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Active: 11942 users

[M] (2) Sweet High Valley

Forum Index > SC2 Maps & Custom Games
Post a Reply
bahunto28
Profile Joined October 2010
Canada262 Posts
Last Edited: 2011-03-31 17:08:36
March 29 2011 00:34 GMT
#1
SWEET HIGH VALLEY 1.1 -- 1v1

Battle in an idyllic mountain valley with pink water lakes...

Creation Details:
- First map I've ever created after being inspired watching the ICCup Map of the Month stream
- General gist was to created a map with multiple attack path possibilities, so there are 6 pathways through the middle separated by lakes

Change log:
- Version 1.0 - original
- Version 1.1 - pathing layer added (many thanks to smashhammer)

Map Pics:
- Overview
+ Show Spoiler +
[image loading]

- Main Base Setup
+ Show Spoiler +
[image loading]

- Angled View
+ Show Spoiler +
[image loading]


Map Analyzer:
- Summary
+ Show Spoiler +
[image loading]

- Bases
+ Show Spoiler +
[image loading]

- Openess
+ Show Spoiler +
[image loading]


Map Specifications:
- 2 player map with a 128x144 playable area
- 5 and 11 o'clock high ground mains with 10 other expansion
- Gold bases are protected by destructible rocks and has a single high yield vespene geyser
- 2 XWT's, each one covers 2 of the central pathways and overlooks 2 expansions
- LoSB in Main, XWT's and in line with the center lake
- Rush distances for Main-Main and Nat-Nat similar to Xel'naga Caverns (see Rush Distance Comparison thread)

Final Comments:
- looking forward to hearing all constructive comments the community may have
- it is not yet uploaded it to battlenet, so please PM me if you would like me send you the .SC2map file, i'm not a good player so it would be nice to have a higher level replay for it
meh
SmashHammer
Profile Joined January 2011
United States148 Posts
March 29 2011 04:17 GMT
#2
The layout seems to be pretty good. One problem i see is that you haven't removed pathing around the edges where you raised the ground. If you go to the pathing layer you can paint no-pathing over every area you don't want units to go. the map analyzer is also a helpful tool to use to spot places you have left with pathing.
TPW Mapping - theplanetaryworkshop.com
bahunto28
Profile Joined October 2010
Canada262 Posts
March 29 2011 05:42 GMT
#3
really good point. thanks kindly!! i hadn't done any of the pathing layers at all.
meh
FudgeMunkey
Profile Joined March 2011
Australia59 Posts
March 29 2011 06:24 GMT
#4
The map layout looks really good and there are many expansions for each player to take.
i like how you haven't put the ramps really close together and that the ramp (leading to two expansions) will possible encourage baneling or speedling run bys.

cool map
"Those who brag are the real losers" :D
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