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Active: 10578 users

[M] (2) Judicator Caste

Forum Index > SC2 Maps & Custom Games
Post a Reply
Mereel
Profile Joined February 2010
Germany895 Posts
Last Edited: 2011-06-03 17:57:47
June 03 2011 01:11 GMT
#1
[image loading]
hey guys, at last i made a own map again, no sc1 port this time. i stole the main-natural-third from Circuit Breaker because i want to see it on a 1v1 map but thats about it^^
Im quite a lore guy so u might see maps for the other Castes aswell. Protoss all the way^^
Layout and Design is basically done, but u can give me critisim anyways if u want.

General:
+ Show Spoiler +
Texture: Aiur
Playable: 160x155
Expands: 10
Xel'Naga: 2
Uploaded on EU

Overview:
+ Show Spoiler +
Highres: http://i.imgur.com/OgSPt.jpg
[image loading]
Highres: http://i.imgur.com/9PD3w.jpg
[image loading]

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

Download:
+ Show Spoiler +
https://rapidshare.com/files/3688936756/Judicator_Caste.SC2Map


Just search Mereel on EU if u wanna play it. Every map has my name in it so u can find them easily.
My Mapthread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=217492
TPW Mapmaking Team
Antares777
Profile Joined June 2010
United States1971 Posts
June 03 2011 01:55 GMT
#2
It looks large, if there are ways that you can cut corners on its design to make it smaller, you might want to consider it. The layout is interesting, I like the location of the gold expansions. The third looks like it will be hard to hold onto because it is so far away from the natural. Overall, it looks unique and solid!

I like the name of your map, it's a very creative name!
Gfire
Profile Joined March 2011
United States1699 Posts
June 03 2011 01:58 GMT
#3
Wow, nice. Cool aesthetics. I like how the different levels of the terrain look pretty different. The fog, and the spikes on the edges are pretty cool. So aesthetically, quite good.

Now on to the layout. I like the main/nat/third setup, having the third sort of towards the other side of the main is very reminiscent of some BW maps. Not sure if the third is too open, some destructible rocks on the ramp to the side of it could do the trick if it seems it is.

I like the double bridge and the high ground area leading into the center of the map, very nice.

I don't see any major problems, this is actually a really good map.
all's fair in love and melodies
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 03 2011 05:29 GMT
#4
160x155 is pretty big for a 1v1.... would be good if it was somehow shaped into a 2v2 map though.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Gfire
Profile Joined March 2011
United States1699 Posts
June 03 2011 05:50 GMT
#5
The rush distance and overall size is within the standard range for 4spawn 1v1 maps, there's no reason a 2spawn 1v1 map can't be just as big.
all's fair in love and melodies
Mereel
Profile Joined February 2010
Germany895 Posts
June 03 2011 11:28 GMT
#6
i dont see how this map is to big....170 maintomain is ok. but what really matters is naturaltonatural and thats 128. should be nearly the same as on xelnaga caverns.
TPW Mapmaking Team
StimedSheep
Profile Joined October 2010
United States51 Posts
Last Edited: 2011-06-03 12:48:59
June 03 2011 12:46 GMT
#7
Great looking map, any way of getting this onto the NA server??

Edit:

I like the size and multiple attack paths, good number of bases for long macro play possibly but good distances to still keep people honest in the early game. Would love to try it out.
Mereel
Profile Joined February 2010
Germany895 Posts
June 03 2011 17:58 GMT
#8
i updated the first post with a downloadlink. if u want to use a spot for it go ahead
TPW Mapmaking Team
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
June 04 2011 06:06 GMT
#9
At first I saw the shape of the map and was like -_-, and then I thought about it, and I was like ^_^

Holding the third is going to be a serious hamper into making a smooth transition to macro play. If you combined your double-bridges for a wide bridge, but one thats shifted close toward the third, it would allow a player to defend his natural and third more efficiently by placing it between the two. I'd also suggest making that space between the main and the walkway between the third a little smaller.

Like the others said, some of the areas may need to be shrunk a bit. Nice work, Mereel.
Gfire
Profile Joined March 2011
United States1699 Posts
June 04 2011 07:08 GMT
#10
I notice that people are mostly pointing out "it's too big" and "the third is too hard to defend." Thinking about it, I wonder if those two "bad things" balance each other out in some ways. I really think it's worth considering, but something only playtesting can really show I think.
all's fair in love and melodies
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
June 04 2011 10:50 GMT
#11
That's an interesting possibility...

You have to consider the viewer's (and caster's) experience, too, if you're aiming for tip-top caliber maps, though. Adding 5 minutes to the total length of the game thanks to army movement taking twice as long to get anywhere is less than idea: it's slower action for the viewer and more "filler" time the casters must talk up. Even if there are ways around these hampering facors, what map do you think people would rather see casted (and popular casters like husky rather cast), one that is consistently filled with slow sections or one that's swifter, more dynamic, like Xel'Naga caverns?

While I agree those factors could balance each other, and I may be way off about the accumulative army travel time increase throughout the game, it is something we want to keep in mind.
FlaShFTW
Profile Blog Joined February 2010
United States10569 Posts
June 04 2011 14:33 GMT
#12
i think you could get away by taking out the high ground expansion near the gold (not the 3rd). maybe take that out and somehow make the map shorter, but keep the high ground bridge between the bases. i hope you know what im talking about?

good map though, i like the positioning of everything.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
lovablemikey
Profile Joined October 2010
264 Posts
June 04 2011 18:26 GMT
#13
Is this map perfect? Maybe! I'd like to see some replays of it. It's at that point where nothing is obviously wrong with it, so testing is its new best friend. At least, it's at that point for me. I'm a hack though.
lovedoctor
Profile Blog Joined November 2010
Germany115 Posts
Last Edited: 2011-07-03 19:29:45
July 03 2011 19:26 GMT
#14
lovedoctor vs firedine on -Judicator Caste- Mereel

Felt really difficult to have a third base for the Protoss. Because all the possible thirds are wide open. Force fields are worthless outside of the second base. Protoss is forced to go phoenix for map-controll or going two base all-in.

Maybe narrowing the middle (three paths) to make it harder for zerglings to get map control OR redesigning the third for that matchup so that you can wall your third as protoss.

That was the opinion of my opponent. I liked the map very much.

"Infestors own marines in a way you don't understand" - artosis
Mereel
Profile Joined February 2010
Germany895 Posts
Last Edited: 2011-07-03 19:53:05
July 03 2011 19:37 GMT
#15
thx for playing im gonna watch now

edit: well ur not really forced to anything.
when u go double stargate phoenix and do basically 0 dmg with them..ofc u will have a problem to hold a third.

it kinda depends on the playstyle, i usually prefer gateway, templar,archon style. that works really well. cannons are needed at the third ofc.....5 should do it
TPW Mapmaking Team
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