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[M] (2) Apparatus

Forum Index > SC2 Maps & Custom Games
Post a Reply
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2011-02-01 09:29:30
January 23 2011 18:18 GMT
#1
[M] (2) Apparatus
not online yet

Analyzer
[image loading]

Overview
[image loading]

Screenshots
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


I think there are some very nice details, but I am not too happy with the overall visual appearance as it looks cluttered and everything is on very small scale.
Any suggestions?


old:+ Show Spoiler +

two variants (fourth and gold)
[image loading]
(gold wOn#T be siegeable from main...)

[image loading]

[image loading]

playable Size: 128x128
Expansions: 10
Playerstarts: 2
Watchtowers: 2


I only have this analyzer picture until now. More screenshots when I decided on visual style and textures.

Concept:
Bigger number of regular expansions around the edge of the map. Open area infront of Nat and open Third. Harass. Multipath centre that asks for smart positioning and scouting.
LoSBs in back of base, in front of both ramps to fourth base and at the side of wide path leading from area in front of third towards straight (horizontal) ramp (centre)

Thanks!
to dezi and dimfish for hints and ideas via my mapthread

Feedback needed!
especially on openness in central area (get rif of tower in middle?), chokes (tripple ramp at Nat), possible abuse, expansions (fifth as high yield?), cliffwalks into main



Note:
Please ignore the missing ramp at 12 and some minor pathing mistakes visible.


Antares777
Profile Joined June 2010
United States1971 Posts
January 23 2011 19:51 GMT
#2
It looks like a solid map, but I think that the natural set up is a little weird because of where the natural ramp is in relation to the main's ramp and the actual natural expansion. I'd rotate the natural's ramp 90 degrees clockwise so that it faces the center of the map and creates more room in the natural.
Penke
Profile Joined October 2010
Sweden346 Posts
January 23 2011 21:02 GMT
#3
On January 24 2011 04:51 Antares777 wrote:
It looks like a solid map, but I think that the natural set up is a little weird because of where the natural ramp is in relation to the main's ramp and the actual natural expansion. I'd rotate the natural's ramp 90 degrees clockwise so that it faces the center of the map and creates more room in the natural.


I personally think the natural ramp looks pretty sweet. It gives a narrow and very defendable entrance to the natural, which I think is good.

But don't think that I actually know anything about what defines a good natural setup. The map looks very good overall. :D
iGrok
Profile Blog Joined October 2010
United States5142 Posts
January 23 2011 21:18 GMT
#4
the natural is too small, particularly with a rather small main. If you rotate the ramp 45 degrees, it'll help a bit, but it'll still be pretty small... Terran just needs more room to build on than that :/
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2011-01-23 22:08:03
January 23 2011 21:49 GMT
#5
damn terrans (:

ok, guys, so i'll produce some more space somehow.
still: what do you think about the ramp layout in general? normally you go into nat then turn, and then you go up into main >> here its more like a stair... I think pushing in is easier/quicker and probably it compensates the extra cliff.
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2011-01-28 14:37:44
January 28 2011 14:16 GMT
#6
updated OP and edited OP with two variants of fourth and gold.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
January 28 2011 14:53 GMT
#7
Var1 looks better.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
dimfish
Profile Blog Joined February 2010
United States663 Posts
January 28 2011 16:10 GMT
#8
Samro, in the analyzer pic the main's are listed as having space for zero CCs. This bug is hard to get around, but it only happens when the start location is too close to the main choke. I think in this case you might actually want to slide the mineral line up into the main some more, or increase the map bounds by one 8-cell jump on the left and right sides of the map and you'll have a little more main and natural to play with.
Samro225am
Profile Joined August 2010
Germany982 Posts
January 28 2011 16:47 GMT
#9
thx for pointing this out, dimfish!
i had no clue about it, although it was apparent that cc is quite close to ramp.

I think I will go with variant1 and also change all horizontal to diagonal ramps.
Samro225am
Profile Joined August 2010
Germany982 Posts
February 01 2011 08:46 GMT
#10
updated op with new images
dezi
Profile Blog Joined April 2010
Germany1536 Posts
February 01 2011 09:50 GMT
#11
I like the expansion layout (no neutral ones) which really favors macro games
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Mereel
Profile Joined February 2010
Germany895 Posts
February 01 2011 10:36 GMT
#12
really cool map....like the design
TPW Mapmaking Team
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 01 2011 20:41 GMT
#13
I like how this map shapes up over the course of the game. The army size and map positioning grow very fluidly into the additional space. The only thing I'd like to see is a little more space at the 4th. The ramp to gold can stay that size but I think there should be more room on top near the CC placement, so an attacker gaining the ramp is rewarded with space to maneuver.

I like the cosmetics. It might feel cluttered but I think that is part of your designer's perception after spending a lot of time in the editor.
Comprehensive strategic intention: DNE
Samro225am
Profile Joined August 2010
Germany982 Posts
February 02 2011 13:54 GMT
#14
On February 02 2011 05:41 EatThePath wrote:
I like how this map shapes up over the course of the game. The army size and map positioning grow very fluidly into the additional space. The only thing I'd like to see is a little more space at the 4th. The ramp to gold can stay that size but I think there should be more room on top near the CC placement, so an attacker gaining the ramp is rewarded with space to maneuver.

I like the cosmetics. It might feel cluttered but I think that is part of your designer's perception after spending a lot of time in the editor.


fluidity - absolutely that was one of my main aims when designing the map. clear expansions, options to move towards and cover them, etc.
> still I would love to add an expansion towards centre, probably infront of main. will do some test runs later.

do you think there needs to be more space at the 4th next to ramp? (not sure if I know what you mean)
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 03 2011 00:11 GMT
#15
On February 02 2011 22:54 Samro225am wrote:
Show nested quote +
On February 02 2011 05:41 EatThePath wrote:
I like how this map shapes up over the course of the game. The army size and map positioning grow very fluidly into the additional space. The only thing I'd like to see is a little more space at the 4th. The ramp to gold can stay that size but I think there should be more room on top near the CC placement, so an attacker gaining the ramp is rewarded with space to maneuver.

I like the cosmetics. It might feel cluttered but I think that is part of your designer's perception after spending a lot of time in the editor.


fluidity - absolutely that was one of my main aims when designing the map. clear expansions, options to move towards and cover them, etc.
> still I would love to add an expansion towards centre, probably infront of main. will do some test runs later.

do you think there needs to be more space at the 4th next to ramp? (not sure if I know what you mean)


In this detail picture that you have in the OP (http://imgur.com/ny7Bu) you can see the area where I want more space. As you come up the ramp, there should be a little more room south and east of the CC. This would fit better with how the rest of the map is, imo.
Comprehensive strategic intention: DNE
SaltyDog
Profile Joined January 2011
Uganda73 Posts
February 05 2011 08:44 GMT
#16
Nice map Samro, great decoration. I notice the stairs going down to your Gold expos, very nice. is that a custom texture or built in? If so, which tile-set are you using?
I'm unemployed, so I make maps.
funcmode
Profile Joined June 2010
Australia720 Posts
February 05 2011 11:41 GMT
#17
On February 05 2011 17:44 SaltyDog wrote:
Nice map Samro, great decoration. I notice the stairs going down to your Gold expos, very nice. is that a custom texture or built in? If so, which tile-set are you using?

The stairs are actually just meticulous use of variation 1 of the doodad "Ground Props", I believe it was Koagel who first started doing this.

Oh and Samro, nice map The use of doodads is really well done and at a glance I can't find any significant problems with the layout. I think personally that small lump of high ground next to the third isn't necessary and looks a bit weird, and I'm curious as to whether the cliffs behind the third and natural are pathable? That aside it looks quite solid.
@funcmode - TPW Mapmaking Team - theplanetaryworkshop.com
Samro225am
Profile Joined August 2010
Germany982 Posts
February 05 2011 12:59 GMT
#18
@ SalyDog:
as funcmode pointed out: ground props #1. turn 45°, copy a few times (it is more easy to do in the flat) and move the whole bunch of props on top of a ramp.

@funcmode: cliffs are pathable, except for the space with doodads. that means third is pathable pretty much everywhere, cliff between natural and third isn't aat all.
because it is quite easy to go threebase i wanted a cliff for drops. probably it should be moved even closer. and i actually like the look of it with the small fence doodads

@EatThePath:
okay, i can gain some more space there.

overall I feel is is a bit too big. i will compress it and redoo doodad work. i might even fit an 'expand-towards-opponent' regular base into it, somewhere between third and gold, but in centre (infront of main).'
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