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[M] (3) Aztec

Forum Index > SC2 Maps & Custom Games
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1 2 Next All
Mereel
Profile Joined February 2010
Germany895 Posts
Last Edited: 2011-02-04 23:27:19
February 02 2011 21:02 GMT
#1
[image loading]


So i made a new map with 3 player spots this time. Turns out to be Aztec from Sc1
I hope u dont mind that i allready made 2 ports now but i really like those sc1 maps and aztec turned out to be perfect, especially with the size issue in mind.

i have to say making a 3 spot map is really hard and takes so long to do. im glad i got it right at the end. spend also a lot time on the doodads. u might find some beautiful spots^^

# Spawns: Three at 12, 5 and 9
# Size: 160x152
# Expansions: 16
# Golds: Three
# XNT: 1 in center
# Tileset: Bel'Shir Jungle

Overview:
+ Show Spoiler +
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ignore the doodads at the 9, forgot to remove those :D

Mapanalyzer:
+ Show Spoiler +
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Original:
+ Show Spoiler +
[image loading]


Changes:
+ Show Spoiler +
[image loading]

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Overview:
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Downloadlink for NA:
[url blocked]
TPW Mapmaking Team
Mereel
Profile Joined February 2010
Germany895 Posts
Last Edited: 2011-02-02 21:06:06
February 02 2011 21:05 GMT
#2
doublepost t.t
TPW Mapmaking Team
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
February 02 2011 21:40 GMT
#3
Lowground mains are just never going to be popular. Theres a huge disadvantage if you stay in your base. The disadvantage should be that you cant expand or flank, adding anothing huge one is a no-no in my head.

The overall layout seems pretty solid, tho im not sure its a complete rotational mirror.

Its just... im not sure... potential is surely there, but its not done in my opinion
KCCO!
Lonyo
Profile Blog Joined December 2009
United Kingdom3884 Posts
February 02 2011 22:06 GMT
#4
On February 03 2011 06:40 ihasaKAROT wrote:
Lowground mains are just never going to be popular. Theres a huge disadvantage if you stay in your base. The disadvantage should be that you cant expand or flank, adding anothing huge one is a no-no in my head.

The overall layout seems pretty solid, tho im not sure its a complete rotational mirror.

Its just... im not sure... potential is surely there, but its not done in my opinion

You call it a disadvantage, some people might call it a nice feature that will encourage a different style of gameplay from certain races.

It's nice that someone's added in a lowground-main map that we can at least see how it impacts the game. It'll probably be a more serious drawback than in SC1 because of the lack of vision, but it might be nice. And it looks pretty too, good that you decided to with jungle instead of trying to mix in any sand/desert.
HOLY CHECK!
Mereel
Profile Joined February 2010
Germany895 Posts
February 02 2011 22:08 GMT
#5
maybe, maybe not. this map is clearly createt for fast expanding and if u do so there is no low gorund disadvantage anymore. the only point would be pylon warpin or blink, as far as i can think of now.
if i gonna see a big problem while testing i could still change it without a problem.
TPW Mapmaking Team
danson
Profile Joined April 2010
United States689 Posts
Last Edited: 2011-02-02 22:48:32
February 02 2011 22:45 GMT
#6
this map is excellent, do what you can to get this played in a tourney/showmatch

edit : eh, didnt see the lowground main.... dunno how i feel about that, but we do need some solid three player maps.

maybe either change it to high ground main, or same-level with non-pathable cliffs separating. or close the choke of the natural by a hex or two.
sob3k
Profile Blog Joined August 2009
United States7572 Posts
February 02 2011 23:06 GMT
#7
We've never played Sc2 with lowground mains, so I think its important that its tried out so we can figure out the impact on gameplay.

The one thing I dislike here is the narrowness of the whole map. I would slightly widen pretty much everything, but especially the corridor to the blue third.
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.
No0n
Profile Joined March 2010
United States355 Posts
February 02 2011 23:11 GMT
#8
I don't know if it's just me, or does the map look and feel a bit different than the BW counter part? The map looks like it will play out really differently than the BW version (Ive played it many times) considering all the units and spell differences in SCII. We do need to try out new things so overall I like it.
Park Sang Woo(Sea.Really) Fighting! E-STRO forever.
funcmode
Profile Joined June 2010
Australia720 Posts
February 03 2011 00:26 GMT
#9
I think there's a pretty obvious repercussion of low ground mains, which is they give the attacker the advantage instead of the defender - which, if you're contained in your own main would make it ridiculously hard to break out of. If you contain a zerg to one base with early aggression, it will basically make it impossible for them to come back.

Basically, if one player gains even a relatively small advantage early on, the low ground mains will add to that and make the game even more one-sided. Thus, a map like this will probably encourage "cheesier" tactics which probably isn't what you want.
@funcmode - TPW Mapmaking Team - theplanetaryworkshop.com
forelmashi
Profile Blog Joined August 2007
421 Posts
Last Edited: 2011-02-03 00:31:50
February 03 2011 00:31 GMT
#10
does look like there are differences from the bw map but judged alone all in all I think it's quite nice.

a shame you made it so small but i guess that's the sc2 idiom
WniO
Profile Blog Joined April 2010
United States2706 Posts
February 03 2011 00:35 GMT
#11
It might be cool to see how well 3 watchtowers would work, (1 at each of the heavily wooded areas.) looks great from the overview though.
Lonyo
Profile Blog Joined December 2009
United Kingdom3884 Posts
February 03 2011 00:38 GMT
#12
On February 03 2011 09:26 funcmode wrote:
I think there's a pretty obvious repercussion of low ground mains, which is they give the attacker the advantage instead of the defender - which, if you're contained in your own main would make it ridiculously hard to break out of. If you contain a zerg to one base with early aggression, it will basically make it impossible for them to come back.

Basically, if one player gains even a relatively small advantage early on, the low ground mains will add to that and make the game even more one-sided. Thus, a map like this will probably encourage "cheesier" tactics which probably isn't what you want.

If you contain a zerg to 1 base with early aggression, he's probably going to lose anyway, so that aspect makes no real difference to zerg.
HOLY CHECK!
Gryzzly
Profile Joined September 2010
United States19 Posts
February 03 2011 00:47 GMT
#13
Also, I would check the tank range for the main at the top position. I am no expert, but it seems that tanks positioned on that little teal beacon could hit the mineral line (or at least the geysers) with sight, while the other two mains are out of range. Perhaps you could move the minerals to the top, closer to ramp (as in the 9oclock position), but it would change the original port.

The 9oclock base may or may not have an advantage being closer to the ramp (although if they are all the same distance, it may just be an illusion). However, the difference could be unnoticeable. Testing would just be needed.
Just my 2cent. Good luck with this awesome map!
Thank you for helping us help you help us all. - GLaDOS
Farkinator
Profile Joined August 2010
United States283 Posts
February 03 2011 00:48 GMT
#14
I have to give this a massive thumbs up because Aztec was not only my favorite map to play in Brood War ever, but it's also probably my favorite map to watch ever! I absolutely love this map and I don't even care about possible imbalances (Although I really don't think that it'll be bad at all. Maybe my love for Aztec blinds me o_o)
Get some bases, smash some faces.
Antares777
Profile Joined June 2010
United States1971 Posts
February 03 2011 02:51 GMT
#15
I like this map, it looks mostly balanced, though the middle may be Terran favored due to the high ground around the XWT. This clutters the area, making flanks harder, and the XWT shows the Terran player where the Zerg army is making getting the Siege Tanks out of position even more challenging. I'll have to play a few games on this map to say if it is definitely Terran favored or just me getting claustrophobic

I do not like low ground mains at all, no matter what race I play as. Also, the 9 o'clock main is closer to the ramp than the others, but as long as the bases are equidistant from each other, I guess it's ok. If you can raise the mains two levels, that would make me feel better (:

I'd change the ramps to the 7 o'clock, 3 o'clock, and 11 o'clock expansions to a 2x from the 1x because the 1x feels like a small choke for a fourth expansion, even though it is pretty far away from the main.

The gold expansions do not have an adequate amount of space behind their mineral lines to place turrets (or proxies hehehe), I'd ad maybe one more unit behind them if you can.


Great map, glad we have people in this community with enough guts to make 3-player maps!

IronManSC
Profile Blog Joined November 2010
United States2119 Posts
February 03 2011 18:59 GMT
#16
The main bases are not a disadvantage if you like to turtle most of the time. That's your own fault. It highly encourages and almost demands that you get a fast expand (or get an expand asap for that matter). This map looks like it is designed to push the players to the center.

The only problem I can see though is terran like to push with a common 2 tank 8 rine. If a zerg didn't fast expand, the terran could contain him.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
February 03 2011 19:29 GMT
#17
Like I said before, turtling already has its disadvatages in not being able to expand or flank properly. Dont take away the only advantage of a person who wants to turtle, the ability to have the defensive highground.

Its just not going to fly... Can you atleast make a version with a higher ground main? See how that works out? Otherwise the map is pretty damn awesome you know
KCCO!
Mereel
Profile Joined February 2010
Germany895 Posts
February 03 2011 19:51 GMT
#18
On February 03 2011 11:51 Antares777 wrote:
I'd change the ramps to the 7 o'clock, 3 o'clock, and 11 o'clock expansions to a 2x from the 1x because the 1x feels like a small choke for a fourth expansion, even though it is pretty far away from the main.

The gold expansions do not have an adequate amount of space behind their mineral lines to place turrets (or proxies hehehe), I'd ad maybe one more unit behind them if you can.



i think ur right with that. changed it allready. for the lowground i dont know what to do.
as far as the test games went it wasnt a matter at all.
i guess i need more guys to test it ~~

if someone want to host it on US i will add a download link:
[url blocked]
TPW Mapmaking Team
Whiplash
Profile Blog Joined October 2008
United States2929 Posts
February 03 2011 20:06 GMT
#19
I couldn't ever imagine playing on this map when playing vs terran, its just too easy for terran to surround the ramp from the high ground and contain your opponent until you secure a big enough advantage. These kind of ramps worked in brood war, but in sc2 you can't attack units on high ground which makes this a much bigger deal.

Koodos to the rest of the map, but seriously the high ground needs to be changed if you want anyone on a high level to want to play this.
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
Lonyo
Profile Blog Joined December 2009
United Kingdom3884 Posts
February 03 2011 20:45 GMT
#20
How do I find this map on EU? A search for Aztec shows up only Aztec Ruins, some random 4P map.
HOLY CHECK!
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