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[M] (2) Affliction

Forum Index > SC2 Maps & Custom Games
Post a Reply
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2011-04-30 20:28:22
April 29 2011 02:18 GMT
#1
+ Show Spoiler [Overview (click for HQ)] +
[image loading]


Analyzer images coming soon!

Theme: Forest
Title Set: Typhon
Playable Size: 130x118
Max Players: 2
Servers: NA

The natural expansion has a drop zone covered by LoSBs. You have two main options for a third, the one outside your natural closer to your opponent and can be cliffed from the middle (not the base but your workers and gas), or the more protected third. The protected third has a quick entrance into it guarded by 4x4 rocks directly outside the natural's ramp. XWTs reveal the main paths between the bases but do not reveal the corner expansions or the center bridge (there are only two ways in and out of the center which the XWTs cover, so you should know if someone is there if you control the XWTs.

I actually designed this map differently than my others. I wrote down numbers (representing the location of the expansions) and then modeled the terrain around then instead of creating the terrain and then adding expansions. I think it worked better for me than my previous strategy.

The fog looks better in game.

~Feedback is greatly appreciated!~
Gfire
Profile Joined March 2011
United States1699 Posts
April 29 2011 03:48 GMT
#2
I like it. It's quite good. It's not entirely clear how the cliffs by the nats will play out, but pretty much everything else I would expect to be quite good.
all's fair in love and melodies
hobbidude
Profile Joined December 2010
Canada171 Posts
April 29 2011 06:34 GMT
#3
I'm like it as well. In fact id much rather play on this than like typhon path. Simple is always nice and the layout is original. I think golds somewhere would be nice: i though the middle would be idea but its far to close to the main so maybe the bases at the far corners would be best. The only gripe i have with it is that your kinda forces to expand away in one direction along the side only - where as i think the best layouts have it so you can expand either direction depending on the game.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
April 29 2011 07:22 GMT
#4
It's very chokey around the natural and 3rd, as well as the high ground being there.

The high ground between the natural and 4th needs to be re-worked, as that can be EXTREMELY abused.

Other than that you have a good layout that is promising.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2011-04-29 11:15:52
April 29 2011 11:14 GMT
#5
On April 29 2011 15:34 hobbidude wrote:
I'm like it as well. In fact id much rather play on this than like typhon path. Simple is always nice and the layout is original. I think golds somewhere would be nice: i though the middle would be idea but its far to close to the main so maybe the bases at the far corners would be best. The only gripe i have with it is that your kinda forces to expand away in one direction along the side only - where as i think the best layouts have it so you can expand either direction depending on the game.


That's a good point about expanding in either direction. I was thinking more of allowing you to expand towards your opponent, or away from him, not in particular directions. I might add golds at those corner bases, we'll see how things turn out.


On April 29 2011 16:22 IronManSC wrote:
It's very chokey around the natural and 3rd, as well as the high ground being there.

The high ground between the natural and 4th needs to be re-worked, as that can be EXTREMELY abused.

Other than that you have a good layout that is promising.


It's the same level as the natural, so it's not as abusive as it may seem. It is hidden by a wall of LoSBs though.

I agree that the third is rather tight, I felt that even though the map size was reasonable, it was still small. I'm thinking about increasing it's size a bit.
hobbidude
Profile Joined December 2010
Canada171 Posts
Last Edited: 2011-04-30 16:26:43
April 30 2011 16:25 GMT
#6
On April 29 2011 20:14 Antares777 wrote:
That's a good point about expanding in either direction. I was thinking more of allowing you to expand towards your opponent, or away from him, not in particular directions. I might add golds at those corner bases, we'll see how things turn out..




Thanks. lol i think towards, away, left or right are all directions last time i checked.

Can we get some analyzer pics; its a bit hard to tell but it looks like the what would be the fourth behind the highground of the nat is in no way connected which worries me a bit. Id like to see rocks there if possible (or even maybe ontop of the highground if you add ramps to either side to connect)
Antares777
Profile Joined June 2010
United States1971 Posts
April 30 2011 20:33 GMT
#7
A new version is now online. Click the spoiler in the topic to see the newest version of Affliction.

-The naturals and safe thirds have been increased in size.
-The ramp from the corner expansions into the safe thirds has been increased from 2x to 3x.
-The drop zone in the natural has been shrunk.
-The low ground path from the corner expansions towards the main and third has been raised up a terrain level.

After some thinking I decided to keep the corner bases the way they are instead of making them gold.

I'm working on getting analyzer pictures up. I have a mac, so if anyone is willing to get analyzer pictures for me, give me your email in a PM and I'll send the map file. Thanks in advance!
lefix
Profile Joined February 2011
Germany1082 Posts
April 30 2011 20:49 GMT
#8
very simple and solid and yet original layout, i like
Map of the Month | The Planetary Workshop | SC2Melee.net
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