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[M] Starlight Breaker

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
Last Edited: 2010-11-10 03:29:13
October 01 2010 03:06 GMT
#1
[image loading]


A completely original map by me. It was influenced by Othello and Blue Storm from Brood War. Worked on different cliffs here, as well as custom tilesetting. The map uses both Shakuras and Ulaan terrain.

Map is published under iCCup Starlight Breaker on NA and EU.

[image loading]
+ Show Spoiler [HQ Image] +
[image loading]
+ Show Spoiler [Side View] +
[image loading]


Features:
  • 2 players.
  • Start locations at 2 and 8.
  • Main and natural have 8 mineral patches each
  • Third expansions are close but extremely vulnurable.
  • Natural cliff is accesible by the main and is obscured by a line of sight blocker.


Comments
      Pretty simple map I made. One of the better ones imo though. Not much to say. As always, leave criticism please.

Make sure to check out my other maps here.
G_Wen
Profile Joined September 2009
Canada525 Posts
Last Edited: 2010-11-10 04:32:51
October 01 2010 04:36 GMT
#2
Hmm I like it. The fourth base seems pretty hard to hold but the one gas gold is really interesting.
Edit: Map updated, comment no longer relevant.
ESV Mapmaking Team
McCheese
Profile Joined July 2010
208 Posts
October 01 2010 04:54 GMT
#3
This map would definitely needed to be tested with the third being the gold with one gas. and like the poster above me said, if you do want a fourth, or a third with 2 gas, it would be hard to defend. And I'm not so sure about the natural cliff thing. Also would have to be tested and played around with alot. Another thing is the Tower placement. I think one in the middle would be perfect, with maybe LOS blockers around it or something... just some ideas. Good map overall and keep mapping! =]
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 01 2010 06:59 GMT
#4
This map has immediate appeal because of its simple idea but a lot of interesting flow; it's a perfect example of what I try to achieve when I think up a map. I like everything about it. Just wow.

I'm curious, did you consider rocks instead of LOS blocker to isolate the natural cliff jutting from behind main ramp?
Comprehensive strategic intention: DNE
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
October 01 2010 12:08 GMT
#5
Rocks have too much HP and problems like tank drops and reapers would be pretty big. I actually would've made it a small unit entrance to the backdoor but I haven't fully figured out how to do it yet so I made it into a LoS blocker.

The gold was originally the natural so that Zerg would be able to get a bit more of an advantage but I moved it to the third because Terrans floating to the gold would be too powerful.
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
October 01 2010 16:10 GMT
#6
Looks really cool. Just think that the HY is a bit easy to hold, except vs terran. Also that the top right/bottom left expo can be sieged from the main and vice versa seems kinda bad :/

Oh yeah, I think the blue sand is ugly
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
dimfish
Profile Blog Joined February 2010
United States663 Posts
October 01 2010 16:26 GMT
#7
This map has pleasing proportions, and smart features, so its either an awesome woman or a good map.

Those high elevation hills in NW and SE are nicely sized and the expos on either side of the hill are well-placed; I can see action being created here after players expand beyond their naturals.

The cliff over natural is fair, could be used defensively or offensively, and either way good scouting pays off.

I'm not sure why people get upset whether a gold expo is too hard or too easy to hold, because both players have the same opportunity... right? I'm down with 1-gas gold, experiment!

Cool map, tight and interesting
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
October 01 2010 16:29 GMT
#8
On October 02 2010 01:26 dimfish wrote:
I'm not sure why people get upset whether a gold expo is too hard or too easy to hold, because both players have the same opportunity... right?

Right. Because everyone plays the same race... right?

Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
monitor
Profile Blog Joined June 2010
United States2408 Posts
October 01 2010 16:45 GMT
#9
3rd HY seems fine to me in ZvT, for the following reasons:

-It can be easily harrased by air (favoring zerg in ZvT with mutas)
-easily harassed by ground (pretty neurtal in ZvT)
-encourages macro play (compliments zerg playstyle)
-tanks can siege 3rd HY (favoring T in ZvT)

https://liquipedia.net/starcraft2/Monitor
dimfish
Profile Blog Joined February 2010
United States663 Posts
October 01 2010 18:31 GMT
#10
On October 02 2010 01:29 FlopTurnReaver wrote:
Show nested quote +
On October 02 2010 01:26 dimfish wrote:
I'm not sure why people get upset whether a gold expo is too hard or too easy to hold, because both players have the same opportunity... right?

Right. Because everyone plays the same race... right?



Okay, you did mention vs. terran in your comment, I take it back. What I mean is people saying "The good is too easy to take" and then a period. That's silly, if they mean in a particular race match-up then let's hear it.

For this map I think gold is fine, though. Is it any harder to hold the gold vs. Terran here than on Xel Naga Caverns where tanks could go in the depression behind? Up a cliff, down a cliff, no matter, they just have the range to stay relatively safe from forces sitting right on the gold.
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
October 01 2010 19:55 GMT
#11
I based the golds like how the expansions on Othello are. Right outside your natural, but harassable. A lot. The golds are honestly just there to help out Zerg so drone saturation isn't as big of an issue. Otherwise, I would've made them normal blue minerals.
FlaShFTW
Profile Blog Joined February 2010
United States10260 Posts
October 01 2010 20:20 GMT
#12
love the map
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
October 02 2010 02:05 GMT
#13
On October 02 2010 03:31 dimfish wrote:
Show nested quote +
On October 02 2010 01:29 FlopTurnReaver wrote:
On October 02 2010 01:26 dimfish wrote:
I'm not sure why people get upset whether a gold expo is too hard or too easy to hold, because both players have the same opportunity... right?

Right. Because everyone plays the same race... right?


For this map I think gold is fine, though. Is it any harder to hold the gold vs. Terran here than on Xel Naga Caverns where tanks could go in the depression behind? Up a cliff, down a cliff, no matter, they just have the range to stay relatively safe from forces sitting right on the gold.

You really shouldn't compare custom maps with Blizzard maps concerning balance, that's really not helping >.>

I just feel that it's gonna be favouring Terran a lot because unlike on Othello there's instead of 3 only 2 entrances to it and they are also wider and all on the same cliff height. I mean I don't mind it since I'm Terran myself, just feel that it wouldn't be too hard to hold or to siege.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
October 02 2010 02:35 GMT
#14
How about reducing the mineral count at the third to like 4?
sob3k
Profile Blog Joined August 2009
United States7572 Posts
October 02 2010 03:46 GMT
#15
This is fucking good map....
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
October 02 2010 06:56 GMT
#16
I don't like the 3rd right outside the nat like that. It makes it so zvt or zvp they never have to make a choice which direction to attack. Or at least when they do attack your 3rd base, they just walk right into your nat then man next. So it's almost like when you lose your 3rd you're dead. Not really time to resetup a flank or anything.
..and then I would, ya know, check em'. (Aka SpoR)
Antares777
Profile Joined June 2010
United States1971 Posts
October 03 2010 19:09 GMT
#17
This is a great map! To me it seems to cross BW style play with SCII style play, which is what the community has been looking for such a long time!

I do think that the watchtower positions need to be rethought. It is too easy to mass an army there, like on LT. Maybe bring it up on high ground or something. If it stays the way it is, it needs LoSBs there, no question.

I agree, change the high yield mineral count of the thirds to 4.

This map is so awesome!
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 03 2010 19:48 GMT
#18
You can take your third at the corner if you're that worried about linear death pushes. Doesn't zerg account for this? The more I look at this map the more useful options I see. Definitely DO NOT reduce the gold patches to 4. If you reduce that site to a token expo you push it towards "win more". I think it's actually attractive as an alternative natural. I'm thinking about FE builds that can turbo kick-in on the gold patches (but you only get one gas).
Comprehensive strategic intention: DNE
danson
Profile Joined April 2010
United States689 Posts
October 03 2010 20:21 GMT
#19
easily one of the top 10 custom melees. Get this in a tourney fast. I want to see maps like this make it into big name tournies like HDH2/etc
BoomStevo
Profile Joined August 2010
United States332 Posts
October 04 2010 20:00 GMT
#20
Is the one gas at the gold a high yield gas? I can't see any reason to not take the gold as a third.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
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