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[M] Near the Gates

Forum Index > SC2 Maps & Custom Games
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Archvil3
Profile Joined September 2010
Denmark989 Posts
April 26 2011 19:45 GMT
#1
[image loading]

Hello Team Liquid

After some time off the map making I'm giving it a shot again and made Near the Gates for the next MOTM. I had some problems getting some prober screenshots and I dont think it visualy looks good on pictures but I personally really like how it looks ingame. I'll gladly take criticism though

Map size: 136x152 playable
Tileset: Ulnar + other textures
Available on: EU

The overview:

[image loading]
HQ Overview

Angled overview:
+ Show Spoiler +

[image loading]
HQ angled overview


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


Aesthetics:
+ Show Spoiler +
[image loading]
HQ image

[image loading]
HQ image

Let thy speech be better than silence, or be silent.
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
April 26 2011 20:38 GMT
#2
Looks really cool. Only thing that bothers me are the HY expos. Not a fan of bases that lie in the way of a base to base path.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
tuestresfat
Profile Joined December 2010
2555 Posts
April 26 2011 20:41 GMT
#3
First impressions, close spawn looks pretty close o.o unless it's cross spawn only?

Regardless, Terran looks very strong... obviously this is just my impression from looking at a couple of pictures in like 3mins. don't take it too seriously.

That aside, it does look pretty cool will definitely give it a try.
intotheheart
Profile Blog Joined January 2011
Canada33091 Posts
April 26 2011 21:08 GMT
#4
Looks fantastic but I'm not too sure what would happen to gas-heavy races once they secure a 3rd. If i was still viable, I'd say that a reaper rush by low-leagued players (like me) wouldn't be uncommon. Great flavour of map though, definitely loving how certain spawn positions can make for a fast and aggressive game while others can make for an amazingly cool macro game. Good work! <3
kiss kiss fall in love
Archvil3
Profile Joined September 2010
Denmark989 Posts
Last Edited: 2011-04-26 21:15:30
April 26 2011 21:14 GMT
#5
On April 27 2011 05:41 tuestresfat wrote:
First impressions, close spawn looks pretty close o.o unless it's cross spawn only?

Regardless, Terran looks very strong... obviously this is just my impression from looking at a couple of pictures in like 3mins. don't take it too seriously.

That aside, it does look pretty cool will definitely give it a try.


Rush distances for a worker bottom ramp to bottom ramp:

close by land: 31 seconds
close by air: 38 seconds
cross positions: 45 seconds

On April 27 2011 06:08 IntoTheheart wrote:
Looks fantastic but I'm not too sure what would happen to gas-heavy races once they secure a 3rd. If i was still viable, I'd say that a reaper rush by low-leagued players (like me) wouldn't be uncommon. Great flavour of map though, definitely loving how certain spawn positions can make for a fast and aggressive game while others can make for an amazingly cool macro game. Good work! <3


I think reapers is about as strong as on metalopolis if you think about rush distance for reapers close by air spawns. Easier to defend though I think as cliff access to the main is very slim so probally easy to defend.
Let thy speech be better than silence, or be silent.
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
April 27 2011 06:23 GMT
#6
I think you should remove (flatten) the 4 small holes in the middle or the raised area below the natural. Either one has to be just open abit more, its really cramped and small hallways atm.

Good indicating is a good spot of 'blue' on the summary.
KCCO!
Archvil3
Profile Joined September 2010
Denmark989 Posts
April 28 2011 15:59 GMT
#7
@ihasaKAROT
I consider remove the small hole in the ground and move the platform a bit. I'm not sure it is needed though, there are many paths and broad ramps so it doesnt feel cramped.
Let thy speech be better than silence, or be silent.
OpAndroid
Profile Joined July 2010
United States84 Posts
April 28 2011 16:09 GMT
#8
I like the look of this map. My only suggestion would be to make it a little bigger, and add in one more normal mining base, as opposed to the gold. Something like this.

[image loading]

So maybe remove those little plateaus, and then make the area outside the natural a bit bigger, and add a tucked in third. Idk, just my opinion, neat looking map though!
Archvil3
Profile Joined September 2010
Denmark989 Posts
April 28 2011 16:13 GMT
#9
@OpAndroid
That would be pretty neat actually. Placing the third there is probally the best solution and the gold bases were kinda horribly placed anyway.
Let thy speech be better than silence, or be silent.
Johanaz
Profile Joined September 2010
Denmark363 Posts
April 28 2011 21:47 GMT
#10
You may have to widen the map overall to make room for those new thirds. Then you could widen the gap where the gold was. Looks great!
TPW Map Maker - theplanetaryworkshop.com
sob3k
Profile Blog Joined August 2009
United States7572 Posts
April 28 2011 22:08 GMT
#11
On April 29 2011 01:09 OpAndroid wrote:
I like the look of this map. My only suggestion would be to make it a little bigger, and add in one more normal mining base, as opposed to the gold. Something like this.

[image loading]

So maybe remove those little plateaus, and then make the area outside the natural a bit bigger, and add a tucked in third. Idk, just my opinion, neat looking map though!


No way, that really doesn't fit and clusters 3base too tightly.

The golds are actually well placed IMO, and this map looks great as it is.

The placement of the thirds is great to give choice of expanding away from opponent in every possible positioning, and the layout will make macrogames past 3base have a ton of interesting surface area.

In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
Archvil3
Profile Joined September 2010
Denmark989 Posts
April 28 2011 22:13 GMT
#12
Well I did try to add those thirds ... but they dont fit! I would actually have to do quite a redesign, like Johanaz said widen the map and stuff and I'm not sure I want to do that. I may stick to removing the holes near the middle and move the small highground outside the base a bit to easier move big armies around in the area.
Let thy speech be better than silence, or be silent.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
April 29 2011 00:07 GMT
#13
--- Nuked ---
Archvil3
Profile Joined September 2010
Denmark989 Posts
Last Edited: 2011-04-29 07:27:33
April 29 2011 07:26 GMT
#14
@Barrin
Thank you for taking your time to make such a comprehensive reply and I would have to say you are absolutely spot on. When I sat down to make my latest map I was struggled getting a good layout, trying all kinda creative stuff but never really came up with something functional so I decided to go standard, very standard, so as a result, as you see it it is in some regards extremely standard. I dont think it is neccesarily a bad thing, all positions are playable, no matter how you spawn you have good options to expand and I dont see any major imbalances with it, so in short, its functional. I will make more creative maps I'm sure, and I find your post very encouragning to do so, this one I just wanted something solid, something I knew would be working
Let thy speech be better than silence, or be silent.
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