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[M] (2) Cliffs of Tartarus

Forum Index > SC2 Maps & Custom Games
Post a Reply
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
Last Edited: 2011-05-07 14:24:50
May 06 2011 23:21 GMT
#1
Map: Cliffs of Tartarus 1.3
[image loading]

  • Players: 2 - 1v1 design, 8/2 starting
  • Size: 140x116
  • Expansions: 12. Expansions north of natural have golds.
  • Rush Distance: 160.6
  • XWTs: None.
  • Destructible Rocks: Protect a second entrance to the natural. Going for the closer, more defend-able expansions requires these to be broken.
  • LoSBs: Around the hazard area, the close third, the holes in the ground.
  • No Fly Zone: The centre. Marked by the force fields. Frustratingly, air pathing is really terrible. It's about as smooth as I can get it, but I might have to scrap it entirely.
  • Servers: EU


Concept: Moderate sized multiple route map. Tight paths but many avenues for attack. More options appear the more you and your opponent expand.

People have referred to it as "Lava Oasis". Should not be too similar, however, as bases are tighter and the map is smaller.

Aesthetically, it's a volatile, molten drilling region.

+ Show Spoiler [Angled Views] +

[image loading][image loading]


+ Show Spoiler [Detail - Note in-game pictures are of…] +

[image loading]
[image loading]
Hazard region in the centre. Second image is slightly out of date but the decals still exist.
[image loading]
Natural expansion.


+ Show Spoiler [Map Analyser] +

[image loading]
[image loading]
[image loading]
**Note the air distance is not accurate.**


Changelog:

  • 07/05/2011 - v1.0 - Initial map frame published!
  • 07/05/2011 - v1.1 - Shifted mineral lines in main and natural towards edge, altered the region around the main and third. Map now has a second player (whoops!), No-fly-zone now has a ( - ) shape rather than a Solid circle.
  • 07/05/2011 - v1.2 - Gold moved to opposite side and closer to main attack route. Xel'Naga towers removed.
  • 07/05/2011 - v1.3 - Goofy skulls gaps removed, and replaced with smaller gaps. Map is overall wider, ramps positioning altered slightly in naturals and behind the gold.


Concerns:
  • Air pathing in the centre.


Request:
Basically, due to my lack of experience/skill with the game, and lack of contacts, I've not really been able to test this map. So as well as for general map design feedback, I'm looking for testers!

- Thanks to those who have already helped me test things out. You've let me see loads of things that needed change.

Download:
  • v1.0 [url blocked]
  • v1.1 [url blocked]
  • v1.2 [url blocked]
  • v1.3 [url blocked]


Other maps by me:
(2) Lunar Knot
(4) Into the Storm
adso
Profile Joined March 2011
718 Posts
Last Edited: 2011-05-06 23:26:11
May 06 2011 23:24 GMT
#2
<3 the subtle contrasted layout
<3 the detail spoiler
<3 the no fly zone
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 07 2011 00:20 GMT
#3
Vikings can land and walk under the no-fly, and when they lift off they will spaz out if the area is blanketed by no-fly zones. You might need to make a line of them instead of a circle to prevent this, which isn't exactly what you intended but it will be "breakable" otherwise.

You could pull the mineral line in the main towards the NE / SW corners more to make them even farther by air. Or you could shave off some of the main to decrease its size if you like. This might be good because there are a lot of awkwardly cramped spots, like the labeled third. Small adjustments would make these places flow smoothly though.

This is a good take on the natural-behind-you setup, I especially like the clockwise bases.
Comprehensive strategic intention: DNE
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
Last Edited: 2011-05-07 01:39:57
May 07 2011 00:44 GMT
#4
Ugh, can't believe I didn't think about how that mechanic will work. I guess I'll just prevent flight where you can't move by land in the first place, as this still performs the goal of preventing a straight line of air passage.
I'll also work on tidying up the main - pictures will be up tomorrow when I'm no longer on my laptop.

Edit - fixed.
Mammel
Profile Joined November 2010
Finland189 Posts
May 07 2011 02:09 GMT
#5
This looks to have pretty much the same problem Desert Oasis had, base trades will be very common if both attack the same time from different routes as they are so far from each other.

Also, I dislike the gold. It just feels way too safe with no fly zone protecting main from drops, watchtowers showing pretty much everything and very long attack distance to natural. Something like this meaby? Would also make mains ~1/3 smaller which is good, they are way too big.
http://i.imgur.com/4ga28.jpg

Actually, after thinking bit more,I would probably remake natural/3rd to something like this (Made in 5 min at paint, scale is obviously fucked up). http://i.imgur.com/KM3h3.png
U need to choose between very easy 3rd or much harder gold in main attack path, pretty much like in XNC, but with the exception that theres alternate route to other base so PF isn't so powerful there.
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
May 07 2011 09:47 GMT
#6
I'm not entirely convinced about the base trades, as the map is significantly smaller and has less spread out expansions than Desert Oasis.

As for the gold, I agree. Originally, the watchtower was necessary to defend the entire region, but that hasn't been a problem long before release. Those were removed.

I'll also work on ways to move the gold to make it a little more like XNC.
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