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[M] Naraka II (4)

Forum Index > SC2 Maps & Custom Games
Post a Reply
Johanaz
Profile Joined September 2010
Denmark363 Posts
Last Edited: 2010-12-28 19:38:17
November 29 2010 11:41 GMT
#1
[image loading]

This is a remake of my first map, Naraka. + Show Spoiler +
I put a ton of work into this map, but at the time I really didn´t have much understanding of gameplay and I got a little lost in gimmicks and blocked back doors and stuff.[image loading]

While it had a lot of character it wasn´t really suited for competitive gaming, which was my goal. So, I decided to do a remake using most of my favorite features, and with these last few months of mapping experience I hope to create a much better map.

Edit: I tried to shrink the map and work on the many balance issues, but I got a bit sick of it, so I added 4 extra bases, and settled for the fact that this is: an experimental, huge 4 player FFA map.
I apologize to all of you who tried to help me with constructive critisism, but it´s just too much work, and I worked too much on this already. Unless you have some quick fixes, I´ll leave this as is. Thanks.


Naraka II

Summary:

Version 1.2
EU server

4 player map (Epic FFA)
Playable size: 188 x 176
4 bases per spawn + 1 super high-yield
No watchtowers, no destructibles

Noteable features:

Pre-creeped central highground with super high-yield expo (the crater in the center is creep free and has LoS blocking on the rim).
Natural expo has a narrow back door.

Overview:+ Show Spoiler +
[image loading]

Angled:+ Show Spoiler +
[image loading]

Analyzer images:+ Show Spoiler +
[image loading][image loading][image loading][image loading][image loading]

Main:+ Show Spoiler +
[image loading]Upper left corner has an LoS blocked area

Natural:+ Show Spoiler +
Pretty standard natural except for an LoS drop zone and the narrow back door. [image loading]The back door choke acts as a funnel which only allows passage for a single unit except tanks, Thors and ultralisks.[image loading]

Third:+ Show Spoiler +
[image loading]The third expo has a pretty big LoS hidden drop zone with room for a sizeable army.

Gold:+ Show Spoiler +
Most of my previous maps have been commented as Zerg un-friendly, so I thought if I aimed for a slightly Zerg favored map, I might accidentally hit the right balance or at least achieve some interesting features with high spectator value.
Zerg players are free to place several hatcheries around the resources right from the get go, whereas Terran/Protoss are restricted to 1 CC/Nexus inside the crater until they can locate and destroy the tumors.[image loading]

The Terran Insane AI managed to take this during lategame and got a crazy income boost. [image loading]


Changelog:

0.7: Release
0.8: Fixed minor terrain imbalances.
1.2 Added 4 extra bases.

My Map Thread
TPW Map Maker - theplanetaryworkshop.com
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50114 Posts
Last Edited: 2010-11-29 13:23:11
November 29 2010 13:22 GMT
#2
Edit: nevermind.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TL+ Member
Johanaz
Profile Joined September 2010
Denmark363 Posts
December 01 2010 09:45 GMT
#3
Feedback anyone? ;-)

Just fixed some minor terrain issues and updated to bnet.

What do you guys think about pre-placed creep on the central plateau?
-I seen people talk about it but I haven´t found any maps using this.

And what about the one-unit natural back door?
-is it a viable terrain option or just plain annoying?
TPW Map Maker - theplanetaryworkshop.com
dezi
Profile Blog Joined April 2010
Germany1536 Posts
December 01 2010 09:49 GMT
#4
I don't like the 1 unit backdoor because your main is already very vulnerable to air harass. I'm also not sure if the mid doesn't put zerg on to much of an advantage. Anyway good textures and a nice layout with good doodad placement
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
December 01 2010 09:53 GMT
#5
I like it. Though I'd prefer having one additional base for each start location so the third is easier to take.

The only problem is that the map is absolutely huge. Shrink it down a ton to like 130x130 and it'll be good.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
December 01 2010 10:22 GMT
#6
Definitely a huge improvement from Naraka 1!
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Johanaz
Profile Joined September 2010
Denmark363 Posts
December 01 2010 10:53 GMT
#7
Thanks a lot guys <3

I will shrink it, which will take a lot of work, -like a total rebuild of 3rd and center!
Stay tuned for updates!

As for pre-creeped center, I thought that high ground normally favors terran and protoss more than zerg, so the creep could shift that balance a little in the opposite direction. That high yield will be very difficult to hold for anyone though, and I thought by having more resources there than standard, it could change hands several times through a game.
TPW Map Maker - theplanetaryworkshop.com
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 02 2010 02:34 GMT
#8
I like the one-unit choke, it lets you expand there early on without it being completely isolated. I agree the map needs to be smaller though, or have one more base if it stays this big.

I can't believe 16 gold patches is okay. The problem is that a player could conceivably turtle the middle to the point where its unassailable, which is actually worth it because you have about 2.5 bases there. A planetary fortress into tanks and local production buildings seems really strong.

I like the aesthetics a lot. Half cozy half creepy (no pun intended).
Comprehensive strategic intention: DNE
Exstasy
Profile Joined August 2010
United Kingdom393 Posts
December 04 2010 15:02 GMT
#9
No!, don't make it smaller haha, what we need in SC2 is bigger maps, more Macro oriented maps. Keep it the same size but add 4 more bases. and it will be perfect!

It looks amazing, Great job, can't wait to test it out.
WniO
Profile Blog Joined April 2010
United States2706 Posts
December 04 2010 16:18 GMT
#10
Making the naturals rotated away from the other bases looks like it would work really well. Can siege tanks hit the main mineral line from that back area? Also, the lava breaking apart the edges of the map is sweet.
Johanaz
Profile Joined September 2010
Denmark363 Posts
December 05 2010 13:40 GMT
#11
Thanks for all the ideas. You guys don´t exactly agree on what I need to change though ;-)

I´m working on a smaller version. It´s really hard to keep my favorite features on a reduced size map, tho. I moved the main ramp over to what was 3rd expo, making that the natural. New 3rd is now placed just outside natural near entrance to center area.
+ Show Spoiler +
[image loading]

Center is now much smaller with no high ground. It´s about the size of the previous high ground.
Pre-creeped as before.
+ Show Spoiler +
[image loading]

Experiment: I added hostile spine crawlers and spore crawlers inside the crater, so players can only expand to outside the crater without killing of the hostile defences first. Crater rim has LoS block, so you can stand on the edge with ranged units such as hydras, but you´ll need an air unit to provide LOS.
+ Show Spoiler +
[image loading]

Is this too unorthodox? Would it be better to put some destructibles in there instead?
TPW Map Maker - theplanetaryworkshop.com
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 06 2010 02:48 GMT
#12
Love the hostile zerg baddies in center, it adds more tactical flavour. They don't just obstruct the expansion, they obstruct movement in the early game. I like the proximity of the new 3rd. There's definitely less breathing room... but this serves to highlight the narrow back entrance.
Comprehensive strategic intention: DNE
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
December 06 2010 03:30 GMT
#13
What's the size of the new version of the map? I found that even 144x144 is too big.
TheAmazombie
Profile Blog Joined September 2010
United States3714 Posts
December 06 2010 04:36 GMT
#14
All of the cliffs everywhere seem to make it a tank haven. I like the work overall though.
We think too much and feel too little. More than machinery, we need humanity. More than cleverness, we need kindness and gentleness. Without these qualities, life will be violent and all will be lost. -Charlie Chaplin
emc
Profile Joined September 2010
United States3088 Posts
December 06 2010 08:27 GMT
#15
cool design, but no readily available 3rd even though it's a 4 person map. Lack of an easy 3rd makes me sigh but it looks cool.
Antares777
Profile Joined June 2010
United States1971 Posts
December 07 2010 01:23 GMT
#16
On December 06 2010 12:30 neobowman wrote:
What's the size of the new version of the map? I found that even 144x144 is too big.


144 x 144 is the perfect size for a four player map imho, and if this gets shrunk anymore, gameplay might be affected a lot... and negatively...

I like how there is that little spear of land behind the natural, it looks cool and probably provides early shenanigans that make this game fun

The third does still appear ver vulnerable, although I'm not too sure what to do about it.
TibblesEvilCat
Profile Joined March 2010
United Kingdom766 Posts
December 07 2010 01:33 GMT
#17
how did u make the hostile ai?
Live Fast Die Young :D
Johanaz
Profile Joined September 2010
Denmark363 Posts
December 07 2010 02:38 GMT
#18
On December 06 2010 12:30 neobowman wrote:
What's the size of the new version of the map? I found that even 144x144 is too big.

Size is 145x140

On December 07 2010 10:33 TibblesEvilCat wrote:
how did u make the hostile ai?

Just select player 15 (hostile) and place units/structures.
TPW Map Maker - theplanetaryworkshop.com
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
December 08 2010 05:43 GMT
#19
If mains are placed closer to the middle of the map and not the edge, then i suppose a smaller size can work out well. It looks like the map is too tight now though. Could you get an overview picture so we can see better?
Msrobinson
Profile Joined October 2010
United States138 Posts
Last Edited: 2010-12-08 05:47:57
December 08 2010 05:47 GMT
#20
3rd seems difficult to hold as zerg, but relatively easy as protoss and terran, with warpins and siege tanks. was this planned? how do you expect zergs to hold it, running units all the way around the natural and main, nydus worms, or is there a ramp i don't see?

edit:

i see the one unit choke now.
The IQ and the life expectancy of the average American recently passed each other in opposite directions.
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