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Active: 682 users

[M] (4) Nature's Spiral

Forum Index > SC2 Maps & Custom Games
Post a Reply
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2011-01-19 01:01:26
January 19 2011 00:51 GMT
#1
Nature's Spiral 1.0
+ Show Spoiler [Overview] +
[image loading]


Bel'shir Title Set
132x132

This is my new map Nature's Spiral. It uses rotational symmetry just like Noon Hill, and I haven't modified the lighting, so no one should get any seizures from playing on this map .

Your natural is close by and can be walled off somewhat awkwardly. There is a high ground area right next to it with a double ramp. I got the idea from Scrap Station, where the natural had a double ramp to a high ground area. The only difference is that mine is smaller and can be used to harass the natural. Also, because of how the ramp extends into a wall in, you better place your buildings with thought, or enemy units will walk up the high ground and then attack your cannons without being seen. The area can also double as a drop zone and faces towards the map to make it possible.

The thirds are all on low ground wrapping around the middle and can be harassed by a main. On Noon Hill, I've seen people warp in a pylon in the main that overlooks the intended third of their opponent. This has been used to flank a Zerg really badly and ended the game. I'll get a replay up of that soon on the Noon Hill thread.

The middle has LoSBs that "spiral", which inspired me for the name of the map. The XWT is in a somewhat enclosed area, making Siege Tanks powerful at that location in ZvT. The XWT overlooks the entire high ground center, so the only ground route to go around it would be the low ground thirds. This implements some RvR into the map, which I always enjoy ^^,. On Noon Hill, cliffing was possible, and it is possible on this map as well, just cliffjumping is made more difficult.

Tell me what you guys think.

~My Map Thread~
FlaShFTW
Profile Blog Joined February 2010
United States10151 Posts
January 19 2011 01:04 GMT
#2
The map looks beautiful... however, terran tanks or collosi will be op. if you spawn, say the 9, and i spawn the 6, you can shell my 3rd... so that's gonna be a huge problem.
overall, great map, just not that many expansions... .
9/10. docked a point because of the imba.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
monitor
Profile Blog Joined June 2010
United States2404 Posts
January 19 2011 01:05 GMT
#3
Nice map, I like the Spiral effect. My suggestions are only minor this time, and should be pretty easy fixes.
A) Natural needs to be easier to wall off, the second ramp makes it almost impossible. If you rotate the natural, you could also make the map bounds a bit smaller.
B) Mains look a bit small- you should make them larger and make sure the gas can't be tanked from lowground.
C) Center High ground is well designed, but slightly too choked in the center. You should take the high ground pieces slightly smaller.
D) Mains can be tanked from almost all sides, so when you change the natural, give the main some more safe areas.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Silv.user
Profile Joined November 2010
59 Posts
January 19 2011 01:13 GMT
#4
I like it very much except for the LOS thingys in the middle not a big fan of those.

A suggestion would be to narrow it down a bit, mb create a wall at the LOS thingys and a bit more narrow choke. Think terran is way to OP on this map if not cross positions, a slight tank push with some LOS could kill alot of ppl. Im not sure if tanks could hit main from lowground there tho.

+ main alittle small y.
All girls are whores, only the smart ones takes paid.
Antares777
Profile Joined June 2010
United States1971 Posts
January 19 2011 01:29 GMT
#5
@Flash - If I spawn at the 9 and you spawn at the 6, I won't be expanding toward you. The intended thirds change depending on spawns. If you spawned at the 9 and me at the 6, would you expand right beneath my main?

@monitor - Can you elaborate on the rotation of the natural? Like, rotating it more towards the nearby third, or behind the main? As for resizing the main, I think if I stretch it out more into the center and rotate the mineral line so that it faces the bounds that would fix the size and the tankable geysers.

I'll shrink the high ground peaks near the XWT, thanks for pointing that out.

I'm going to check how many buildings it takes to wall off the natural and block the high ground ramp.

@Silv - I like the LoSBs the way they are. Thanks for the suggestion though. I might make them shorter in length, though it depends on what I do with the peaks.

Thanks for the feedback everyone!
monitor
Profile Blog Joined June 2010
United States2404 Posts
January 19 2011 01:36 GMT
#6
@monitor - Can you elaborate on the rotation of the natural? Like, rotating it more towards the nearby third, or behind the main? As for resizing the main, I think if I stretch it out more into the center and rotate the mineral line so that it faces the bounds that would fix the size and the tankable geysers.


I made an aweful drawing, but this is the idea:
+ Show Spoiler +
[image loading]
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2011-01-19 01:39:54
January 19 2011 01:39 GMT
#7
On January 19 2011 10:36 monitor wrote:
Show nested quote +
@monitor - Can you elaborate on the rotation of the natural? Like, rotating it more towards the nearby third, or behind the main? As for resizing the main, I think if I stretch it out more into the center and rotate the mineral line so that it faces the bounds that would fix the size and the tankable geysers.


I made an aweful drawing, but this is the idea:
+ Show Spoiler +
[image loading]


Ah, I see. Should I keep the high ground area, just swing it around 45 degrees or so? The only change will be that the ramp is out of the way of the wall-in and the third can also be harassed from that cliff. I really want to keep the cliff, I view it as an interesting and important part of the map.

Thanks.
monitor
Profile Blog Joined June 2010
United States2404 Posts
January 19 2011 01:43 GMT
#8
On January 19 2011 10:39 Antares777 wrote:
Show nested quote +
On January 19 2011 10:36 monitor wrote:
@monitor - Can you elaborate on the rotation of the natural? Like, rotating it more towards the nearby third, or behind the main? As for resizing the main, I think if I stretch it out more into the center and rotate the mineral line so that it faces the bounds that would fix the size and the tankable geysers.


I made an aweful drawing, but this is the idea:
+ Show Spoiler +
[image loading]


Ah, I see. Should I keep the high ground area, just swing it around 45 degrees or so? The only change will be that the ramp is out of the way of the wall-in and the third can also be harassed from that cliff. I really want to keep the cliff, I view it as an interesting and important part of the map.

Thanks.


Yeah, the only problem I see with your version is the difficulty to wall off. Its awkward, and doesn't give much space-- but my solution isn't the only one.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2011-01-19 01:50:47
January 19 2011 01:48 GMT
#9
On January 19 2011 10:43 monitor wrote:
Show nested quote +
On January 19 2011 10:39 Antares777 wrote:
On January 19 2011 10:36 monitor wrote:
@monitor - Can you elaborate on the rotation of the natural? Like, rotating it more towards the nearby third, or behind the main? As for resizing the main, I think if I stretch it out more into the center and rotate the mineral line so that it faces the bounds that would fix the size and the tankable geysers.


I made an aweful drawing, but this is the idea:
+ Show Spoiler +
[image loading]


Ah, I see. Should I keep the high ground area, just swing it around 45 degrees or so? The only change will be that the ramp is out of the way of the wall-in and the third can also be harassed from that cliff. I really want to keep the cliff, I view it as an interesting and important part of the map.

Thanks.


Yeah, the only problem I see with your version is the difficulty to wall off. Its awkward, and doesn't give much space-- but my solution isn't the only one.


Alright.

I'll brainstorm a few extra ideas after I play a few games on it.
tainted muffin
Profile Joined August 2010
United States158 Posts
January 19 2011 01:52 GMT
#10
Looks sick
TemplarCo.
Profile Blog Joined October 2010
Mexico2870 Posts
January 19 2011 02:14 GMT
#11
Looks very good but, the natural 3rd base if spawn 9 vs 6 (like FlaShFTW says) your main is f*cked so might wanna move the expo, even though it's though to find a nice place.

But great map so far, Great Job :D
With an average game length of 7m36s over his 6 games in GSL3, this is a no-brainer. BitByBit pulls more SCVs than yo momma at a club on Mar Sara. ♞
Tomo009
Profile Joined September 2010
Australia96 Posts
January 19 2011 03:22 GMT
#12
It looks great but I a zerg I would be very intimidated on this map. I haven't played it yet obviously, but from a slightly uninformed view of the map it seems protoss and especially terran could just walk all over us and laugh. With the difficulty of taking an effective third, the easy ability to harass what would be our safe third and their ability to out-manoeuvre us easily, which is supposed to be our strength.

Looks like a good size though and I would have to try it to really know what my options would be.
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