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Active: 568 users

[M](4) Rhinelands by monitor

Forum Index > SC2 Maps & Custom Games
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monitor
Profile Blog Joined June 2010
United States2404 Posts
Last Edited: 2011-01-26 04:33:41
January 24 2011 01:43 GMT
#1
[image loading]


iCCup.Monitor [aka Pawp] here bringing you another map.


My most recent project is a 4 player map. It is roughly based off of Byantium from Brood War, but has been converted into a Starcraft II map style. Proportions are changed, mains are on high ground, cliffs were added, and many other changes make this its own unique map. If the picture doesn't resize, I suggest opening it in a separate tab.

+ Show Spoiler [Rhinelands Overview] +
[image loading]


  • Spawns: Four, one in each corner
  • Size: 136x136
  • Expansions: 16, including four 1-gas expansions
  • Golds: None
  • XNT: 1 in center
  • Tileset: Custom Jungle


On average, games tend to be 3 base, though often reaching 4 to 5. Things to note:
a) lowground 4th can be dropped from cliff
b) single gas 3rd's can be tanked from lowground
c) Xel'Naga sees entire center

+ Show Spoiler [Angled Overview] +
[image loading]


The expansions have the following minerals and gas:
Main: 8min, 2gas
Natural: 7min, 2gas
Third: 7min, 1gas
Fourth: 7min, 2gas

+ Show Spoiler [Changelog] +
---1.0---
.Reduced center high ground
.Spawns fixed (were only 3)
.textures added to ramps
---1.1---
.Center high ground removed
.rocks added to single gas expo
.brightness decreased


The map is currently on the NA Server under "iCCup Rhinelands BETA". Enjoy!
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
TibblesEvilCat
Profile Joined March 2010
United Kingdom766 Posts
January 24 2011 02:11 GMT
#2
is there an EU?
Live Fast Die Young :D
sob3k
Profile Blog Joined August 2009
United States7572 Posts
January 24 2011 02:18 GMT
#3
this looks awesomely solid.

I might reduce the size of the lumps in the middle to open center flanking up a bit.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
baskerville
Profile Blog Joined April 2010
541 Posts
Last Edited: 2011-01-24 19:25:22
January 24 2011 02:21 GMT
#4
niccccccccce layout!
+1 for eu
could we please get angled view(s)?
edit: thanks for it
by the way, each time i read your nick i think "task monitor"
read your id story but it did not stop
http://www.teamliquid.net/mirror/smilies/random-big.gif
Mereel
Profile Joined February 2010
Germany895 Posts
January 24 2011 02:40 GMT
#5
rock solid map
is there highground in the middle? i cant see
if yes remove it...
TPW Mapmaking Team
monitor
Profile Blog Joined June 2010
United States2404 Posts
January 24 2011 03:04 GMT
#6
is there highground in the middle? i cant see
if yes remove it...

Yes, there is some high ground in the center. I have been questioning it over some games too. In the original, there was no high ground, but then it played out to be too open and Zerg favored... I have to find a balance between that and this.

I might reduce the size of the lumps in the middle to open center flanking up a bit.

Agreed, I've been looking into it also.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
monitor
Profile Blog Joined June 2010
United States2404 Posts
January 24 2011 03:10 GMT
#7
Angled overview added, reduced high ground in the middle by 1hex on all pieces. Published on NA currently, PM me if you want to publish it on EU or SEA.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
enigamI
Profile Joined May 2010
Canada385 Posts
January 24 2011 03:42 GMT
#8
Definitely my favorite looking map, out of all the custom maps I've viewed on TL. Looks great!

If I have any doubts about it, it would be that it is too easy to take a third, though If this proves to be the case in testing, I'm sure it'd be easy to remove the thirds.
EunByuL
Profile Joined September 2010
Vietnam77 Posts
January 24 2011 08:20 GMT
#9
This is another ace map monitor!
Tôi không
NullCurrent
Profile Joined November 2010
Sweden245 Posts
January 24 2011 13:44 GMT
#10
How much space is there behind the minerals and gas? it looks a bit tight, especially on the 3rds and 4th.
(Analyzer summary please)

Also, what is the motivation behind removing one mineral patches from the expansions?
(I don't do that in my maps, if you give a good explanation I might start to do so too )

Finally, the layout looks nice, does not look like there will be many positional imbalances if you spawn close positions, which is a good thing
Also, I love the flow of the map, looks very natural!

PS. I'd recommend exporting map images in a size which is larger than the intended image size and then resize them. This will result in nicer and cleaner-looking images as you lose the jaggedness.
The Planetary Workshop - TPW - Mapmaking Team
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2011-01-24 17:56:46
January 24 2011 17:55 GMT
#11
nat looks siegeable. nice expansion layout, maybe a bit cramped. but cannot test it (liked to though)

+1 for analyzer summary

how did your testgames go? to me it looks terran favoured with theese narrow cliffs, where a few siegetanks can reac pretty much everything.

<3 fourth and the way it is constructed into the layout, nice flow here.
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2011-01-24 19:22:59
January 24 2011 19:22 GMT
#12
I think that the areas going from the fourths to the middle on low ground are too tight. I'm not sure why you have high ground areas by the XWT in the middle, it seems a bit too choked and Protoss favored at that area. If it's Zerg favored without them, maybe just decrease their size a little or use a ring of LoSBs.

I like how the rocks blend in with the grass, nice job on the aesthetics dude. The map looks a lot like v1.0 of Noon Hill, so you might want to look at the change log for balance ideas. EDIT: Wait, I don't have a change log... nvm.
Hyren
Profile Blog Joined June 2010
United States817 Posts
January 24 2011 19:43 GMT
#13
Looks like there is a nice balance between wide ramps and narrower chokes. Really nice looking map both design wise and aesthetic wise. My one concern (I could be completely wrong) is does a 1v1 map really need 16 expansions?
Power-tripping mod for Trump's stream
dezi
Profile Blog Joined April 2010
Germany1536 Posts
January 24 2011 19:56 GMT
#14
Can't help it but this reminds me so much of my latest 4 posi map somehow but i think all 4 posi maps might look somewhat identical ^^
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
SidianTheBard
Profile Joined October 2010
United States2474 Posts
January 24 2011 20:23 GMT
#15
My only concern is what if a zerg spawns at the 8 position while a terran/toss spawn at the 4 position. You will bring it 2 base 2 base and it'll be hard for the zerg to get a 3rd I feel. They either have to expand towards the enemy or take the 4th or the 10 position. Which wouldn't be too bad but as someone said earlier it feels the choke there would be very tight as well as the hill to allow it much easier for terran/toss to push up.

(can be the same if the zerg spawns 2 and terran/toss spawn 10)

(then again I have yet to play it so maybe it's bigger then it actually is, I'll check it out later tonight and let you know)

Also, I still extremely dislike it when other naturals have less minerals/gas. I still feel each place should have the standard 8 minerals and 2 gas otherwise it makes it worse to expand and makes people rather just 1 or 2 base.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
FlaShFTW
Profile Blog Joined February 2010
United States10143 Posts
January 24 2011 20:39 GMT
#16
BYZANTIUM!!! one of my all time fav maps. i think that the 3rd should be more TOWARD the center instead of a bit outside??? just a though. but nice map. 10/10
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Ragoo
Profile Joined March 2010
Germany2773 Posts
January 24 2011 20:55 GMT
#17
Wow, this is really one of the maps I would want to put in every tournament map pool asap and see (hopefully) wonderful macrogames. I love the subtle texture work and tree placement, gives it the very natural, clean and simple look I want to see in maps
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Leviance
Profile Joined November 2009
Germany4079 Posts
January 24 2011 22:48 GMT
#18
I wish Blizzard would put maps like this in the ladder pool. Great job, and - great name :D I live in the Rhineland
"Blizzard is never gonna nerf Terran because of those American and European fuck" - Korean Netizen
monitor
Profile Blog Joined June 2010
United States2404 Posts
Last Edited: 2011-01-24 23:48:30
January 24 2011 23:47 GMT
#19
Also, what is the motivation behind removing one mineral patches from the expansions?

Well, the natural and single-gas expos have 7 minerals to balance out how easy it is to hold them.

They can easily be defended from the high ground plateau. With 2 gas at the 3rd, it would simply make expanding there in any position too powerful, particularly close positions TvZ. At first, you can't saturate workers as much as an 8 min expansion, but it doesn't make a big difference in the long run- only promotes expanding more.

I think that the areas going from the fourths to the middle on low ground are too tight. I'm not sure why you have high ground areas by the XWT in the middle, it seems a bit too choked and Protoss favored at that area. If it's Zerg favored without them, maybe just decrease their size a little or use a ring of LoSBs.

Indeed, the center high ground is going to be removed.

My only concern is what if a zerg spawns at the 8 position while a terran/toss spawn at the 4 position. You will bring it 2 base 2 base and it'll be hard for the zerg to get a 3rd I feel. They either have to expand towards the enemy or take the 4th or the 10 position. Which wouldn't be too bad but as someone said earlier it feels the choke there would be very tight as well as the hill to allow it much easier for terran/toss to push up.

Zerg just expands to the lowground 4th in close positions, it is actually quite easy to get on 3base.

Also, I still extremely dislike it when other naturals have less minerals/gas. I still feel each place should have the standard 8 minerals and 2 gas otherwise it makes it worse to expand and makes people rather just 1 or 2 base.


The natural has 2 gas, just one less mineral. Since the map is so large and the natural is so easy to hold, it needs to have less to reduce turtling games. The way the map is now, players often secure their natural, then take the 3rd quickly after. (but not in a turtling fashion because of harass).

Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
mousepad
Profile Joined April 2010
United States136 Posts
Last Edited: 2011-01-26 04:16:00
January 26 2011 04:15 GMT
#20
Love the third. Its close enough to secure as Zerg, but is missing a gas. Makes for a good medium length game and can be setup to go into late after securing a 4th.
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