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[M] (2) Aldaris Betrayal

Forum Index > SC2 Maps & Custom Games
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Mereel
Profile Joined February 2010
Germany895 Posts
Last Edited: 2011-03-10 20:46:02
February 27 2011 14:38 GMT
#1
[image loading]

I guess here should be an introduction for the map but im really bad with introductions so i just gonna talk about the layout a bit.

Layout:
Pretty basic main into natural. u can wall of the natural with pylon, gate, forge if u go for Fe.
then we got some more highground infront of the natural and there is a good reason for that. if u look at shakuras the ramp is basically 1cm away from ur natural and i had a game where terran just sieges up infront of the ramp and u cant do anything. the space infront of the natural prevents that i guess. then a easy third into open mid and harder golds as fourth or u take the expansions on the sides.

The walkpath is 207 from main to main which is far but from natural to natural its just 160. so in my opinion its ok.

General:
# Spawns: Two at 1 and 7
# Size: 160x158
# Expansions: 10
# Golds: Two
# XNT: 2 in center
# Tileset: Aiur

Updatet Version:

Overview:
+ Show Spoiler +
[image loading]


Mapanalyzer:
+ Show Spoiler +
[image loading]


Download:
+ Show Spoiler +
http://www.megaupload.com/?d=L49YF6RZ


Uploaded on EU.
TPW Mapmaking Team
TemplarCo.
Profile Blog Joined October 2010
Mexico2870 Posts
February 27 2011 14:57 GMT
#2
I like the map a lot, would like to see it published on NA, and its a very well done map overall!!
Great Job!!!
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. ♞
Samro225am
Profile Joined August 2010
Germany982 Posts
February 27 2011 15:00 GMT
#3
On February 27 2011 23:38 Mereel wrote:
Pretty basic main into natural. u can wall of the natural with pylon, gate, forge if u go for Fe.
then we got some more highground infront of the natural and there is a good reason for that. if u look at shakuras the ramp is basically 1cm away from ur natural and i had a game where terran just sieges up infront of the ramp and u cant do anything. the space infront of the natural prevents that i guess. then a easy third into open mid and harder golds as fourth or u take the expansions on the sides.


i think the long ramp does not help at all for various reasons:

first:
it is a really long choke now. better use a wider ramp. we have seen it in motm1 at my map Decline. there was not even a ramp and it was much too narrow.

second:
i have discussed this with dezi several times and i think such extra space above a map rather helps terran in defensive mode with siegetanks than it hurts an agressive terran with siegetanks at your doorstep. rather open up the space on lowground with holes or plants if you think it is a real problem (I think it is not).

On February 27 2011 23:38 Mereel wrote:

The walkpath is 207 from main to main which is far but from natural to natural its just 160. so in my opinion its ok.


both is really far and the difference of m2m and n2n leads to the question: how many creeptumors are needed to connect from main to nat?



other stuff:

1. I do not get why the saver highground is hy while the fourth is regular.

2. can one use siegetanks on the hy highground against third? how can you defend this?
Mereel
Profile Joined February 2010
Germany895 Posts
February 27 2011 15:20 GMT
#4
**1. I do not get why the saver highground is hy while the fourth is regular.

2. can one use siegetanks on the hy highground against third? how can you defend this?**

1. i thought about this too. maybe i need more testgames to see how this plays out but i could change it without a problem.

2. i guess u can defend it when ur on 3 base^^

and for the ramp thing, i dont know. we dont have a really good terran with mech style on our team so how should i know when nobody play like that.

TPW Mapmaking Team
WniO
Profile Blog Joined April 2010
United States2706 Posts
February 27 2011 15:22 GMT
#5
This is such a beautiful map. Not only through the textures and doodads, but the design has subtle touches that make it truly unique. A game-play issue that might come up however, is that defending looks much too easy, which will render aggression obsolete, I could be wrong but the main-nat shows it.
sCnDiamond
Profile Joined January 2011
Germany340 Posts
February 27 2011 23:09 GMT
#6
A really beautiful map with cool, yet decent lighting and seems to favor macro-oriented-play. Also cool details to add some spice into this cool SC2 battlefield .
formerly spinnaker.
.Aar
Profile Joined September 2010
2177 Posts
February 27 2011 23:13 GMT
#7
Very cool map, although I would have liked to see some sort of reference via passing resemblance to the relevant BW campaign map haha. But this is a very good map on its own.

Good luck with your operation!
now run into the setting sun, and suffer, but don't mess up your hair.
sob3k
Profile Blog Joined August 2009
United States7572 Posts
Last Edited: 2011-02-27 23:42:07
February 27 2011 23:38 GMT
#8
Very nice, middle is set up very nicely to be important to hold.

one issue I see is the 3rd being just too easy to hold. Three is the magic number of bases to hold in SC2, and currently its almost easier to hold than your nat. You are going to see a lot of just sitting on 3base if the map stays the way it is. You have a weird situation going on wher the 3rd is currently really vulnerable to siege and not much else (BL could also be good bu they are much later).

I would widen the choke at least
[image loading]
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.
TheFavorite1
Profile Joined July 2010
United States27 Posts
February 27 2011 23:39 GMT
#9
Apart from the fact that it allows for the 3rd base to be taken uncontested, it seems amazing. Maybe if you could expose the 3rd base a little more things might be a little more fair against siege tanks and for zerg against protoss. Once a protoss has a third base the zerg has some serious trouble.

Also, for the same reason that shakuras got taken out, the main is very hard to attack
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 28 2011 00:35 GMT
#10
This is just pleasant to look at, nice.

Personally, I like all the features locally, and most of them operate well with the rest of the map, but I don't like the huge distance, nor the ease of 3 bases, nor the seclusion of the main.

Because I like crazy ideas, this is what I would do: lower the natural to ground level, which makes it less defensible. Add a "back door" with rocks from the main towards center, right next to the current ramp. You can hold both ramps with the same army this way, maybe even the same static defense, but it lets you be much more mobile around the map, and it makes the main vulnerable. This would also make holding the center, or at least your tower, much more important. (That said, I do like that this is currently rewarded anyhow with map control, promoting active play.) The distance between bases would still be quite long compared to most maps. It would also allow some variability in expansion choices. One thing I don't like is that the gold is automatically the 4th. It should just be a normal base in that case. This would help alleviate that by letting you take the clockwise base from the main more realistically.

In any case, it's nice, if a little big.
Comprehensive strategic intention: DNE
Mereel
Profile Joined February 2010
Germany895 Posts
Last Edited: 2011-03-05 16:52:24
March 05 2011 16:51 GMT
#11
thank u all for help and love :D
i like what eatthepath said and changed some stuff.
[image loading]
TPW Mapmaking Team
lefix
Profile Joined February 2011
Germany1082 Posts
March 05 2011 18:54 GMT
#12
like a beautiful flower!
Map of the Month | The Planetary Workshop | SC2Melee.net
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 06 2011 06:06 GMT
#13
I'm quite touched you used my idea, lol. <3

Good luck for motm! This is such a gorgeous map, I hope we get to see games on it. =D
Comprehensive strategic intention: DNE
sCnDiamond
Profile Joined January 2011
Germany340 Posts
March 06 2011 14:23 GMT
#14
Great improvements! Makes it more difficult to expand and should give a more options to attack.
formerly spinnaker.
adso
Profile Joined March 2011
718 Posts
March 06 2011 14:47 GMT
#15
"Good luck for motm! This is such a gorgeous map, I hope we get to see games on it."
Meltage
Profile Joined October 2010
Germany613 Posts
March 10 2011 17:39 GMT
#16
And I thought this map must be too big to be good. Guess the DSRs by the mains made up for it. Good luck for MotM and the operation!
http://mentalbalans.se/aggedesign
Mereel
Profile Joined February 2010
Germany895 Posts
March 10 2011 18:13 GMT
#17
thank u.
the operation went very well, just has to heal out in the next weeks
TPW Mapmaking Team
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 10 2011 21:20 GMT
#18
congrats mereel!
Comprehensive strategic intention: DNE
Kaelaris
Profile Blog Joined September 2010
United Kingdom788 Posts
March 11 2011 11:13 GMT
#19
Gotta say I just played this map PvZ and I really liked the layout in general. Excellent map and great job on the execution.
CommentatorESL Commentator ♞ Facebook.com/Kaelaris ♞ Twitter.com/Kaelaris ♞ Youtube.com/Kaelaris ♞ Twitch.tv/Kaelaris
superezekiel
Profile Joined November 2010
United States35 Posts
March 24 2011 02:37 GMT
#20
This looks like a really unique map, I'd love to give it a spin and probably will do that when I get home.
Victory Goes To The Winner!
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