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[M] Grizzly Power

Forum Index > SC2 Maps & Custom Games
Post a Reply
MAPPoVe
Profile Joined September 2010
86 Posts
Last Edited: 2011-04-21 21:37:29
April 21 2011 21:31 GMT
#1
A new map using swamp like areas. Due to the use of triggers this map is labeled a custom map. However, it is intended for melee play.

  • Grizzly Power
  • EU version: 1.3



specs:
  • 4 player, 1v1 map
  • rotational symmetry
  • playable 174x168
  • center Xel'Naga Tower


Areas marked in green below are swamp areas with characteristics:
  • lots of LOS Blockers
  • area is not buildable
  • slow movement speed (factor 0.5) for massive units inside the swamp (Thor, Ultralisk, Colosuss)
  • tanks cannot siege


[image loading]

[image loading]

analyzer pics
+ Show Spoiler +

[image loading]
[image loading]


changelog
+ Show Spoiler +

  • V 1.3 released



my maps -> http://www.teamliquid.net/forum/viewmessage.php?topic_id=160218
WniO
Profile Blog Joined April 2010
United States2706 Posts
April 21 2011 21:55 GMT
#2
that name is just... epic
Superouman
Profile Blog Joined August 2007
France2195 Posts
April 21 2011 22:00 GMT
#3
On April 22 2011 06:31 MAPPoVe wrote:Due to the use of triggers this map is labeled a custom map. However, it is intended for melee play.


Set the mode to melee instead of custom.
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
April 21 2011 22:52 GMT
#4
Why didn't you pick a tile set that actually fits with swamps?^^

Gotta try out right now
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
lefix
Profile Joined February 2011
Germany1082 Posts
April 21 2011 22:58 GMT
#5
haha i was thinking the same. that must be a pretty dry swamp :D
Map of the Month | The Planetary Workshop | SC2Melee.net
MAPPoVe
Profile Joined September 2010
86 Posts
April 22 2011 10:30 GMT
#6
Well think of it as mud then..
or a lava swamp^^
my maps -> http://www.teamliquid.net/forum/viewmessage.php?topic_id=160218
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 24 2011 22:19 GMT
#7
Mmmmm can I see how you did the triggers?

This layout is pretty interesting, I like the ideas. You should do another map just to try out the swamps more directly, though. Simplify and put them in the center where they're bound to be played on. Maybe copy Xelnaga caverns and put a swamp in the middle instead of a hole, and put swamp on the low ground 3rds? You need to overdo it for the sake of seeing how it plays. I'll host it on NA if you want, I'd like to play. ^^
Comprehensive strategic intention: DNE
MAPPoVe
Profile Joined September 2010
86 Posts
April 25 2011 20:05 GMT
#8
Here you go: download map. You can publish it on NA of course. The Triggers can be copied with copy-paste from mapfile to mapfile.
my maps -> http://www.teamliquid.net/forum/viewmessage.php?topic_id=160218
Ragoo
Profile Joined March 2010
Germany2773 Posts
April 25 2011 20:15 GMT
#9
I like the Swamp idea. I already thought about making certain areas where you are slower or lose health. I hope we will see more innovative stuff like this in the future, I could probably write a list of 50 or so ideas I have now :D
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
adso
Profile Joined March 2011
718 Posts
April 25 2011 23:41 GMT
#10
do do do!
Forums are idea wishing wells
StuBob
Profile Joined March 2010
United States373 Posts
April 25 2011 23:45 GMT
#11
Interesting... I think Ill try it
I play RANDOM!
I)etox
Profile Joined April 2011
1240 Posts
April 26 2011 05:22 GMT
#12
Couple of things:

1) The swamp idea is neat, but if you are trying to make this a map for competitive play it may not be a good idea. The swamp areas are also easily bypassed which brings up my next point:

2) The swamp areas aren't realistically going to be used at all. Why would anyone bring their army through the swamp when there is a path right next to it? I suppose that if you A-move your units to an adjacent spawn location the unit will attempt to go through the swamp instead of the path next to it, but any decent player would avoid the swamp at all costs.

MAPPoVe
Profile Joined September 2010
86 Posts
April 26 2011 13:27 GMT
#13
To address some of your points, I'll give you my intentions for this swamp idea.

First of all it is mainly intended for flanking routes. Early Colossus/Thor pushes are a bit more difficult to pull of due to the fact that you need to go through the middle of the map.
Secondly players are able to move beneath natural expansions and the swamp bypasses the problem of tanks sieging underneath the natural. If the swamp wasn't there you would have to make unpassable terrain behind the naturals because otherwise tanks could siege there, which is considered unfair for obvious reasons.

And yeah it is absolutely designed for competitive play.
my maps -> http://www.teamliquid.net/forum/viewmessage.php?topic_id=160218
SacredSoul
Profile Joined February 2011
United States76 Posts
April 26 2011 14:08 GMT
#14
Is it cross positions only to keep it fair, or is there a chance one player will have an air advantage?

(It takes less time for one player to get air from his NAT. where it would be most likely sitting, to the enemy's main)
"This is my card castle you ungrateful B****!" - Sean "Day[9]" Plott
Ragoo
Profile Joined March 2010
Germany2773 Posts
April 26 2011 17:34 GMT
#15
On April 26 2011 23:08 SacredSoul wrote:
Is it cross positions only to keep it fair, or is there a chance one player will have an air advantage?

(It takes less time for one player to get air from his NAT. where it would be most likely sitting, to the enemy's main)


Why would anyone make a 4 player rotational symmetry map and then restrict it cross spawn? That doesn't make sense.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Cyber_Cheese
Profile Blog Joined July 2010
Australia3615 Posts
April 26 2011 19:32 GMT
#16
On April 27 2011 02:34 Ragoo wrote:
Show nested quote +
On April 26 2011 23:08 SacredSoul wrote:
Is it cross positions only to keep it fair, or is there a chance one player will have an air advantage?

(It takes less time for one player to get air from his NAT. where it would be most likely sitting, to the enemy's main)


Why would anyone make a 4 player rotational symmetry map and then restrict it cross spawn? That doesn't make sense.


if you spawn next to each other, one person either expands awkwardly outward or has to expo towards the opponent while the other can expo as the map was designed AND away simultaneously
The moment you lose confidence in yourself, is the moment the world loses it's confidence in you.
MAPPoVe
Profile Joined September 2010
86 Posts
April 28 2011 14:51 GMT
#17
The map currently allows all spawning positions. I think players have to deal with certain inequalities in positioning, because cross position only on both rotational and standard symmetry kind of negates the positive effects that 4 player maps have which is better cheese resistance, more variety in strategies depending on spawn etc.
my maps -> http://www.teamliquid.net/forum/viewmessage.php?topic_id=160218
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