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[M] (2) Ressurection by Jay

Forum Index > SC2 Maps & Custom Games
Post a Reply
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2011-07-02 08:34:38
May 15 2011 15:46 GMT
#1
Hi, I wanted to show the status of my latest project: Resurrection

Theme & Overview:
The map should display a formerly infested world. Abandoned from the Zerg the Protoss have started to restore the nature of the planet.
However, the upper half of the map has neither been been cleaned nor been explored yet, and so the map is cut into a Paradise (bottom) half and an Infested (upper) half.

Map size: 160*104

Map Overview:
[image loading]


Analizer Pics:

+ Show Spoiler +
Paths:
[image loading]
Summary:
[image loading]


Main & Natural:

+ Show Spoiler +

The intention here is to create a very easy to grab Natural expansion (easy to wall), while the main has a scrap station like ramp, and is therefore a little harder to defend (long rush distance!).
There is a highground path in the back of your main to give reapers, blink stalkers colossi and drops extra harass options.
[image loading]
[image loading]
http://www.pictureupload.de/originals/pictures/160511092313_Resurrection_Terran_Main_Natural.jpg


Infested 3rd & 4th:
+ Show Spoiler +

The 10oc base is the easiest 3rd base. The defenders way between the 2nd and the 3rd base is shorter than the attackers.
the possible 4th in the infested half, however, is far away and on open field. It is intended that this base should be taken by players who have the more mobile, but maybe weaker army (e.g. Muta/ling - Zerg in ZvT), or that this base only comes into play, when there is some kind of stalemate situation (TvT tank lines).
[image loading]


Paradise Middle:
+ Show Spoiler +

The Paradise Middle offers the ability to expand in your opponents direction, but leaves your Main & Natural more open to counter attacks that come from the infested half.
Your reward for this risky move, is a mixed 6 blue/gold mineral base with (only) one rich vespene geyser. This base can be saturated with very few workers but still gives you nearly as much income as a "usual" fully saturated blue base. The blue minerals offer 1200, the gold 1680 and the rich vespene 2500 ressources.
Apart from the potential base, the middle is the main attack path and is therefore guarded by a XNWT on the high ground.
[image loading]


Infested Middle:
+ Show Spoiler +

The infested middle offers a 6gold/2vespene base. However, it is blocked by a Hive with its creep.
The hive offers Zerg players the option to hide structures, before they are at lair tech!
Due to its position and the 4entrances, I think it is really hard to hold, and therefore earns its gold status.

[image loading]



The Maps current version can be found on EU (Ressurection by Jay; the name Resurrection isn't available, though I didn't find another map called Resurrection).

summary of some of the maps specifics:
-) mixed gold/blue base
-) neutral zerg building with creep
-) harrass backdoor ("reaper highway")
-) double wide main ramp
-) long rush distance
-) easy low ground natural



Edit: Please, if a mod could edit the title, so that it doesn't include spelling mistakes. After writing the name an estimate of 100.000 times today, I have to write it wrong, the one time I cannot correct it

Update:
-) Main and Natural are now a little bigger. Natural has been completly resdesigned.
-) Infested Middle Base is now a regular Gold Base.
-) added Rocks to block some ramps in the middle area
-) Now using Tarsonis Dirt for the Ramps instead of Mar Sara Blackened Rock.
-) More Doodads added

Update:
-) some minor terrain changes
-) added Analizer pics
-) More Doodads (especially around the 3 Infested (red) Islands; Char Spines to give it a Diablo-like look)

Update:
-) Infested 4th is now a regular base; area redesigned
-) Middle small ramp widened (now blocked with 2destructible rocks!)
-) some minor terrain changes
-) More Doodads/Doodad rearrangements
-) removed Tasteless & Artosis Bot
-) new pictures in the OP
Gfire
Profile Joined March 2011
United States1699 Posts
May 15 2011 16:21 GMT
#2
Interesting aesthetics. I like it.

I'm not sure how it will perform having blue and gold minerals at the same base. Eh.

The geysers at the nat seem extremely vulnerable, the nat seems too small, especially with a small main.

I like the use of the double-wide ramp and the longer rush distance.

I also like the overall flow of the map, it has a lot of potential. A bit unusual though so testing will be needed in order to know for sure.
all's fair in love and melodies
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2011-05-15 17:48:33
May 15 2011 17:46 GMT
#3
On May 16 2011 01:21 Gfire wrote:
I'm not sure how it will perform having blue and gold minerals at the same base. Eh.


The middle base was intended to be a usual gold base, but I thought I might just mix it up a little and give it 2more blue minerals, and reduce the overall ressources of the base.
So in this case, you need more workers than for a usual gold base, get more income therefore, but not more minerals at all.

The "Paradise Mixed" has a special intention:
You need only 3/4 of the workers that you would usually use for a normal base but gives you nearly the same income. So it should be available as an alternative 3rd base.

both mixed bases are balanced in a way, so that blue and gold minerals run out at the same time, when mined equally.
but to really see how to balanced these kind of bases, the map needs some testing.

On May 16 2011 01:21 Gfire wrote:
The geysers at the nat seem extremely vulnerable, the nat seems too small, especially with a small main.


ty for mentioning that. I designed the natural very early and haven't really focused on it a lot.
I guess I will redesign it in one or another way.




Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2011-05-16 07:42:32
May 16 2011 07:29 GMT
#4
Update:
-) Main and Natural are now a little bigger. Natural has been completly resdesigned.
-) Infested Middle Base is now a regular Gold Base.
-) added Rocks to block some ramps in the middle area
-) Now using Tarsonis Dirt for the Ramps instead of Mar Sara Blackened Rock.
-) More Doodads added
Big J
Profile Joined March 2011
Austria16289 Posts
May 17 2011 10:32 GMT
#5
hey, I could need some suggestions and feedback on the map.
I really want to improve this map and my mapmaking, so plz comment, when you read this thread
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
May 17 2011 23:35 GMT
#6
I can see the hidden baneling nest bust. *Sudders*
Really though, it looks nice.
Moderatorshe/her
TL+ Member
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2011-07-01 20:52:52
May 19 2011 08:19 GMT
#7
Update:
-) some minor terrain changes
-) added Analizer pics
-) More Doodads (especially around the 3 Infested (red) Islands; Char Spines to give it a Diablo-like look)
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2011-07-02 08:34:54
July 01 2011 21:03 GMT
#8
Hey guys, I'd like to participate in Map of the Month #7, and right now I'm thinking about nominating Resurrection (or 1 of 2other maps I haven't posted on the forum (yet)).

So I'd like to ask some questions/for some opinions:
-) is this map good enough? I'm not so sure, as I never got a lot of replies.
-) should I remove the neutral Zerg Hive or maybe replace it with usual destructable rocks?
-) mixed bases, or usual blue ones in the "Paradise Middle"?
-) double wide main ramp, yes or no? I don't see it as a big problem in Zerg MUs, as the natural is pretty easy and fast to walloff (unlike scrap station), but thinking about PvP... I really don't want to see a "only 4gate is possible" map...
-) is the map too colorful? (the protoss lights in the middle, the red/black/green contrast)


Update:
-) Infested 4th is now a regular base; area redesigned
-) Middle small ramp widened (now blocked with 2destructible rocks!)
-) some minor terrain changes
-) More Doodads/Doodad rearrangements
-) removed Tasteless & Artosis Bot
-) new pictures in the OP
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