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[M] (3) Autumn Hills

Forum Index > SC2 Maps & Custom Games
Post a Reply
Johanaz
Profile Joined September 2010
Denmark363 Posts
Last Edited: 2011-04-07 18:15:12
April 04 2011 19:53 GMT
#1
[image loading]


1v1 - 3 spawns

Size: 158 x 150 - 15 bases total

v1.1 published on EU.


Introduction: + Show Spoiler +
If it hadn´t been for MotM #4 I would never dream of doing a 3 player map, because of the complexity involved in creating a balanced layout. However, I have set my mind on participating in every single MotM, and thus I had to do a 3 player map as well.
I did the basic layout long before NullCurrent posted his excellent guide, so I used multiple Watchtowers and siege tanks with range display, placing them in an intricate triangular pattern, drew outlines of bases with different textures. I also placed units and measured travel distances all over the place. What a hassle!
But now that I´m done, I´m pretty happy with the result, and so far playing the map has been a blast. Hope you guys try it out and enjoy it.

Overview:
[image loading]


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

Additional pics n info:+ Show Spoiler +
Both entrances to the natural expansion can be walled off with 3 barracks. A ramped high ground helps defend the other nat entrance. [image loading]The center has a cute little colonist settlement.[image loading]For the autumn theme I used mostly custom colored Typhon trees. [image loading]More settlers...[image loading]

Tileset:+ Show Spoiler +
[image loading]


My Map Thread
TPW Map Maker - theplanetaryworkshop.com
dimfish
Profile Blog Joined February 2010
United States663 Posts
April 04 2011 20:08 GMT
#2
I did my 3p before Null's guide, too, also with the help of towers and tanks!!

Also, you can throw three start positions on various points that are meant to equivalent in each 120 degrees of the map, then see what the map analyzer has to say about their distance by ground and air. This is pretty helpful for balancing the layout and allowing some asymmetries in there.


Regardless, Autumn Hills came out nicely! What I want to try first on this map is using that little high ground in the natural to contain my opponent on 1-base: as Zerg I will build a hatch up there and then build spine crawlers into the natural.
Johanaz
Profile Joined September 2010
Denmark363 Posts
Last Edited: 2011-04-04 20:44:55
April 04 2011 20:28 GMT
#3
On April 05 2011 05:08 dimfish wrote:
+ Show Spoiler +
I did my 3p before Null's guide, too, also with the help of towers and tanks!!

Also, you can throw three start positions on various points that are meant to equivalent in each 120 degrees of the map, then see what the map analyzer has to say about their distance by ground and air. This is pretty helpful for balancing the layout and allowing some asymmetries in there.


Regardless, Autumn Hills came out nicely! What I want to try first on this map is using that little high ground in the natural to contain my opponent on 1-base: as Zerg I will build a hatch up there and then build spine crawlers into the natural.


Yeah that is definitely something to look out for. Hell, the creep will even spread into the main, so you can spine crawl directly in there. However that hatchery will be in range of stalkers and marines standing in the main, so it doesn´t break the map.

A screenshot for the curious:+ Show Spoiler +
[image loading]


edit: Thanks Dimfish! Oh, and roaches too...
TPW Map Maker - theplanetaryworkshop.com
dimfish
Profile Blog Joined February 2010
United States663 Posts
April 04 2011 20:35 GMT
#4
Yeah, I wouldn't expect that to break the map, its just a clever feature that has defensive and possibly offensive potential. It just occurred to me a defender probably won't notice a hatch or bunker or whatever building up there until they come out and secure the natural.
Tiazi
Profile Joined February 2010
Netherlands761 Posts
April 04 2011 20:44 GMT
#5
I like the layout but the textures arent very attractive.
"A brilliant yet deluded man once said, 'Introduce a little anarchy. Upset the established order, and everything becomes chaos.' Gumiho is that agent of chaos." -monk
Johanaz
Profile Joined September 2010
Denmark363 Posts
April 04 2011 20:55 GMT
#6
On April 05 2011 05:44 Tiazi wrote:+ Show Spoiler +

I like the layout but the textures arent very attractive.


Thanks. The layout is the most important. I guess those textures look pretty bland from the editor screenshots. They look a little better in game, though. + Show Spoiler +
[image loading]
TPW Map Maker - theplanetaryworkshop.com
monitor
Profile Blog Joined June 2010
United States2409 Posts
Last Edited: 2011-04-04 21:06:58
April 04 2011 21:02 GMT
#7
Lol at thread banner, photoshop the sky!!!

I think the natural looks a bit hard to hold. I suggest making each choke 2rax to wall off. This will allow Terran and Protoss to do easier fast expansions, since right now the backdoor is deadly.

I'm not a fan of the 3 bases so closely huddles together, makes for bad gameplay and turtling. However, I don't really see anyway to fix it, so I'll have to live with it.

The highground pod in the natural looks unbelievably cheap for protoss, because they can warp units into the main. I suggest either removing it entirely, making it unbuildable, or making enough space between it and the main so a pylon can't warp across.

The mains in general look very small. Since a lot of it is a tiny pathway that curves around the natural, there isn't a lot of space for production buildings.

Other than that, nice job! I like the map, and aesthetics are unusual (but good).
[edit]
That in-game screen shot of the aesthetics looks amazing.
https://liquipedia.net/starcraft2/Monitor
CBWeyland
Profile Joined March 2011
United States13 Posts
April 04 2011 23:39 GMT
#8
OMG I love it.


NA servers plz :D
Learn to macro.
Johanaz
Profile Joined September 2010
Denmark363 Posts
April 05 2011 23:24 GMT
#9
A few minor changes made before submitting to MotM:

Added rocks to the gold bases, making them slightly less of a siege-fest.

Made high ground pods in the natural unbuildable in order to prevent pylon cheese.
Thanks to monitor and Dimfish for your feedback.

On April 05 2011 08:39 CBWeyland wrote:
OMG I love it.


NA servers plz :D


Thanks. WniO and I have been using each other as NA/EU proxies but we are both running out of slots.
TPW Map Maker - theplanetaryworkshop.com
dimfish
Profile Blog Joined February 2010
United States663 Posts
April 05 2011 23:40 GMT
#10
good changes, and good luck in motm!

When will Blizzard just grant everyone who is using all their map slots an additional 20 slots?? I bet it'd be a drop in teh bucket for them
hobbidude
Profile Joined December 2010
Canada171 Posts
April 07 2011 11:41 GMT
#11
Have to say as a fellow map maker also in motm this is an absolute perfect piece of art. You really hit the nail on this one. Lovely colors that work well together and give a real atmosphere. Layout is great for gameplay and spaced nicely specifically with it being a 3 spawn. Though i'm off course partial to my own, i really hope you get motm #4.
Archivian
Profile Joined November 2010
United Kingdom362 Posts
April 07 2011 13:39 GMT
#12
I have to say I really do like this map and the theme.
I love that every route links so nicely and the autumn theme colours are great, and just the right amount of doodads used to help create a great feel to the map.
"you were only supposed to blow the bloody doors off!" Micheal Caine
Mafe
Profile Joined February 2011
Germany5966 Posts
April 07 2011 14:57 GMT
#13
It looks great and I like this map.
However, this map instantly reminded me of the wc3-map Odessa (especially if you would switch mains and the side expansions of odessa).
Then again, it is probably impossible. to create a map wiht no similarities any existing map.

Also I might turn out that securing the gold bases could give you the 2 bases behind the gold for free (almost no additional risk). Or the other way around I do not see why a player should take a base behind gold before he captured the gold base. Maybe is this intentional.
Johanaz
Profile Joined September 2010
Denmark363 Posts
April 07 2011 18:41 GMT
#14
Thanks everyone


On April 07 2011 23:57 Mafe wrote:
+ Show Spoiler +
It looks great and I like this map.
However, this map instantly reminded me of the wc3-map Odessa (especially if you would switch mains and the side expansions of odessa).
Then again, it is probably impossible. to create a map wiht no similarities any existing map.

Also I might turn out that securing the gold bases could give you the 2 bases behind the gold for free (almost no additional risk). Or the other way around I do not see why a player should take a base behind gold before he captured the gold base. Maybe is this intentional.


I never really played WC3, so it´s purely coincidental.

I guess you´re right about the expansion layout, however, given the relatively short rush distance, tight main and rather open natural, I doubt many games will evolve into 5-base turtle-fests.
My previous maps were tested by master players prior to release, but unfortunately I haven´t been able to do that this time. We´ll have to wait and see.
TPW Map Maker - theplanetaryworkshop.com
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 08 2011 05:55 GMT
#15
On April 08 2011 03:41 Johanaz wrote:
Thanks everyone


Show nested quote +
On April 07 2011 23:57 Mafe wrote:
+ Show Spoiler +
It looks great and I like this map.
However, this map instantly reminded me of the wc3-map Odessa (especially if you would switch mains and the side expansions of odessa).
Then again, it is probably impossible. to create a map wiht no similarities any existing map.

Also I might turn out that securing the gold bases could give you the 2 bases behind the gold for free (almost no additional risk). Or the other way around I do not see why a player should take a base behind gold before he captured the gold base. Maybe is this intentional.


I never really played WC3, so it´s purely coincidental.

I guess you´re right about the expansion layout, however, given the relatively short rush distance, tight main and rather open natural, I doubt many games will evolve into 5-base turtle-fests.
My previous maps were tested by master players prior to release, but unfortunately I haven´t been able to do that this time. We´ll have to wait and see.


Jeeze where do you get this testing crew? I'm jealous. :\

For one, ZvT will always have zerg taking the side base, not gold (at first), just to increase the walking distance and spread between bases.
Comprehensive strategic intention: DNE
Samro225am
Profile Joined August 2010
Germany982 Posts
April 08 2011 10:27 GMT
#16
very elegant solution. I love the layout and the simple, yet good looking visuals!
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2011-04-08 14:41:51
April 08 2011 14:39 GMT
#17
I like the theme, and the main and nat solution is very cool.

Do you feel the way to put up third and fourth is the only way, or just the easiest way to make the map balanced? I can't help but thinking rotational symetry should be used to make a map more dynamic than that, if you can do it without unbalancing the map >< This ranting is more about my own concern with rotational symetry than your map, though (my attempt - please comment). I think we should learn from Sanctuarium (or rather, Funcmode) and create balanced rotational symetry maps without mirroring them in the process.

I like how 3p maps allows for a wide middle and I think you've made a beautiful middle in many ways. I can't help but thinking, though, that the possible thirds should have more space between themself and between themself and the gold. A terran tanking up on the gold will control the possible thirds on that side?
If you would move the thirds further out on the map and use the extra space for a gap surround on the gold ... would that make the map too big? Movign the gold closer to the centre would affect the allready good layout in the middle.

I'm not in love with your custom lighting. It is the same on Mud Rock? I think it's too bright and especially some shades of green get too bright on my screen, like the green strokes on the natural cliffs .. Korhal Cracked Dirt?

On the map analyser image, the mineral lines look asymetrical. Is that just the analyzer not reading doodad footprint ... or is it just me?

Lastly, I like your stubborness in making a 3p map with the help of tanks and XWTs. Also, I fell in love with the construction of stairs on the colonist settlement by the gap. It's something profound with constructions we can all relate to in a fictional world - those with a practical, human meaning to them.
http://mentalbalans.se/aggedesign
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