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[M] (2) Fallen Haven

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
BaNZaY
Profile Joined April 2011
Hungary81 Posts
Last Edited: 2011-07-02 10:45:39
June 12 2011 16:42 GMT
#1
[image loading]
V1.3
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[image loading]

V1.4
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[image loading]


Angled view:
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[image loading]


Hello and welcome to my first map thread here on TL. Though this is not my first map, this is the first to reach the acceptable level of my expectations from myself. Fallen Haven is a 2 spawn map with a large valley in the middle, looked over by two decreased ranged Xel'naga Towers. There are several interesting features to the map shown later.

Details:
Players: 2
Expansions: 10
Playable Map size: 114x160
Watch Towers: 2 (decreased range) looking over secondary paths and most of the main path.
Available: EU

Detailed shots:
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Main and Natural
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[image loading]


Choke to the Natural (the other was removed)
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[image loading]


FFE 7o'clock pos.
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[image loading]


Creeping from Main to Nat (1 only the first one is required) and from Nat to Third (2 using the highground as well)
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[image loading]


Highground over Natural with Destructable Debris
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Third with rocks connecting it to the Natural
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Fourth (Fifth removed)
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Gold Expansion - pretty exposed
+ Show Spoiler +
[image loading]


Valley in the middle
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[image loading]


Analyser pics
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Openness (not entirely correct due to the analyser not taking doodads in account)
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Bases
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Shortest Paths
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Nat to Nat
[image loading]
Main to Main
[image loading]


For all the pictures in one place: Go to my imigur album

I'd like you to give me all the feedback you can! Tell me everything you can think of and if you can, please run some test rounds with your friends. This map is accessable on the EU servers only right now. Just look for it on Battle.net or search for BaNZaY if you want to see all my maps. (The others are not so noteable so don't really bother with them as of yet.

Updates:

- V1.4: Put natural chokes farther, made rocked choke to 3rd larger, made ramp to natural highground larger, removed rock from gold, decreased the size of the highground at the 4th facing the 3rd
- V1.6: Removed one natural choke, made the other one larger, placed rocks to the farther entrance to the 4th, removed 5th entirely

Thank you!
"Look at your man! Now look at me! Back at your man! Now BACK to me! Sadly, he's not me..."
ENM_Alexb
Profile Joined July 2010
United States129 Posts
June 12 2011 18:57 GMT
#2
reminds me of destination...so i like it
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 12 2011 19:08 GMT
#3
The 3rd is really far away and the main looks kinda small.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
ShnAndrei
Profile Joined March 2011
Romania164 Posts
June 12 2011 19:25 GMT
#4
On June 13 2011 04:08 IronManSC wrote:
The 3rd is really far away and the main looks kinda small.


Oh come on, it's not that far if you destroy the rocks. Looks awesome! <3
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-06-12 19:33:39
June 12 2011 19:30 GMT
#5
On June 13 2011 04:25 ShnAndrei wrote:
Show nested quote +
On June 13 2011 04:08 IronManSC wrote:
The 3rd is really far away and the main looks kinda small.


Oh come on, it's not that far if you destroy the rocks. Looks awesome! <3



So what you're saying is that yes, it's far, but it's not that far even with the rocks down (while implying that it is still far even WITH the rocks destroyed).

The problem is that it's your only option of expanding after you take the natural. Want the gold? That's far away too, and it's blocked by rocks, and it's out in the open. You also have to destroy rocks just to get to the gold in the short cut on the highground, but in fact it's not a short cut at all. Terran would be extremely immobile if they took the gold as their 3rd.

This map is highly encouraging 2-base play. Remove the rocks in that narrow choke and it might fix it.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
BaNZaY
Profile Joined April 2011
Hungary81 Posts
June 12 2011 20:55 GMT
#6
I have played several times on this map and if you have at least a few combat units you are able to destroy those rocks before your expo is complete. Removing the rocks would however mean even more entrances to the Natural. Also it's very easy to guard both the natural AND the Third from the same point, you only have to worry about the ramp from the 4th. In my oppinion, yes, it is far away, but it's not that hard to defend at all.
"Look at your man! Now look at me! Back at your man! Now BACK to me! Sadly, he's not me..."
hobbidude
Profile Joined December 2010
Canada171 Posts
Last Edited: 2011-06-13 07:44:03
June 13 2011 07:41 GMT
#7
I'm thinking the fourth (ie the basin infront of the highground fifh) is too close to the onther bases and should have the mins turned 180 and uptight towards the edge of the center area. Those three set of bases 93rd,4th,5th) are really too close together and moving it as i said would balance out the placement a bit more. You could even make it a golds since it would be in the open.

Also because of the the high ground nex to the nat entrance is rotated it makes the gold really far and hard to get especially with the rocks. At least remove the rocks but i might suggest having the rocked ramp from that entrance highground angle towards the gold.
BaNZaY
Profile Joined April 2011
Hungary81 Posts
Last Edited: 2011-06-18 19:09:50
June 18 2011 19:09 GMT
#8
I have made some changes to the map and tested it in different matchups. It has shown to be true that the third is hard to defend so I made some changes. Thoug you suggested to make the path without the rock to be shorter, I made that path even longer becouse the position between the natural and third was too powerful for a contain. Now the path to the third with the rock is wider so thet a defending army can be manouvered trough there easily. There are some other changes, check them out in the description.

I will soon update the detailed pictures as well. For now I only put the picture about the whole map up.
"Look at your man! Now look at me! Back at your man! Now BACK to me! Sadly, he's not me..."
TedJustice
Profile Blog Joined June 2010
Canada1324 Posts
June 18 2011 19:37 GMT
#9
Just out of curiosity, did the name come from anywhere?

Because there was a great turn-based strategy game called Fallen Haven which was a little bit like starcraft.

Looks like a solid map, in any case.
Pietro
Profile Joined March 2011
Poland103 Posts
Last Edited: 2011-06-18 19:41:50
June 18 2011 19:41 GMT
#10
On June 19 2011 04:09 BaNZaY wrote:
I made that path even longer becouse the position between the natural and third was too powerful for a contain.


I have a feeling this is a result of me just sieging up there when i played terran vs you ^^

The map seems pretty balanced, but Terran and (especially) Protoss players will need practice on this map to figure out good building placement when expanding.
BaNZaY
Profile Joined April 2011
Hungary81 Posts
June 18 2011 20:46 GMT
#11
Not only that, Pietro, but Andrei and Cpu helped me test the map and we all came to the conclusion that it's almost impossible to break a contain there, even with both rocks down. But our game helped too

On June 19 2011 04:37 TedJustice wrote:
Just out of curiosity, did the name come from anywhere?

Because there was a great turn-based strategy game called Fallen Haven which was a little bit like starcraft.

Looks like a solid map, in any case.


Actually the idea might have came from there as well, becouse I played that game too I liked that game but it didn't run even under WinXP. Also the textures are mainly from the Haven tileset, so that's another reson.

I'm planning on making another little change soon to the map to make it even more user friendly.
"Look at your man! Now look at me! Back at your man! Now BACK to me! Sadly, he's not me..."
epikAnglory
Profile Blog Joined April 2011
United States1120 Posts
June 18 2011 22:55 GMT
#12
Haha I thought this map was Destination or Crossfire at first! Despite your patches, I played one game on it and I still have problems dealing with multiple drops from Terran, also since the Main and Natural distance is close. Now that I think of it, this map looks more and more like Crossfire lol! Overall I like the idea and structure of the map, very well organized and designed!
710+ Posts with a Probe Icon =D
Omegalisk
Profile Blog Joined May 2010
United States337 Posts
June 19 2011 00:08 GMT
#13
Looks like a very good map, but it looks very easy for a Terran to put a PF and guard the small expansion (the one with only one gas), then get 2 more bases really easily, much like Jungle Basin was.
Sponge12349
Profile Joined January 2011
United Kingdom49 Posts
June 19 2011 11:02 GMT
#14
This looks like a really nice map
Pietro
Profile Joined March 2011
Poland103 Posts
June 19 2011 11:50 GMT
#15
On June 19 2011 09:08 Omegalisk wrote:
Looks like a very good map, but it looks very easy for a Terran to put a PF and guard the small expansion (the one with only one gas), then get 2 more bases really easily, much like Jungle Basin was.


That seems pretty far fetched. The one gas expansion is far out in the middle and would spread you out to thin.
BaNZaY
Profile Joined April 2011
Hungary81 Posts
June 19 2011 11:56 GMT
#16
I was thinking about making that one gas expo (which is a high yield right now) a two gas (still high yield) expo so that it's at least worth taking. It is very far in the middle and it makes you have to defend a large area, if you take the Natural highground in consideration as well. You need a large army if you want to defend your Main and Natural too.

Now the point of making that base 2 HYG is that it really isn't that much in play. One would reather take the 4th and mybe out of desparation it will be taken, but unless it's a very lategame scenario, that expo just doesn't worth taking right now. Tell me what you think about it, becouse I either will remove that expo or make it worth taking somehow.
"Look at your man! Now look at me! Back at your man! Now BACK to me! Sadly, he's not me..."
ShnAndrei
Profile Joined March 2011
Romania164 Posts
Last Edited: 2011-06-21 10:43:44
June 21 2011 10:24 GMT
#17
This map is better than the new season 3 ladder maps.

But unfortunately, the third is still pretty hard to defend. I wouldn't mind if one could defend his third and forth from one single spot, as long as the natural and main would remain uncovered. It would still prevent 3 base turtling. The fact that the third base is so far away is good because of this (one cannot 3 base turtle), but the third should be more easily too defend, otherwise it will just get denied every time.

That fifth you think of changing is extremely hard to defend. Making it a 2 rich vespene expo would compensate for that, but also, would that vespene income be needed at that stage in the game (you will have to test this). If it turns out not to be worth it, it should be better to remove it.

edit: you could at least reorientate that ramp at the third so that it is not facing the expo directly

edit2: how about scraping the 5th and putting 2 rich vespenes at the gold?
BaNZaY
Profile Joined April 2011
Hungary81 Posts
June 21 2011 11:35 GMT
#18
Actually that ramp facing the third is crucial against a contain, becouse without that ramp, a Zerg would have no way of getting out ever from a Terran slowpush. Also I have played a lot of games, on this map obviously, and from my experience it seems to be quite easy to defend those three bases, yet a zerg has options to get extra bases against a turtling T or P. As T you can get a PF at that third, and P usually has a mobile enough army to menouver between the natural and the third should they need to. That is if those most crucial rocks are down, which I think should go down the moment one goes for a third. About a rich gas gold, I think T would be too powerfull with it, I'd reather like to separate the rich gas and the rich minerals from eachother, so that you have to chose which to secure.

Today I will upload v1.5 with rocks at the second 4th ramp and the double gas 5th. Hopefully I can get some tests on it to see how those changes work. I want to thank you all for the feedback, eventhough only a few suggestions have been implemented on the map, becouse some would couse other issues. Keep up the good work!
"Look at your man! Now look at me! Back at your man! Now BACK to me! Sadly, he's not me..."
Pietro
Profile Joined March 2011
Poland103 Posts
June 21 2011 12:54 GMT
#19
On June 21 2011 20:35 BaNZaY wrote:
and P usually has a mobile enough army to menouver between the natural and the third should they need to.


Made me lol.
90% a toss will go Colossi.
Colossi=slow
ShnAndrei
Profile Joined March 2011
Romania164 Posts
June 21 2011 13:33 GMT
#20
Yep, colossi is slow, but more mobile than siege tanks. I think that is what Banzay meant.
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