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[M](4)iCCup Amazon by monitor

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 3 Next All
monitor
Profile Blog Joined June 2010
United States2405 Posts
Last Edited: 2011-03-15 03:55:36
March 07 2011 22:31 GMT
#1
[image loading]

(4)Amazon is my most recent map, attempting to make terrain as 'simple' as possible while still being balanced. It uses rotational symmetry, but 3rds are equally distant for all players. While they may look hard to hold, they're fairly easy in all spawn positions.


Currently published on NA and EU as "iCCup Amazon".


[image loading]

One notable feature is the natural. It can be walled using 2 barracks from the CC to ramp, and also 1 supply depo at the narrow choke. This is meant to have an open feel for aggression, but also be quite easy to defend early game. A picute demonstrates below (might need resizing).

+ Show Spoiler [Example Wall-Off] +
[image loading]


    Specifications:
  • Players: 4
  • Size (playable): 136x136 (128x128 before main size increased)
  • Spawn locations: 12,3,6,9
  • Bases total: 16
  • Xel'Nagas: 1 in center
  • Tileset: Auir
  • Natural ledge is unpathable, made for overlord scouting

+ Show Spoiler [Analyzer Image] +
[image loading]

https://liquipedia.net/starcraft2/Monitor
aeoliant
Profile Blog Joined June 2010
Canada361 Posts
March 07 2011 22:38 GMT
#2
hey nice and simple layout... the textures kind of bore me though but it's still better than anything i could make. maybe it's just the tileset. either way good job!
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2011-03-07 23:01:26
March 07 2011 22:38 GMT
#3
Alright after playing thru it once...I can't really find anything that I would change about it. For all the people talking about textures really need to check it out ingame because it does look a lot nicer. I absolutely LOVE the middle.

+ Show Spoiler +
[image loading]


I think the tower gives a perfect amount of vision yet there are still plenty of paths to move around.

If anything I'd like to see some more "clutter" with random doodads such as rocks/plants that you are able to walk over/build over. Also maybe add a little bit more flyer space around the whole outside of the map?

Otherwise everything with this map looks great. Keep it up!
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.
PredY
Profile Joined September 2009
Czech Republic1731 Posts
March 07 2011 22:39 GMT
#4
looks simple and fun, good job
http://www.twitch.tv/czelpredy
dezi
Profile Blog Joined April 2010
Germany1536 Posts
March 07 2011 22:40 GMT
#5
Nice layout (mid) but i'm missing the last kick in terms of aesthetics :p
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
monitor
Profile Blog Joined June 2010
United States2405 Posts
March 07 2011 22:42 GMT
#6
On March 08 2011 07:38 SidianTheBard wrote:
Are you sure it's uploaded? I can't seem to find it on NA. Maybe blizzard is just being slow, or maybe you accidently made it private? :D

edit:
Just popped up for me. I'll edit with input after I've played.


Yah sorry lol, I was having trouble. I thought it was published when I posted the thread, but I guess it wasn't... now it should be though.
https://liquipedia.net/starcraft2/Monitor
Antares777
Profile Joined June 2010
United States1971 Posts
March 07 2011 22:51 GMT
#7
Great map, I love the 2 unit wide choke with the normal one. A lot of interesting flanking can happen outside the naturals. How many Creep Tumors does it take to connect the natural to the main?

EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 07 2011 22:58 GMT
#8
On March 08 2011 07:51 Antares777 wrote:
Great map, I love the 2 unit wide choke with the normal one. A lot of interesting flanking can happen outside the naturals. How many Creep Tumors does it take to connect the natural to the main?



Should be one. By the position of the ramp, you can tell it will have creep from the nat hatchery, which is good times for zergies.

This is so very aesthetically pleasing, major props on that. The layout gives me a touch of nostalgia for BW Lost Temple with those center facing expansions and the focus on the center. I agree with you that getting a 3rd running isn't so bad. If the game can go 4 bases, it gets a lot more stable. If someone loses their 3rd in a push, it looks like that pretty much ends the game. Did you have much testing? Any trends?

I'm struggling to believe you got roomy bases, comfortable expansions, so much interesting neutral terrain, and 4 start locations rotationally balanced all in one 128x128 map. Awesome!
Comprehensive strategic intention: DNE
monitor
Profile Blog Joined June 2010
United States2405 Posts
Last Edited: 2011-03-07 23:04:59
March 07 2011 22:59 GMT
#9
On March 08 2011 07:51 Antares777 wrote:
Great map, I love the 2 unit wide choke with the normal one. A lot of interesting flanking can happen outside the naturals. How many Creep Tumors does it take to connect the natural to the main?



It just takes one creep tumor at the moment, but I'm actually looking into making more space between main and nat. Right now its a bit tight on building space between CC and ramp in the main for Terran.

[edit]
Should be one. By the position of the ramp, you can tell it will have creep from the nat hatchery, which is good times for zergies.

This is so very aesthetically pleasing, major props on that. The layout gives me a touch of nostalgia for BW Lost Temple with those center facing expansions and the focus on the center. I agree with you that getting a 3rd running isn't so bad. If the game can go 4 bases, it gets a lot more stable. If someone loses their 3rd in a push, it looks like that pretty much ends the game. Did you have much testing? Any trends?

I'm struggling to believe you got roomy bases, comfortable expansions, so much interesting neutral terrain, and 4 start locations rotationally balanced all in one 128x128 map. Awesome!


Heh you're the first one that likes it, thanks! :p

From games I've observed/played, the trend you predicted is correct. Once the 4th is taken, the 3rds for each player become much easier to defend because troop movement isn't focused around the tower anymore. If a player tries to take a third but loses it, the opponent can take map control and expand.
https://liquipedia.net/starcraft2/Monitor
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
March 07 2011 23:00 GMT
#10
Oh i really like this map.. good use of texture and nice shape/form.
Treatin' fools since '87
monitor
Profile Blog Joined June 2010
United States2405 Posts
March 07 2011 23:07 GMT
#11
On March 08 2011 08:00 NastyMarine wrote:
Oh i really like this map.. good use of texture and nice shape/form.


Thanks, I tried to remember Brood War shapes.
https://liquipedia.net/starcraft2/Monitor
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 07 2011 23:17 GMT
#12
Btw I forgot to mention, in the analyzer picture you can see pathable areas on the cliffs outside the naturals on the top half of the map. Dynamic pathing blocker fail? The trees probably block units anyway, but just for technical correctness...
Comprehensive strategic intention: DNE
monitor
Profile Blog Joined June 2010
United States2405 Posts
March 07 2011 23:25 GMT
#13
On March 08 2011 08:17 EatThePath wrote:
Btw I forgot to mention, in the analyzer picture you can see pathable areas on the cliffs outside the naturals on the top half of the map. Dynamic pathing blocker fail? The trees probably block units anyway, but just for technical correctness...


Lol thanks for pointing that out. I swear I wen't over the map a couple times to make sure... will be fixed now!
https://liquipedia.net/starcraft2/Monitor
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
March 08 2011 03:00 GMT
#14
Be sure to check this map out in tomorrow's IMS KOTH starting at 7pm EST!
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Ragoo
Profile Joined March 2010
Germany2773 Posts
March 08 2011 14:56 GMT
#15
I already loved the textures of prodiG's God's Garden remake, and these look equally cool

Again you manage to make a very clean and simple 4 spawn rotational symmetry map. I really love those, keep up the good work and hopefully some day we'll see one of these in big tournaments
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Archvil3
Profile Joined September 2010
Denmark989 Posts
March 08 2011 15:30 GMT
#16
Why did you choose to have only 6 mineral patches on the third bases? It does look a little rough to expand past your natural already so a reduced income from the third doesnt seem encouraging to me.
Let thy speech be better than silence, or be silent.
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
March 08 2011 16:04 GMT
#17
I'm Nightmarjoo and I approve of this map.

I've played it several times, and haven't really found anything wrong with it. The only thing I'd warn about is that terrans should be a little careful about where they place their buildings in their main: being efficient is important here.

It's important to not get caught in your nat, it's fairly tight in there (comfortable for normal purposes, not so fun to fight in, especially vs protoss who can rofl-ff-rape you.

If you don't like the third, you can pretty safely take a main or nat as your third instead. But personally I like the thirds. I've played as all three races and found the third base comfortable.
aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
monitor
Profile Blog Joined June 2010
United States2405 Posts
Last Edited: 2011-03-08 19:45:26
March 08 2011 19:43 GMT
#18
On March 08 2011 07:38 SidianTheBard wrote:
Alright after playing thru it once...I can't really find anything that I would change about it. For all the people talking about textures really need to check it out ingame because it does look a lot nicer. I absolutely LOVE the middle.

+ Show Spoiler +
[image loading]


I think the tower gives a perfect amount of vision yet there are still plenty of paths to move around.

If anything I'd like to see some more "clutter" with random doodads such as rocks/plants that you are able to walk over/build over. Also maybe add a little bit more flyer space around the whole outside of the map?

Otherwise everything with this map looks great. Keep it up!


Thanks! The middle was not hard to do :p

I've been working on enlarging the main and giving more space between CC and natural, and would probably extend map bounds out a big, thus giving more fly space.

[edit]
+ Show Spoiler +
I'm Nightmarjoo and I approve of this map.


I'm Billy Mays, and I approve of this product.
https://liquipedia.net/starcraft2/Monitor
Antares777
Profile Joined June 2010
United States1971 Posts
March 08 2011 22:47 GMT
#19
On March 08 2011 12:00 prodiG wrote:
Be sure to check this map out in tomorrow's [today's] IMS KOTH starting at 7pm EST!


/writes down on hand/

Would I be allowed to spectate if I am online? I'd like to if that is allowed and if there are enough spaces open.
monitor
Profile Blog Joined June 2010
United States2405 Posts
March 08 2011 23:05 GMT
#20
On March 09 2011 07:47 Antares777 wrote:
Show nested quote +
On March 08 2011 12:00 prodiG wrote:
Be sure to check this map out in tomorrow's [today's] IMS KOTH starting at 7pm EST!


/writes down on hand/

Would I be allowed to spectate if I am online? I'd like to if that is allowed and if there are enough spaces open.


Sorry no spectators, but will be streamed with commentary by prodiG and Raelcun in HD here: http://www.ustream.tv/iccuptv
https://liquipedia.net/starcraft2/Monitor
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