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[map] Sapphire -madsquare

Forum Index > SC2 Maps & Custom Games
Post a Reply
Madsquare
Profile Joined April 2010
Germany157 Posts
Last Edited: 2011-01-09 15:09:02
October 04 2010 13:47 GMT
#1
Updated 26. Nov 2010

[image loading]

(detail screens removed)


Specifications:

4 Spawnlocations

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

00 gold bases

00 Xel'naga Towers

Size: 144x144 playable


Notes:

Center is pathable

Your 'actual' third and the 'possible' third (clockwise nearest natural) have the same distance from your mains ramp


Feedback is always highly appreciated.

If you would like to talk to me about something concerning starcraft2 mapping, you can catch me on irc in #teamliquid @ quakenet.

greetings, madsquare.

other maps:
Exe9
BBQ
Amnesia
Ice Wastes
Beta Sation
Emerald Plateau
Dreamscape
I do not obey any norms. I redefine standard with every thought I make.
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
Last Edited: 2010-10-04 17:05:38
October 04 2010 17:04 GMT
#2
Looks good and solid, nice idea with the 2nd entrance to the natural, I just hope you increased the hitpoints of the rocks a bit or stacked 2 on top of each other. Not sure about the main's sizes, look a bit tight? And I hope you're not done with the textures^^

Good work once more

EDIT: Just saw the detailed screens, guess you did put some more textures in there than I saw on the big one^^

+ Show Spoiler [BTW.] +
WHERE'S THE SQUARE???
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Madsquare
Profile Joined April 2010
Germany157 Posts
Last Edited: 2010-10-06 14:32:22
October 04 2010 20:13 GMT
#3
Main size is fairly large, comparble to Lost Temple. May look smaller since its a 144x144 instead of 128x128 map.

The textures on the layout screen look really mediocre, this is because i wanted to keep the purple color and so i just lightly toned it with the green stuff, and the cracks are the same color, so it looks unfinished.
Though ingame its really nice. The shakuras trees are probably the most awesome doodad in this game so far.
I do not obey any norms. I redefine standard with every thought I make.
BoomStevo
Profile Joined August 2010
United States332 Posts
October 04 2010 21:59 GMT
#4
I don't think the destructible rocks are needed.

The expansions are basically Fighting Spirit except more open.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
October 04 2010 22:22 GMT
#5
On October 05 2010 05:13 Madsquare wrote:
Main size is fairly large, comparble to Lost Temple. May look smaller since its a 144x144 instead of 128x128 map.

Don't let yourself get fooled by liquipedia, there are no 128x128 maps by blizzard. 144x144 is pretty standart actually.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
Last Edited: 2010-10-04 22:26:43
October 04 2010 22:25 GMT
#6
Lost Temple still uses less space because it's a diamond shaped map instead of square like this. 144x144 is pretty big and I think you could make this one smaller.

Edit: I have no problems with the map. Seems nice and stable. I would get rid of even paths and add more textures.
Antares777
Profile Joined June 2010
United States1971 Posts
October 05 2010 02:04 GMT
#7
This looks neat! I however think that the choke of the natural is a bit far away from the main. Maybe move it more in the mains, while pushing the tip of the main in front of the natural slightly, like on LT the ledge helps guard the expansion and the ramp itself is below it and curled off in a safer direction. This would also decrease the amount of creep tumors needed to connect main and nat, which right now looks like four, which is too many.

good luck!
Madsquare
Profile Joined April 2010
Germany157 Posts
Last Edited: 2010-10-06 14:32:05
October 05 2010 13:36 GMT
#8
I said the main is similar to Lost Temple, because its actually similar to Lost Temple. Sapphire has got 24x32 squares + ~1-3rows artwork, the same applies for Lost Temple.

I think I hit my idea pretty well. I wanted to make a lowfeature, macro heavy, standard fashion, with a lot of mapcontrol involved. The flatness and large distances help with this, as far my understanding goes.

Main-Nat can be covered well with 2 tumors.

Im considering moving the mains choke further inside, and also mirroring it, so that it points towards the nat's ressources, instead the exit.
However there wont be a ledge, because I want to punish players for not fast expanding. Due to the distances wich are really far, its quite easy to do that.

I really like the texturing ingame, because its adding some minor tone to the largely violet tone of shakuras. This looks like a dreamscape to me; so calm and simple, yet varied.
Though I will add more strength to the texturing if many people report its an issue to them.

Decisions will come when im completed with the replays.

Thanks for the Feedback

cheers.
madsquare
I do not obey any norms. I redefine standard with every thought I make.
Antares777
Profile Joined June 2010
United States1971 Posts
October 06 2010 00:20 GMT
#9
2 tumors? Lol I'm blind
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2010-10-06 01:28:01
October 06 2010 01:26 GMT
#10
This map looks very fun to play on; the choke points lend themselves to variability, not obligation.

Personally, I don't like the destructible rocks as they are now. It seems like adjacent spawns favour the person with the open path away from opponent for third, and taking the rocks down to your righthand third will be a pain.

I think you lose very little by modifying or removing them. Alternatively, you could twist the map a little more by putting another diagonal rock piece at the choke to the lefthand third, making an S pathway to the center from natural. This addresses the asymmetry of adjacent spawns, but takes away the semi-open feel.

What if the diagonal rocks were instead a large square that left a small gap? Attackers would still have to clear it to make a big flank maneuver but defenders could reposition to the righthand third reasonably well.

In any case this map is solid.
Comprehensive strategic intention: DNE
Antares777
Profile Joined June 2010
United States1971 Posts
October 06 2010 01:28 GMT
#11
On October 06 2010 10:26 EatThePath wrote:
This map looks very fun to play on; the choke points lend themselves to variability, not obligation.

Personally, I don't like the destructible rocks as they are now. It seems like adjacent spawns favour the person with the open path away from opponent for third, and taking the rocks down to your righthand third will be a pain.

I think you lose very little by modifying or removing them. Alternatively, you could twist the map a little more by putting that same diagonal rock piece at the choke to the lefthand third, making an S pathway to the center from natural. This addresses the asymmetry of adjacent spawns, but takes away the semi-open feel.

What if the diagonal rocks were instead a large square that left a small gap? Attackers would still have to clear it to make a big flank maneuver but defenders could reposition to the righthand third reasonably well.

In any case this map is solid.


Yes, that is a huge argument right now whether or not rotationally symmetrical maps should be used in tournaments.
Madsquare
Profile Joined April 2010
Germany157 Posts
Last Edited: 2010-11-26 14:47:34
October 06 2010 13:04 GMT
#12
Fixed the plunder with the rocks between natural and third.
Im quite happy with the changes. The map was really solid every time I looked at it, but something felt wrong. Now thats gone (for now at least ). They really didnt fit into the concept and I have no idea why i wanted to force an ultra safe natural.


About the rotational symetrie.
It has the benefit to get rid of close spawns, like on metalopolis. Though it has the disadvantage, that with various layouts one player can expand away from his opponents while the other has to expand towards him.
I adressed this issue as far as i could; if you spawn clockwise of your opponent, your third is nearer to him, while his third is farther from you.
I set the bases up in a way that you can use the clockwise nearest natural as your third. Your 'actual' third and 'possible' third (clockwise nearest natural) have pretty much the same travel distance from the main.

cheers.
madsquare
I do not obey any norms. I redefine standard with every thought I make.
Madsquare
Profile Joined April 2010
Germany157 Posts
November 26 2010 14:56 GMT
#13
Updated.

- Replaced and moved some doodads
- Strengened overall texture work and altered the texture concept


Feel free to leave some feedback!


-madsquare
I do not obey any norms. I redefine standard with every thought I make.
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