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Active: 1820 users

[M] (4) Relic

Forum Index > SC2 Maps & Custom Games
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1 2 Next All
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2011-01-07 21:45:59
December 18 2010 19:47 GMT
#1
Last Updated: Jan 6th

Relic

[image loading]

The new fancy lighting is done by iGrok, so lets give him a round of applause!

This is being submitted for January's MotM contest.

If you hate Kulas Ravine, then you're going to love this map! This map was originally inspired by Kulas Ravine and Divinity by prodiG. Relic is a four player map with in base naturals. These naturals have backdoor rocks into other naturals, but don't worry, your enemy cannot spawn adjacent to you, only across or cross spawn (maybe, still testing).

I have now published this map, search "Relic" to play! I have removed the DRs that guarded the side entrances to the high yield locations and added two more expansions. The third on this map is not obvious, and depending where your enemy is, your decision dictates how matches are to be played on Relic. Possible thirds could be the high yield expansion, more open and closer to your opponent, or maybe the natural behind your own, if you want a safe expansion, although this will open up another route from which you can be attacked. Or maybe one of the nine-mineral expansions would be a better choice? Choose wisely.

~Feedback is greatly appreciated!~

My Map Thread
baskerville
Profile Blog Joined April 2010
541 Posts
Last Edited: 2010-12-18 19:55:09
December 18 2010 19:54 GMT
#2
really nice edges
http://www.teamliquid.net/mirror/smilies/random-big.gif
Antares777
Profile Joined June 2010
United States1971 Posts
December 18 2010 19:57 GMT
#3
Thx I tried something different that I hadn't done before, and it turned out nice.
baskerville
Profile Blog Joined April 2010
541 Posts
December 18 2010 20:07 GMT
#4
kinda emulates a curtain of mountains.
is it unpathable terrain? I suppose the "real edge" is, but I was wondering about the parts incrotching towards the middle..?
http://www.teamliquid.net/mirror/smilies/random-big.gif
Antares777
Profile Joined June 2010
United States1971 Posts
December 18 2010 20:09 GMT
#5
On December 19 2010 05:07 baskerville wrote:
kinda emulates a curtain of mountains.
is it unpathable terrain? I suppose the "real edge" is, but I was wondering about the parts incrotching towards the middle..?


It is all unpathable. The "mountains" are just raised from the lowest kind of ground that is by default unpathable. Less work for me, hurray!
dezi
Profile Blog Joined April 2010
Germany1536 Posts
December 18 2010 20:18 GMT
#6
Would like to see another expo at the bottom of the main cliff on the way to the main. The backdoor to both nats on close is very nifty ^^
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Antares777
Profile Joined June 2010
United States1971 Posts
December 18 2010 20:24 GMT
#7
On December 19 2010 05:18 dezi wrote:
Would like to see another expo at the bottom of the main cliff on the way to the main. The backdoor to both nats on close is very nifty ^^


Hmm... I might put a half base there if one is warranted, but I wanted the thirds to be the high yield bases, like on Lost Temple. That gives more of an incentive to get the high yield base before your opponent does, or just to get a lead.
baskerville
Profile Blog Joined April 2010
541 Posts
December 18 2010 20:49 GMT
#8
On December 19 2010 05:09 Antares777 wrote:
+ Show Spoiler +
On December 19 2010 05:07 baskerville wrote:
kinda emulates a curtain of mountains.
is it unpathable terrain? I suppose the "real edge" is, but I was wondering about the parts incrotching towards the middle..?


It is all unpathable. The "mountains" are just raised from the lowest kind of ground that is by default unpathable. Less work for me, hurray!


I see what you mean (and wholeheartedly agree), most ideas are possible to implement with Galaxy, however it's usually really long to get all the small details worked out properly, using said "ready unpathable terrain" is easier than adding "extra"... which is the case with no fly zone however.
http://www.teamliquid.net/mirror/smilies/random-big.gif
41d3n
Profile Joined November 2010
United States44 Posts
December 18 2010 21:27 GMT
#9
I have to say, I don't like the destructible rocks connecting the mains - and not because I'm not all for changing game mechanics. I just think that doing it this way is going to lead to the same boring games (if the players spawn close distances). There just aren't strategic options when you do spawn close distances. Taking any base besides your natural is far too risky - the gold is out because of the high-ground cliff to the opponent's natural and the far bases are out because you cannot defend them: not only because if the distances from your main to them, but also because dispositioning your army from the natural DRs is just asking to have them broken down and your main butt-fucked.

If both players do take their naturals, then their armies are tied to defending those naturals at the choke. The DRs are small enough that the defender has a significant advantage over the attacker. Normally, this wouldn't be a problem except that there are few other strategic moves to make to weaken the defending force. Attacking around at the main's choke is out because of the immense distances around to there and the same problem of a counter-attack as taking a far expo.

The only real strategic moves an attacker could make would be to 1) use tanks or colossus to push the defending army back into the natural and provide enough space to move the attacking army through or 2) drop the back of the main and force the defender to displace all or part of his army - thereby weakening his defense. These are, however, the only strategic options and are not available to every race. I just don't see enough strategic options to make the connected naturals worth it.

Recommendations:
+ Show Spoiler +
If you want to keep the connected naturals, I recommend making them low-ground instead of high-ground, removing the DRs on the gold, and moving the natural mineral lines to the side with the gold cliff. This would solve the problem of the gold not being a viable expansion and keep the connected naturals - as well as adding a shorter attack path to the main choke and providing more strategic options.

If you do not want to keep the connected mains, I recommend removing the DRs and making the spawn positions such that 2 player games can only spawn in cross positions - a la Shakuras Plateau.
"I'm not supply blocked. It's a timing push." -Myself
FlaShFTW
Profile Blog Joined February 2010
United States10289 Posts
December 18 2010 21:37 GMT
#10
if the edges were any smaller, you'd have to call this map hourglass =P. very nice antares. just a suggestion, i feel that there are too few bases on this map. if you could, add regualr bases on the left mid and right mid, but to put some more macro on this map.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Antares777
Profile Joined June 2010
United States1971 Posts
December 18 2010 22:12 GMT
#11
Based on everyone's thoughts, I will begin working on Relic 1.1 in a few days.

@41d3n - I am either going to have it so that players don't spawn next to each other, or lower the naturals like you suggested and replace the 2x6 with a 6x6, which, of course, is larger and has more hit points and armor. I might also remove the DRs nearby the high yield expansions.

@Flash - I was either going to do that (the funny thing was that I originally had bases there in my sketch) or add 1/2 bases in front of each main and add make a hole in front of it for some protection. What do you think I should do? I might actually even do both.
iGrok
Profile Blog Joined October 2010
United States5142 Posts
Last Edited: 2011-01-07 01:06:32
December 18 2010 22:18 GMT
#12
We require more minerals


MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2010-12-28 01:45:11
December 27 2010 23:16 GMT
#13
Huge update.

-Relic is now on B.net. Hurray! Search "Relic" to play!
-Added fire and cool looking Protoss structures around the map.
-Redid all of the texturing to give each part of the map a different feel to it.
-Changed the team properties so that your enemy cannot spawn adjacent to your spawn.
-Removed the DRs that blocked the side ramps to the high yield expansions.
-Added two nine-mineral expansions on the sides of the map.

So please, now that you've all patiently waited, play on Relic and have fun!

EDIT: can someone tell me how to properly make it so that players will not spawn adjacent to their enemy? I just tried and it didn't work.
baskerville
Profile Blog Joined April 2010
541 Posts
December 28 2010 02:15 GMT
#14
player properties / teams info
(in those you make your custom starts)

[image loading]
[image loading]
[image loading]




game variants
(in here you set up your game in conjunction with previous)

[image loading]
[image loading]
[image loading]

untoggle, then add, then spend 8 hours figuring out what concerns start locations

[image loading]

then you have to link your new custom dependency to your map
or something like that
http://www.teamliquid.net/mirror/smilies/random-big.gif
Antares777
Profile Joined June 2010
United States1971 Posts
December 28 2010 03:06 GMT
#15
On December 28 2010 11:15 baskerville wrote:
player properties / teams info
(in those you make your custom starts)

[image loading]
[image loading]
[image loading]




game variants
(in here you set up your game in conjunction with previous)

[image loading]
[image loading]
[image loading]

untoggle, then add, then spend 8 hours figuring out what concerns start locations

[image loading]

then you have to link your new custom dependency to your map
or something like that



You sir, are awesome.

I'm going up north to Maine in a few hours and need to pack. There is also no internet there, so expect a new version Monday.
41d3n
Profile Joined November 2010
United States44 Posts
December 30 2010 22:14 GMT
#16
In regards to the new version of the map:
Holy shit. So much better. Especially the center. The old center was... uh... I didn't want to say anything. But this one is much nicer; I'm glad you took my suggestion.
"I'm not supply blocked. It's a timing push." -Myself
WniO
Profile Blog Joined April 2010
United States2706 Posts
December 30 2010 22:29 GMT
#17
This is shaping up to be really nicely. not going to comment on it until i play.
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2011-01-07 21:46:12
January 06 2011 23:54 GMT
#18
Thanks for everyone who helped contribute to not allowing players to spawn adjacent to one another, I was beginning to think that I wouldn't figure it out before Friday, but I did.
iGrok
Profile Blog Joined October 2010
United States5142 Posts
January 07 2011 00:56 GMT
#19
erm... i think i mentioned this to you... but you can't use my work in motm. Not really fair :\
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
dezi
Profile Blog Joined April 2010
Germany1536 Posts
January 07 2011 11:08 GMT
#20
Sounds like competitive distortion to me if iGrok really helped reworking this. He can't judge impartial on this one.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
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