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[map] Exe9 -madsquare

Forum Index > SC2 Maps & Custom Games
Post a Reply
Madsquare
Profile Joined April 2010
Germany157 Posts
Last Edited: 2011-03-10 10:01:59
August 15 2010 10:30 GMT
#1
Updated 14. December 2010

LQ overview: [image loading]


+ Show Spoiler [Analyzer] +

+ Show Spoiler [Summary] +
[image loading]


+ Show Spoiler [Main-Main] +
[image loading]


+ Show Spoiler [Natural-Natural] +
[image loading]


Specifications:

2 Spawnlocations (11o clock and 5o clock)

10 mineral bases
-main has 8 patches
-natural has 7 patches
-expansions have 8 patches

02 gold bases
- both have 6 patches

02 Xel'naga Towers

Size: 144x144 playble

Notes:
High ground cliffs surrounding the map, decoration isles and cliffs behind the golds are unpathable by ground.

Cliff above third is unpathable as well.

Siege tanks can hit the third from the cliff around the main.

Small main is compensated through the cliff around main. If you take your natural, you get that space. If you take your third you secure it further.



Feedback is always appreciated.

You can catch me on irc in #teamliquid @ quakenet.


greetings, madsquare.


other maps
BBQ
Amnesia
Ice Wastes
Beta Station
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The Edge
I do not obey any norms. I redefine standard with every thought I make.
ven
Profile Blog Joined December 2008
Germany332 Posts
August 15 2010 13:09 GMT
#2
Arent the spawns at 11 and 5?
You can reach the rainbow. I'll be there to help.
Channel56k
Profile Joined June 2010
United States413 Posts
August 17 2010 17:02 GMT
#3
I think it looks great. Maybe the double high ground in the middle is a little bit much but keeping the high plateau there is certainly a nice gameplay touch. Now its time to doodad ;p
"Do yourself a favor, and don't listen to me."
Madsquare
Profile Joined April 2010
Germany157 Posts
September 09 2010 16:39 GMT
#4
updated

modified center area
added Xel'naga towers
smoothed some textures
I do not obey any norms. I redefine standard with every thought I make.
Madsquare
Profile Joined April 2010
Germany157 Posts
December 12 2010 10:33 GMT
#5
Updated once more.
redid the third and the area around it.

Feel free to leave some Feedback!
I do not obey any norms. I redefine standard with every thought I make.
iGrok
Profile Blog Joined October 2010
United States5142 Posts
December 12 2010 10:39 GMT
#6
From a balance perspective, it doesn't quite work :/.

The main is really small, and thats coming from me - I make small mains a lot. 20 CCs is pretty much bare minimum - with <250 rush distances you can't require a natural - though taking your natural gives no relief space-wise.

If you pull the mains outwards a bit, and give them and the nats a little breathing room, this could turn into a really nice map.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Antares777
Profile Joined June 2010
United States1971 Posts
December 12 2010 16:48 GMT
#7
As iGrok said, the mains are really small.

As I looked at the HQ image, I saw some texturing that you could have done better. The mains and naturals are well textured, but farther away you get from them, the level of texturing seems to decrease.

This is different than most maps that I've seen in how the layout is, but in a good way. Nice map!

Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
December 12 2010 19:40 GMT
#8
--- Nuked ---
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 13 2010 08:05 GMT
#9
Don't change the mains at all! Or if you do, increase it just a smidge. I really like how you explored this idea. I have been playing with similar options but the backdoor rocks outside the main never occurred to me, brilliant!

So, I think you can still have a significant effect with the idea of inducing players to build outside their mains but relent a little bit. I would give the natural just a little more roominess. I would scoot the main into the corner, possibly increase its area to 15CCs, but give some concavity to the cliff overlooking the secondary build area. That way players can build in the lower pocket and leave enough room to move to the rocks if they need to defend that side. (As it is, building there gets in the way of moving to defend the rocks.)

I love the tactical features, I think these need to be emphasized more in maps. The center is great. I think playtesting can tell you whether you should add Barrin's suggested ramps. It would make it more breezy, depends on style goal.

As a footnote, I think 13CCs is completely fair for 1basing. If you need more supply depot room, you need to take that into account on the map. As long as there is defensible build space outside the main proper, I think this is a style that should definitely be explored more. (I may or may not be advocating something I have been looking at recently. hehe.)
Comprehensive strategic intention: DNE
Madsquare
Profile Joined April 2010
Germany157 Posts
December 14 2010 16:50 GMT
#10
Updated.
fine tuned the main size.
slight improvement on textures and doodads.
--------------------------------

I increased the space between the main and the cliff around it. Allowes for better unit flow when theres buildings placed. As a result the mains a bit pushed towards the border, and also slightly increased in size.
I had tested building placement before and I have about 60 replays with the mains first size. No issues. But these are way old. The conclusion is, that you actually had enough space for 200/200 supply depots, tech structures and 5 production buildings with addon and enough space to move around. BUT it its vulnerable to mutas and voidrays.
I dont want to favour these too much, since theres that third with minerals directly at an unpathable cliff.
So I decided to soften this effect a bit. And also help players placing their buildings in the secondary building space.

cheers,
madsquare.
I do not obey any norms. I redefine standard with every thought I make.
baskerville
Profile Blog Joined April 2010
541 Posts
December 24 2010 15:39 GMT
#11
I like the mazy layout a lot, but the textures are not so experimental are they? , this "lost temple ambiance" should be enhanced
http://www.teamliquid.net/mirror/smilies/random-big.gif
Faze.
Profile Joined November 2010
Canada285 Posts
December 24 2010 15:53 GMT
#12
I really like the main and natural, lots of foliage so block vision and your use of DR is always interesting IMO.
I'd like to play on it.
D:
monitor
Profile Blog Joined June 2010
United States2404 Posts
December 24 2010 23:16 GMT
#13
Dang, thats a lot to take in.

144x144 is humongous. It needs to be smaller, like 118x118. The rush is huge, there is no harass, and there are no chokes. Games will just be a bit bland considering this, and all of the open space. I've written up a few things I suggest changing.

I feel like you strayed from the concept . Here is how I imagined it: The fastest path is very small and choked, but its the most convenient. Expansions are around the middle, but more open. Micro is important to maneuver through unique expansions. But it came out differently. The center isn't really that choked, and has XNT's to turtle on high ground. Outside expansions are open, but they don't have any harass, and they are all pretty bland. The HY is more dangerous, but its really just a space filler. I think you should compact and make the outside paths more useful.

The amount of LoS blockers is over 9000! It makes moving really awkward and gimmicky, because you have to watch every corner, yet it is strangely very open... I suggest shrinking the whole thing and moving the HY base into the center High ground to make it harassable and viable with map control.

The main looks a tad small, you should make it bigger without cutting into the path to the third. You could also consider making the natural a bit more possible to be walled off, the picture makes the ramp seem right where you want to wall off- or do you use the ramp to wall?

I feel like the textures should distinguish each area, because right now its all the same. Maybe like a man-made section? Or a lighter grass section? Or a dirt section? Its just important that you can find your way around in-game by notable features.

Sorry if its too harsh, don't take it personally. Only trying to help your maps!


Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
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