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Active: 1301 users

[M] - (2P) - Deserted Jungle

Forum Index > SC2 Maps & Custom Games
Post a Reply
NickMP
Profile Joined February 2011
United States46 Posts
Last Edited: 2011-07-04 17:44:07
June 07 2011 03:54 GMT
#1
Deserted Jungle

This map is still rather early in development, and as such has barebones texturing.

90 Degree Oveview
+ Show Spoiler +
[image loading]


56 Degree Oveview
+ Show Spoiler +
[image loading]


Ramp To Ramp times:
(2.81 speed/Worker unit) 42 seconds
(2.25 Speed/Marine) 52 seconds
(2.95 Speed/Zergling) 40 seconds

Bases:12(2 Gold)
Base info:
O Gold is the standered layout
O The "Third" has been changed to standered
O The most out of the way base has 7 minerals and 3 vespene geysers.

Xel'Naga Towers
+ Show Spoiler +

Xel'Naga towers allow the holder to see ANY attack that moves out of the top/bottom entrance of the forested base.
As well as the side exit of the 3 gas expansion.
The Xel'Naga towers can see the entire gold expansion.(Except the gas in the middle)
Note however,the XNT cannot see the main attack path on the low ground, which has LoS blocker in a twisted pattern between the two raised platues.

Map concept:
+ Show Spoiler +

After submiting my other map "Sacred Jungle" to MotM5 i decided i wanted to make a"Remix" of it....
This happened....hehe....
I was afraid of the rush distance being to long but it turned out to be a nice reasonable distance...

I wanted this map to encourage macro with an easy to hold natural but also encourage players to pressure as well, i believe i suceeded in that regard.
Another thing i wanted was that map control on this map was slightly more important then on other maps, i think i have done that as well.

Map is uploaded on NA server as "Deserted Jungle".


Poll: Map balance

I wish i could punch you though the internet for making something this imabalnced... (11)
 
61%

To Terran favored.(Please explain why) (3)
 
17%

Pretty balanced. (2)
 
11%

Needs some refinement... (2)
 
11%

To Zerg favored.(Please explain why) (0)
 
0%

To Protoss favored.(Please explain why) (0)
 
0%

18 total votes

Your vote: Map balance

(Vote): To Terran favored.(Please explain why)
(Vote): To Zerg favored.(Please explain why)
(Vote): To Protoss favored.(Please explain why)
(Vote): Pretty balanced.
(Vote): Needs some refinement...
(Vote): I wish i could punch you though the internet for making something this imabalnced...




All constructive comments welcome!
I'm trying to learn how to play tetris A type music by lowering/raising my Supply Depots.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 07 2011 06:53 GMT
#2
The first thing I noticed was the main bases. Those minerals are way way WAY too close to the choke point. They need to be pushed back more toward the corners of the main bases.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Mammel
Profile Joined November 2010
Finland189 Posts
Last Edited: 2011-06-07 08:17:26
June 07 2011 08:15 GMT
#3
I can't see the reason why 3rd is half a base. It's not that close, easy to defend or "free" by any means.

Other than that it seems pretty imabalnced.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
June 07 2011 10:52 GMT
#4
Way too many choke points.
ModeratorI am still alive, somehow
TL+ Member
Ragoo
Profile Joined March 2010
Germany2773 Posts
June 07 2011 12:36 GMT
#5
I just had to vote for punching you through the internetz cause it's funny lol

Srsly tho, I feel it's a little too choked at some points, I don't understand why the third is only a half base and aesthetics are horrible

I still think that this has potential to be a good map.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
NickMP
Profile Joined February 2011
United States46 Posts
June 29 2011 23:59 GMT
#6
I dare you to find someone whos slower at updating map threads...
Anyways, i reworked the side "arms" to something much more interesting.
And also did some simple aesthetics work.

Thanks for the feedback as well.
I'm trying to learn how to play tetris A type music by lowering/raising my Supply Depots.
Chargelot
Profile Blog Joined December 2010
2275 Posts
June 30 2011 00:33 GMT
#7
I feel like the water/cliff areas should be shortened a little.

[image loading]

Removing the water in the red circles and replacing it with normal ground, and deforesting the trees in the green circles will make this feel less-chokey, while providing Zerg and Protoss a chance at invading a turtling Terran's base.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
Mereel
Profile Joined February 2010
Germany895 Posts
Last Edited: 2011-06-30 00:43:32
June 30 2011 00:42 GMT
#8
well i dont want to scare new mapmakers but your map has some major flawes.
u basically have to understand how starcraft 2 works in all matchups and what units/spells are using/abusing terrain the most.
those are:
-forcefields
-planetary fortress
-tanks
-zerg on wide open fields

im gonna draw over your overview here:
[image loading]

so the points are:
-main/natural setup is ok (natnat turns away from each other)

-third is to far away and turns closer to each other, which is really bad
zerg basically takes a third at 5-10 minutes at the moment, so if ur third is so close to the opponents base, how do u defend that.
it doenst really matter for terran and protoss but its still not perfect

-fourth is too far away, out of place and too choked
basic base layout is normaly: save natural, half open third, open fourth.

-xelnaga on highground are bad. it basically favours tanks so much thats just not viable.

-those double ramps in the middle. no idea why they are there. it feels like u wanted something interessting there and just come up with that. think of something else.

-the main issue are those 'wings'. i see those on so many maps from new mapmakers and i dont know why u make those.
what function do they have. i personally as a player would never use them, the base there is kinda in the limbo, to which players do they belong, in what expansionpath are they.
look at the two best maps ever created, xelnaga caverns and metalopolis. they are both really really compact. nothing outstanding or anything. everything is included in the map, like the secret holeway and shit. the wings just feel out of place.

and for the terrain abusing spells and units:
-one pf on the wing base. cant attack that
-if protoss takes it, cant attack it. forcefields/cannons
-zerg would never ever fight or expand there. forcefields would just own everything

thats all i have right now. and dont feel mad about my post, everyone started somewhere


TPW Mapmaking Team
NickMP
Profile Joined February 2011
United States46 Posts
June 30 2011 04:22 GMT
#9

-the main issue are those 'wings'. i see those on so many maps from new mapmakers and i dont know why u make those.
what function do they have. i personally as a player would never use them, the base there is kinda in the limbo, to which players do they belong, in what expansionpath are they.
look at the two best maps ever created, xelnaga caverns and metalopolis. they are both really really compact. nothing outstanding or anything. everything is included in the map, like the secret holeway and shit. the wings just feel out of place.

Yes, was worried about how hard it would be to hit it when there is a PF there.
Even moreso with three gases there....

The reason is that alot of newer mappers look at it and think "I HAZ AWESOME IDEAZ!!11"
But, it just does'nt work.
+ Show Spoiler +
Kinda like that joke in the meme thread :
Making best map ever....
Ditching it, it sucks.


However...i think i can find a way to get this to maybe work....(They won't really be "wings" or "arms" anymore.)

And thank you very much for that overall write up, i got some ideas to make the map a little more interesting.(But less gimmiky)
I'm trying to learn how to play tetris A type music by lowering/raising my Supply Depots.
Qegixar
Profile Joined May 2011
United States46 Posts
July 01 2011 14:56 GMT
#10
Mereel says in the same post that Xel'Naga on the high ground isn't viable and that Metalopolis is one of the two best maps ever created. At least on this map it's possible to spread your units out before attacking tanks on the high ground.

Although I have to agree that the map is too choked (although the middle looks fine). Also, it's OK to be simple with your resource placement. You don't have to stick a geyser in the middle of your mineral patches everywhere.
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