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[M] (3)Direlict Mnemosyne

Forum Index > SC2 Maps & Custom Games
Post a Reply
Ferisii
Profile Joined February 2011
Denmark199 Posts
Last Edited: 2011-04-01 11:33:48
March 15 2011 08:22 GMT
#1
[image loading]
Insert generic map note here!
Version 0.3

Hello everyone again! Taking over the feedback I've recieved for my varius maps on this site, I've come up with this 3 player map, Direlict Mnemosny. And tbh, probably my best map yet to date (And fastest made so far! I was shocked, really, due to it being Xel'naga theme set... so many doodads.)

Map details:
Direlict Mnemosny is a 176x152 playable map. (Mind the space)
Xel'naga towers are there no of. Seem they took them with them those pesky Xel'naga ones!
There are 12 naturals (incl. main). First natural contains 7 blocks of crystal, the nearby got 7 and the furthest got 8. Zero gold expansions.

Update Log
~0.3
A few map details changed here and there. Fixed missplaced doodads. (bye bye floating wall plate}
Relocated backdoor rocks to the nearby ramp that leads down to possible 3rd natural
]~0.2
Increased main base build area abit
Changed natural layout. Build area has been increased. Ramp has been relocated closer to the ramp accessing middle area and finally a Xel'naga Caverns lookalike back entrance with destrutable rocks has been added.
Increased the amount of mineral fields to 7 up from 6 on the nearby natural expansion.
Various new environment details has been made.
Removed Xel'naga towers.


Screenshots:
+ Show Spoiler +
Note: The editor for some reason didn't render the pretty flashy circles on the ground, but they are still There.
HQ Overviews:
+ Show Spoiler +
[image loading]

1500x1500 http://imgur.com/94NhK
3000x3000 http://imgur.com/4rhyy

Top-right Main:
+ Show Spoiler +
[image loading]

Natural:
+ Show Spoiler +
[image loading]

Nearest possible 3rd:
+ Show Spoiler +
[image loading]

Furthest possible 3rd:
+ Show Spoiler +
[image loading]

Middle area:
+ Show Spoiler +
[image loading]

The two other parts of the map:
+ Show Spoiler +
[image loading]

[image loading]


Analyzer:
+ Show Spoiler +
Note: Huge diagonal rock at south was used so analyzer would know the path is blocked. Does for some reason not pick up vertical rocks.
Summary:
+ Show Spoiler +
[image loading]

Main to Main:
+ Show Spoiler +
[image loading]

[image loading]

[image loading]

Nat to Nat:
+ Show Spoiler +
[image loading]

[image loading]

[image loading]


Released on: EU

Old versions
+ Show Spoiler +
version 0.2
+ Show Spoiler +
Map details:
Direlict Mnemosny is a 176x152 playable map. (Mind the space)
Xel'naga towers are there no of. Seem they took them with them those pesky Xel'naga ones!
There are 12 naturals (incl. main). First natural contains 7 blocks of crystal, the nearby got 7 and the furthest got 8. Zero gold expansions.


Screenshots:
+ Show Spoiler +
HQ Overviews:
+ Show Spoiler +
[image loading]
1500x1500 http://imgur.com/RNfhY
3000x3000

Top-right Main:
+ Show Spoiler +
[image loading]

Natural:
+ Show Spoiler +
[image loading]

Nearest possible 3rd:
+ Show Spoiler +
[image loading]

Furthest possible 3rd:
+ Show Spoiler +
[image loading]

Middle area:
+ Show Spoiler +
[image loading]

The two other parts of the map:
+ Show Spoiler +
[image loading]
[image loading]



Analyzer:
+ Show Spoiler +
Note: Huge diagonal rock at south was used so analyzer would know the path is blocked. Does for some reason not pick up vertical rocks.
Summary:
+ Show Spoiler +
[image loading]

Main to Main:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]

Nat to Nat:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]

version 0.1
+ Show Spoiler +
Map details:
Direlict Mnemosny is a 160x144 playable map. (Mind the space)
Destructable objects are blocking paths to nearby naturals. Destroying either of these gives an easier access to said areas but also unlock new paths for opponents to reach you with.
There are 12 naturals (incl. main). First natural contains 7 blocks of crystal, the nearby got 6 and the furthest got 8. Zero gold expansions.


Screenshots:
+ Show Spoiler +
HQ Overviews:
+ Show Spoiler +
[image loading]
1500x1500
http://i.imgur.com/t1q3B.jpg
3000x3000 http://i.imgur.com/t2JFa.jpg

Top-right Main:
+ Show Spoiler +
[image loading]

Natural:
+ Show Spoiler +
[image loading]

Nearest possible 3rd:
+ Show Spoiler +
[image loading]

Furthest possible 3rd:
+ Show Spoiler +
[image loading]

Middle area:
+ Show Spoiler +
[image loading]

Album link for the remainig of the map.


Analyzer:
+ Show Spoiler +
Note: Huge diagonal rock at south was used so analyzer would know the path is blocked. Does for some reason not pick up vertical rocks.
Summary:
+ Show Spoiler +
[image loading]

Main to Main:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]

Nat to Nat:
+ Show Spoiler +
[url=http://imgur.com/zL4vf][image loading]
[url=http://imgur.com/9nJQx][image loading][/url]
[url=http://imgur.com/jMCAE][image loading][/url]

Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
adso
Profile Joined March 2011
718 Posts
Last Edited: 2011-06-17 12:52:31
March 15 2011 11:24 GMT
#2
BasementCat
Profile Blog Joined May 2010
Canada155 Posts
March 15 2011 12:02 GMT
#3
I like it a lot, one thing is that each base is really hard to get into if it is well defended.

Each base only has one ramp and the destructible rocks only attach one expo to another. The natural and 3rd can be defended from the main.

My suggestion, make a backdoor entrance to the main and add something to the third base to make it risky to take (like a high ground ledge for dropping, a really wide ramp, or something more creative)
=:|| xiCCupTV and BasementTV Caster ||:= · · · · · · · · · · · · · · · · · · · · · · · · · · · · · [ twitter.com/BasementTV ]
Ferisii
Profile Joined February 2011
Denmark199 Posts
Last Edited: 2011-03-15 17:24:29
March 15 2011 17:19 GMT
#4
@adso
Tricky to get somewhat right, totally. What you mean with abit on the dark side exactly?

@BasementCat
Been trying abit out in the editor for regarding what you've said and I've come up with this
[image loading]
As you can see, i've blantely ripped off Xel'naga caverns' back door style to it but removed the ramp to the nat below and thus also increased the size of the first natural. Probably gonna add some few more resources to it, making it atractive to get.
I also increased the ramp size to the 3rd nat, making it easier to move up.
Also removed the xel'naga towers in the process. (one for middle dosn't really work due to not having fair sightlines for all 3 sides.)

any thoughts?
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
March 15 2011 17:58 GMT
#5
Looks like a pretty good map. Things I don't like a lot is the XNT placement and the main size, 18CC's is not a lot. Good work.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Ferisii
Profile Joined February 2011
Denmark199 Posts
March 15 2011 18:08 GMT
#6
I agree on the Xel'naga tower issue. Probably gonna end up removing all of them (or Along with the changes there might be planned as I discribed above)

Regarding main size, it's around the same as on Xel'naga Caverns (20.0 CC), thus I also want the player to expand out of his main. Tho, probably gonna see if i can increase it abit (to around the same as Xel'naga caverns)
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
iGrok
Profile Blog Joined October 2010
United States5142 Posts
March 15 2011 18:47 GMT
#7
Basically what FTR said.
Also, the name is atrocious :/. No one will ever pronounce it properly
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 15 2011 19:43 GMT
#8
I like the back hallway, but it makes it much easier for the clockwise spawner to pressure their opponent. Not sure how to fix this. Maybe move the ramp further back along the arc (like behind the minerals of the low base) and put some rocks on it?

What if you put another ramp facing the low ground base? In the above picture, it would be just to the left of the siege tanks, going horizontally.

Visuals are quite spiffy. And I like the name. ;D
Comprehensive strategic intention: DNE
Johanaz
Profile Joined September 2010
Denmark363 Posts
March 16 2011 14:37 GMT
#9
On March 16 2011 03:47 iGrok wrote:
Basically what FTR said.
Also, the name is atrocious :/. No one will ever pronounce it properly


de-re-lict ne-mos-nee
TPW Map Maker - theplanetaryworkshop.com
Ferisii
Profile Joined February 2011
Denmark199 Posts
Last Edited: 2011-03-18 13:26:53
March 18 2011 13:21 GMT
#10
Updated the map to 0.2, update log can be found on main post.
Please give me your thoughts on these new changes I've made to the map.
Been busy the last few days so couldn't update the map as fast as I would like to.
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
Last Edited: 2011-03-18 13:51:32
March 18 2011 13:37 GMT
#11
I feel the mains are really small, pretty much everything is in siegerange apart from the main building. Could just be my eyes deceiving me tho

Also, I think the rocks guarding the 'Tasteless secret hallway' -clone shouldnt be there. Why not have that area open from the start? Makes for some nice hiding attacks comming from all bases.
KCCO!
Ragoo
Profile Joined March 2010
Germany2773 Posts
March 18 2011 13:45 GMT
#12
Brilliant map, but I agree with this:

On March 15 2011 21:02 BasementCat wrote:
I like it a lot, one thing is that each base is really hard to get into if it is well defended.


Right now it seems turtling on 4 base is really easy and that sucks for ZvT. Maybe make the lowground base more open?
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Ferisii
Profile Joined February 2011
Denmark199 Posts
April 01 2011 08:29 GMT
#13
Wuuuush. Ninja update to 0.3. update log located at main post.
Late update I know, but have been busy with various stuff.
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
adso
Profile Joined March 2011
718 Posts
Last Edited: 2011-06-17 12:53:35
April 01 2011 09:23 GMT
#14
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 02 2011 20:09 GMT
#15
I liked the rocks on the narrow sneaky route in version 0.2 better. However, I agree that the ramp to lefthand 3rd needs rocks also so that either 3rd requires you to break rocks for the quick route. If you kept the rocks on the sneaky route, that would be too many Drocks, so overall I guess I have to be satisfied with version 0.3, but it nags me. If I spawn anticlockwise I will constantly be worried that they could send a harass or big attack through the sneaky route, while I have to travel much farther and double back in order to do this, making it much less of a spontaneous threat. I'm not sure there's any way to completely fix this, but I am reluctantly okay with the "imbalance" of it. Adds spice.

Another thing is that the mains seem too small for no reason still. You have available space in the anticlockwise direction, why not add another 5-10 CCs there? Nevertheless, the natural has a fair amount of open space for building, so it's not crippling, but I really think you should adjust it.

That said, I really am liking this, and the aesthetic style is quite appealing. The only thing there I could see improve is making the center a little less "endless rock", but it's probably okay in game.

I await the final submission to motm expectantly.
Comprehensive strategic intention: DNE
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