defended from the main's high ground and removed the sight blockers from the side entrance.
    • High yield bases are no longer on high ground, have been made more open and still have a ledge for drops/harass.

  • (2.0 -> 2.2) Made a bit more space around the natural expansion's ramp and resources.

Download:
Map: No download link. Just search for "Twin Mesas" on Bnet.
Map image: Twin Mesas HUEG (~1.1mb, 2048x2048)
o/ \o TEAMWORK!
aeoliant
Profile Blog Joined June 2010
Canada361 Posts
July 30 2010 21:38 GMT
#2
Is it your intention to have the naturals tankable? if i was a terran id set up shop there and behind those ridges.

looks like fun though. I dont like the main-nat distance but as you said you're experimenting
Kwidowmaker
Profile Blog Joined October 2007
Canada978 Posts
July 30 2010 22:42 GMT
#3
yeah I really dig this map I`m going to bug my buddy to play this and I`ll report back findings!
Kk.
FiveAlarm
Profile Joined March 2010
United States57 Posts
Last Edited: 2010-07-30 22:45:35
July 30 2010 22:44 GMT
#4
On July 31 2010 06:38 aeoliant wrote:
Is it your intention to have the naturals tankable? if i was a terran id set up shop there and behind those ridges.

looks like fun though. I dont like the main-nat distance but as you said you're experimenting


You're right. There are some good tank spots on the map. You can only tank 3 of the mineral patches at the natural and 5 of the mineral patches at 3 o'clock/9 o'clock without something providing vision. The gasses are out of range with or without.

I think its OK for now. It's just an incentive to get out of your base and control the center. You know what they say. The best defense is a good offense.

On July 31 2010 07:42 Kwidowmaker wrote:
yeah I really dig this map I`m going to bug my buddy to play this and I`ll report back findings!


Thanks for the interest. Make notes of the things you love and hate.
o/ \o TEAMWORK!
Meta
Profile Blog Joined June 2003
United States6228 Posts
July 30 2010 23:26 GMT
#5
This map looks really, really fun. Yeah there are a couple good tank spots, but like you said that just means Z/P should be on the offensive. The backdoor balances it out I think. I can't wait to give it a shot this weekend and post feedback on my games
good vibes only
triumph
Profile Joined July 2007
United States100 Posts
July 31 2010 00:26 GMT
#6
Cool map.
I would switch the rocks to the other path and make where the rocks are the nat so the choice of third is safe blue or risky gold.
Maybe alter the starting positions of the players to be closer to the new nat.
Loanshark
Profile Blog Joined December 2008
China3094 Posts
July 31 2010 00:48 GMT
#7
Looks awesome!
No dough, no go. And no mercy.
Channel56k
Profile Joined June 2010
United States413 Posts
July 31 2010 01:21 GMT
#8
wow this is a great looking map. I really like the path from the main to the nat!
"Do yourself a favor, and don't listen to me."
PimpMario
Profile Joined May 2010
United States10 Posts
July 31 2010 14:39 GMT
#9
Map looks sweet with some awesome ideas. I will however say this, as a Zerg the big distance between the main and the nat will be a hassle trying to spread creep tumors.
PimpMario
Profile Joined May 2010
United States10 Posts
July 31 2010 15:04 GMT
#10
I played it a couple of times. Map is sweet.

I might consider adding a watch tower... maybe 1 in the center or maybe on on the left and right sides.
FiveAlarm
Profile Joined March 2010
United States57 Posts
Last Edited: 2010-07-31 20:48:42
July 31 2010 20:44 GMT
#11
On August 01 2010 00:04 PimpMario wrote:
I played it a couple of times. Map is sweet.

I might consider adding a watch tower... maybe 1 in the center or maybe on on the left and right sides.


I'm glad you like it.

Earlier versions of the map had some watchtowers close to the mains but, they (understandably) drew criticism for being too easy for one side to control from the get go. I could have moved them closer to the center but, I felt like they revealed too much too clearly in that position so, they're removed for now. I think that a map this size might simply play better when the players need to do their scouting with units.

Watch out for those double-posts btw.
o/ \o TEAMWORK!
AltaiR_
Profile Blog Joined February 2007
Korea (South)922 Posts
July 31 2010 20:57 GMT
#12
the fact that the choke outside the nat and the cliff right next to it makes it a huge terran favored map. i'd suggest widening that area/clearing up the cliff.
Translator
GameTime
Profile Joined May 2010
United States222 Posts
July 31 2010 22:46 GMT
#13
The natural looks really easy to take.
Only the winner deserves to win.
FiveAlarm
Profile Joined March 2010
United States57 Posts
August 05 2010 03:48 GMT
#14
Updated to 1.5

I made a new set of images for the thread that fits TL.net's size limit better. I haven't made many changes to the actual terrain but, I did mark a lot of areas along the border as "no pathing". Let me know if it causes any problems.

So far I've had positive responses from some in-houses that I've asked to try the map but, I'm still looking for more community feedback. So lay it on me, even if it hurts.
o/ \o TEAMWORK!
FiveAlarm
Profile Joined March 2010
United States57 Posts
August 09 2010 19:26 GMT
#15
In continuing my quest to become a better mapper I've made some significant terrain tweaks. The original post has been edited to reflect all the changes. The map should be much more playable now, so please check it out and let me know what you think.

o/ \o TEAMWORK!
Dystisis
Profile Joined May 2010
Norway713 Posts
August 09 2010 21:08 GMT
#16
The gold is super easy to take and defend in addition to your natural. I think most players would just grab the gold while they take their nat, as both would be kinda easily defended. Other than that, the map looks better than many others submitted here, good job.
FiveAlarm
Profile Joined March 2010
United States57 Posts
August 09 2010 21:20 GMT
#17
I can neither confirm nor deny the rumors but, it is possible that some destructible rocks may be in the high yield bases' futures.
o/ \o TEAMWORK!
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
August 09 2010 21:30 GMT
#18
On August 10 2010 06:20 FiveAlarm wrote:
I can neither confirm nor deny the rumors but, it is possible that some destructible rocks may be in the high yield bases' futures.

this would really hurt zerg on this map, as it is it takes 4 tumors to connect main to nat and then to require rocks to be broken to get a third no matter what direction you go in addition to how far apart tumor wise bases are mean zerg is spread so thin early-mid game.
FiveAlarm
Profile Joined March 2010
United States57 Posts
August 09 2010 22:44 GMT
#19
I agree that the high yield expansion may be a bit too easy to secure and I'd like to do something about it. One thing I'm considering is blocking the high yield with another destructible rock. Another option is to swap the position of the 4th with the high yield.

That would make taking the gold involve a bit more decision making. You could opt to take it without breaking the rocks but, your opponent would have a shorter path to attack it by default. If you want to defend it better, you'll have to break down your own back door to have easier access to it.

Currently I'm leaning towards the second option, so that change might be published soon.

P.S. I just published a minor update to the terrain around the natural's ramp. Current version is 2.2 but I haven't updated the larger map image yet.
o/ \o TEAMWORK!
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