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[Map] (2) Starchild by prodiG

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-08-10 00:25:16
August 02 2010 22:21 GMT
#1
[image loading]

This is my 9th map (I think). View the rest of my maps here: [GE]prodiG's Map thread and view the iCCup map pool here: iCCup Mapmaking Team & Map Pool

Starchild is named after the song "Starchild" by Wintersun. It is a 2-player map inspired by Heartbreak Ridge, a popular 1v1 map in SC:BW, and may be featured in the iCCup Map Series pending further testing.

To play the map, search "iCCup" in custom games. Map is only on US atm. See changelog section for changes.

Version 1.2
[image loading]

+ Show Spoiler [Additional Images] +

Version 1.1

[image loading]
Click for High Res image


Half-done
[image loading]

beta version
[image loading]

Original terrain and tileset design
[image loading]

The third sketch I made of the map (and the only one i didn't throw out)
[image loading]



Features
-Inspired by Heartbreak Ridge, an SC:BW map.
-Destructible rock blocking cliff behind natural expansion
-Two Xel’Naga Towers that provide vision to that player’s natural choke point
-Dangerous ramps
-Gold expansion hidden by LOS Blockers

+ Show Spoiler [Known issues and bugs] +

-Passive players (particularly Zerg) will have a difficult time securing a 3rd expansion against a more aggressive opponent.


+ Show Spoiler [Changelog] +

Version 1.2
-Added rocks and building blockers to prevent protoss from warping units in behind the rock @ natural
-Added destructible rock to 2 and 6 o'clock expansions to make mass expanding take longer
Version 1.1
-Changed the gold to only have 5 mineral patches instead of six



Check out my other maps!
Ground Xero

Impervious

Fighting Spirit

Neo Tornado

Neo Metalopolis

Redemption

Match Point

Valhalla

View all of my projects here!
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
August 02 2010 22:28 GMT
#2
Looks nice but is that whole cliff by the nat able to be dropped on?
R4ptur3d
Profile Blog Joined November 2009
Canada206 Posts
August 02 2010 22:29 GMT
#3
Who the hell vomitted this out :/


NAW MAN IM KIDDING, It looks good. Keep going big ;D
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
August 02 2010 22:30 GMT
#4
Looks really cool. Only one question, is there only one way to access the high yield expansion? If so I think it would be a bit too easy to defend.

I also remember that a lot of people were crying about the ridges when HBR was converted the first time that they're not any good because of the missing high ground mechanic. I think it's still cool because you don't see stuff shooting from high ground^^
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-08-02 22:44:55
August 02 2010 22:42 GMT
#5
On August 03 2010 07:30 FlopTurnReaver wrote:
Looks really cool. Only one question, is there only one way to access the high yield expansion? If so I think it would be a bit too easy to defend.

I also remember that a lot of people were crying about the ridges when HBR was converted the first time that they're not any good because of the missing high ground mechanic. I think it's still cool because you don't see stuff shooting from high ground^^

The idea between the gold is that the player will have to be scouting the gold expansions fairly often, because it's so easy to sneak the expansion in.

As for the ridges, they force slower armies like a mech ball to be more careful about when they try to cross one of them

On August 03 2010 07:28 Numy wrote:
Looks nice but is that whole cliff by the nat able to be dropped on?

The section that sticks out from the lake behind it is not pathable (cliffwalkers have to go INSIDE the natural and walk up the cliff to abuse it - if the rock hasn't been broken). Other than that, the rest of it is droppable, uor you can just walk up and break the rock down.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
August 02 2010 23:07 GMT
#6
On August 03 2010 07:42 prodiG wrote:
The idea between the gold is that the player will have to be scouting the gold expansions fairly often, because it's so easy to sneak the expansion in.

Well that's good but doesn't have anything to do with the ability to defend easily >.>

I don't mind if an expansion is easy to hold, I just wouldn't make it the high yield :/
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Manbear
Profile Joined August 2008
Canada306 Posts
Last Edited: 2010-08-02 23:16:17
August 02 2010 23:15 GMT
#7
On August 03 2010 08:07 FlopTurnReaver wrote:
Show nested quote +
On August 03 2010 07:42 prodiG wrote:
The idea between the gold is that the player will have to be scouting the gold expansions fairly often, because it's so easy to sneak the expansion in.

Well that's good but doesn't have anything to do with the ability to defend easily >.>

I don't mind if an expansion is easy to hold, I just wouldn't make it the high yield :/


It has everything to do with it being easy to defend, the player needs to scout it often BECAUSE it is so easy to hold and it is also a high yield, even if it was a normal expansion it would still need to be scouted often however the fact that it is high yield makes it even more vital to keep track of along with it being easy to defend.
Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
August 02 2010 23:17 GMT
#8
would it not be better to make the destructible rocks not cover both the droppable highground and the second entrance into your main? These big ones often take quite alot of time to pre empatively break down.
"Mudkip"
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
August 02 2010 23:24 GMT
#9
On August 03 2010 08:17 Madkipz wrote:
would it not be better to make the destructible rocks not cover both the droppable highground and the second entrance into your main? These big ones often take quite alot of time to pre empatively break down.

...It does
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
August 02 2010 23:26 GMT
#10
On August 03 2010 08:15 Manbear wrote:
Show nested quote +
On August 03 2010 08:07 FlopTurnReaver wrote:
On August 03 2010 07:42 prodiG wrote:
The idea between the gold is that the player will have to be scouting the gold expansions fairly often, because it's so easy to sneak the expansion in.

Well that's good but doesn't have anything to do with the ability to defend easily >.>

I don't mind if an expansion is easy to hold, I just wouldn't make it the high yield :/


It has everything to do with it being easy to defend, the player needs to scout it often BECAUSE it is so easy to hold and it is also a high yield, even if it was a normal expansion it would still need to be scouted often however the fact that it is high yield makes it even more vital to keep track of along with it being easy to defend.

If a player does a good push and takes out a good advantege where the opponent can't counter right after the attack he can get the expansion easily and the opponent can scout it as much as he wants to. Just saying, on my maps people cried when the high yield expo was in the middle of the map and had only 4 accesses.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Superouman
Profile Blog Joined August 2007
France2195 Posts
August 02 2010 23:50 GMT
#11
hey that gold expo is just too safe if you take your third. its an auto 4th =/

and even the fifth is easy to secure once you have the third, you should move that 5th more where the water is. and open an other big way to the gold expo

and good thing you made an overlord spot at the nat. I hope you did it intentionally, you should do it in each map. Think about zergs =(
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
August 03 2010 00:04 GMT
#12
On August 03 2010 08:50 ProTosS4EveR wrote:
hey that gold expo is just too safe if you take your third. its an auto 4th =/

and even the fifth is easy to secure once you have the third, you should move that 5th more where the water is. and open an other big way to the gold expo

and good thing you made an overlord spot at the nat. I hope you did it intentionally, you should do it in each map. Think about zergs =(

Nobody said you had to expand horizontally. Why not expand downward, toward your opponent?

By doing this you'd be pushing toward the back of his natural expansion ;D
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Superouman
Profile Blog Joined August 2007
France2195 Posts
August 04 2010 00:23 GMT
#13
third is closer if you expand horizontally
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
August 06 2010 17:18 GMT
#14
Map is published on US as "iCCup Starchild"
Gold expansions now have five patches instead of six.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
August 10 2010 00:33 GMT
#15
Bump for update:


Version 1.2
-Added rocks and building blockers to prevent protoss from warping units in behind the rock @ natural
-Added destructible rock to 2 and 6 o'clock expansions to make mass expanding take longer
Version 1.1
-Changed the gold to only have 5 mineral patches instead of six
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Ipp
Profile Blog Joined March 2010
United States456 Posts
August 10 2010 13:39 GMT
#16
I think the ramp near the natural is a bit unfair, Terrans can take much more advantage of it especially because the building blockers prevent nydus/warp-ins now (according to 1.2 updates). Drop a few tanks on the ledge without taking out the destructible rocks and GG.
http://youtube.com/RageQuitTV
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
August 10 2010 13:56 GMT
#17
On August 10 2010 22:39 Ipp wrote:
I think the ramp near the natural is a bit unfair, Terrans can take much more advantage of it especially because the building blockers prevent nydus/warp-ins now (according to 1.2 updates). Drop a few tanks on the ledge without taking out the destructible rocks and GG.

Heh, I probably should have been more clear in the changelog. Only a.~4x5 area on the side of the rock facing the 6 and 12 o'clock expansions is unbuildable, not the whole area.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
Last Edited: 2010-08-10 14:07:32
August 10 2010 14:04 GMT
#18
On August 03 2010 08:24 prodiG wrote:
Show nested quote +
On August 03 2010 08:17 Madkipz wrote:
would it not be better to make the destructible rocks notcover both the droppable highground and the second entrance into your main? These big ones often take quite alot of time to pre empatively break down.

...It does

You did not understand what i tried to say. Let me try again.


Big rocks take time to get down for both zerg and protoss.

It is very fustrating + Show Spoiler +
lots of ugly words, tearing the hair off my head kind of fustrating
to expand there for zerg only to find reapers on top of cliffs you can not get to unless you pre empatively break down a set of rocks that you simply wont be able to break down in time.

Zerg are already disadvantaged by the distance it has from main to natural.

This is stepping into kulas ravine territory where a good terran will win against zerg purely because he has all the map advantages.

I am sorry that this is coming late but Real life is busy.
"Mudkip"
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
August 10 2010 14:31 GMT
#19
On August 10 2010 23:04 Madkipz wrote:
Show nested quote +
On August 03 2010 08:24 prodiG wrote:
On August 03 2010 08:17 Madkipz wrote:
would it not be better to make the destructible rocks notcover both the droppable highground and the second entrance into your main? These big ones often take quite alot of time to pre empatively break down.

...It does

You did not understand what i tried to say. Let me try again.


Big rocks take time to get down for both zerg and protoss.

It is very fustrating + Show Spoiler +
lots of ugly words, tearing the hair off my head kind of fustrating
to expand there for zerg only to find reapers on top of cliffs you can not get to unless you pre empatively break down a set of rocks that you simply wont be able to break down in time.

Zerg are already disadvantaged by the distance it has from main to natural.

This is stepping into kulas ravine territory where a good terran will win against zerg purely because he has all the map advantages.

I am sorry that this is coming late but Real life is busy.

oh i get it, you double negative'd my face off :<

reapers have to run into the natural to get up the cliff, they can't get up from the back so the zerg at least has an opportunity to snipe them before they run up. other than that, i'd have to test the rocks as they are now vs. a rock only blocking the one side to make a concrete decision
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
DEATH2u
Profile Joined May 2010
Australia17 Posts
August 11 2010 00:12 GMT
#20
Whens this coming to SEA? !
Big fan of DjWHEAT and Day[9]
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