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Forum Index > SC2 Maps & Custom Games
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Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2011-01-19 16:59:54
January 19 2011 14:30 GMT
#1
Slipstream 1.0
+ Show Spoiler [Overview] +
[image loading]


I haven't made a two player map in a while now, mainly because I haven't had any success with them, but after Nature's Spiral didn't really turn out to be as balanced as expected, I tried doing another two player map.

The natural is close by and can be walled off easily for a Forge fast expand. The downside is that there is a backdoor that you have to keep an eye on. The intended thirds are on the opposite side of the main and can be shelled from the fourths. The middle has ramps that come down in the center and by the thirds, and also houses the location of the fourths.

Since this map is rather linear, macro games will thrive, but it doesn't eliminate the possibility of rushes. The map size is 156x100 and I will get someone to get analyzer pictures up for 1.1.

There's a nexus that I forgot to delete, so the map is currently unplayable. I'll get rid of that building. Fixed.

So, tell me what you guys think of this map.

To Do List
-Move the thirds closer to the fourths.
-Make the center ground unbuildable up to the LoSBs.

Search "Slipstream" to play!
Tomo009
Profile Joined September 2010
Australia96 Posts
January 19 2011 14:50 GMT
#2
Geeze how do you pump these out so quick.

First off you made a terrible tile-set look good so that is the first accomplishment.

It's pretty straight forward, so nothing overly imbalanced I can see from my limited knowledge. The destructible debris seems kind of strangely placed unless its main intention was to be used offensively against the high yield base for a small reinforcement distance decrease. The only reason I could see it giving an attack from the other direction an advantage is the line of sight blockers, the choke is basically the same as the main path. But it certainly doesn't take anything away and I guess its just an interesting unique feature rather than a focus.
EunByuL
Profile Joined September 2010
Vietnam77 Posts
January 19 2011 14:55 GMT
#3
You should keep the highgrounds as man-made cliffs but change all the lowgrounds to natural cliffs imo. Would work much better.
Tôi không
FlaShFTW
Profile Blog Joined February 2010
United States10496 Posts
January 19 2011 15:19 GMT
#4
is the center buildable??? or is it just the 4th's? seriously, this is one of the ugliest tilesets, and you've turned it into like an agria one. it's really pretty.

the rush distances are perfect, as in not too short, but not too long. bt y r there ROX are that ramp, if the other one is perfectly open. i'd recommend another set of ROX at the other ramp leading toward your base.

10/10.perect.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
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funcmode
Profile Joined June 2010
Australia720 Posts
January 19 2011 15:43 GMT
#5
I like it.

I agree with EunByuL about switching the lowground cliff type, will probably look better that way. Though I think the map looks great as it is.

I'd move the minerals and gas at the thirds up one or two squares at the 6 position, and down the same amount at the 12 position so they fit better into the space. While this means more minerals could be tanked from the 4th, it's so easily accessible that if a terran can tank your third and you can't stop them, you've probably lost your third regardless of how many mineral patches they could hit with the tanks anyway.

My only other concern is the areas at the bottom of the big ramps in the middle looks a bit tight, might be a bit too easy for P to control with forcefields. You could maybe make the ramp that goes up to the watchtower that's closest to the middle one size smaller, or possibly try and move that whole piece of highground slightly outwards to create a bit more space. This might not be necessary, would probably have to play/see some games first.
@funcmode - TPW Mapmaking Team - theplanetaryworkshop.com
Antares777
Profile Joined June 2010
United States1971 Posts
January 19 2011 16:58 GMT
#6
Thanks for the feedback guys, glad to hear that you like the aesthetics on this.

The debris are a backdoor into the natural, I don't know if that was clear. That is so that you can wall off and fast expand easier, but it can be cracked without smashing the wall in, just by busting the backdoor.

I'm going to make the center unbuildable so that Terran can't set up a contain there as easily.

@funcmode - good call about the thirds. As for the middle being tight, you have to think of the ramps as flat ground, then it's not as tight as it seems.
Silv.user
Profile Joined November 2010
59 Posts
January 19 2011 19:20 GMT
#7
++++++++++++for the middle i love the idea.


Now the main + nat and the surrounding area around looks way to much harrasable etc.

But absolutly a intresting map yea, but mb do something bout the main.
All girls are whores, only the smart ones takes paid.
NullCurrent
Profile Joined November 2010
Sweden245 Posts
January 19 2011 19:39 GMT
#8
Looks really nice, but I have a few suggestions:

  • Make for some space behind the geysers on the natural and 3rd, currently it seems to be really tight, which is bad both for harass (hellions etc.) and to defend from eg. banshees.
  • Move the circular markings so that they surround the command center when placed on the 3rd and gold (so it still will be seen), looks a bit nicer and more "logical" that way as it will tell the user: "place something here".
  • As said before, change the cliff to natural cliff where you don't have metallic textures, currently the edges of the map look too artificial which doesn't mesh well with the map.
  • Mix a few more textures, especially along the edges of the cliff (the rough stone around the edges looks a bit too tiled, but that might just be the map image).


Nice mix of textures on the metallic part of the map, keep it up! (more mixing of textures almost never hurt )
The Planetary Workshop - TPW - Mapmaking Team
BatCat
Profile Blog Joined November 2010
Austria630 Posts
Last Edited: 2011-01-20 12:05:56
January 20 2011 12:03 GMT
#9
What exactly do you want to make unbuildable? It's an interesting idea, but it feels weird to me :-/
Other than that this is one of the best maps I've seen so far, is it available on EU?

Kudos to you sir.

PS: I actually like the metal borders on the lowground, makes for a nice contrast :p
¯\_(ツ)_/¯
CaptainCrush
Profile Blog Joined November 2010
United States785 Posts
January 20 2011 13:41 GMT
#10
Good looking map, blizzard really needs to get on some of these!!!
alpenrahm
Profile Blog Joined December 2010
Germany629 Posts
January 20 2011 14:33 GMT
#11
your map needs way more space. PvZ will be a big issue here.
G_Wen
Profile Joined September 2009
Canada525 Posts
January 20 2011 14:41 GMT
#12
The main seems absolutely far too exposed from the 4th. Tanks there + drop ship to spot is just a sticky situation. Especially since you can shell it from the 4th without being in attack range of other units.
ESV Mapmaking Team
Whiplash
Profile Blog Joined October 2008
United States2929 Posts
January 20 2011 15:32 GMT
#13
The natural's gasses look like they can be easily sniped by air units. I would add a bit of terrain behind them to allow static defense/units able to defend them. Overall it looks pretty decent, lots of wide areas and chokes to help keep the balance relative, but I wish someone would make back entrances harder to break down (like in brood war, stacked buildings so splash was required if you wanted to break thing quicker). With the line of sight by the back rocks I feel like its almost dangerous walling off your front area and expoing while that can be broke down easily and used as an alternate attack path.
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
January 20 2011 17:36 GMT
#14
The gold and 3rd expos need more room to build and maneuver around.. they're kinda pinched into the corner a bit. Other than that it looks pretty!
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Antares777
Profile Joined June 2010
United States1971 Posts
January 20 2011 19:40 GMT
#15
On January 21 2011 00:32 Whiplash wrote:
The natural's gasses look like they can be easily sniped by air units. I would add a bit of terrain behind them to allow static defense/units able to defend them. Overall it looks pretty decent, lots of wide areas and chokes to help keep the balance relative, but I wish someone would make back entrances harder to break down (like in brood war, stacked buildings so splash was required if you wanted to break thing quicker). With the line of sight by the back rocks I feel like its almost dangerous walling off your front area and expoing while that can be broke down easily and used as an alternate attack path.


I can stack debris if it's required. I was pondering the idea of stacking two or more of those rocks, and as you kill each one, the size of the debris would decrease (the top rock would be the largest, then the ones underneath if would gradually get smaller).

Otherwise, I'm going to move the mains a little to prevent harassment from the third, add room by the geysers of the natural, and move the third closer to the fourth for more harassment opportunities. I've been rather busy recently studying for midterms, so don't expect an update or any new maps soon, though I will make a thread with some of my map sketches in it in the near future for you guys to chat about. Sorry guys, but school comes first
Cep
Profile Joined November 2010
Germany41 Posts
Last Edited: 2011-01-20 21:45:32
January 20 2011 21:38 GMT
#16
I'm not big fan of the mineral placement inside the mainbases. i think it's to vulnerable to some playstyles early on. especially to siege tank/blink rush.

as already mentioned, the minaral line at the natural base is nearly impossible to defend against banshees/VR/Mutas. A little bit more space, especially behind the gas, would solve that.

The tileset is crap. But i agree, it looks really good. Well done.
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