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[M] (4) Charred Redoubt 1.8

Forum Index > SC2 Maps & Custom Games
Post a Reply
kpm03
Profile Joined June 2011
United States16 Posts
Last Edited: 2011-06-27 05:55:42
June 14 2011 19:18 GMT
#1
[image loading]

(4) Charred Redoubt v2.0

Charred Redoubt is a Huge-size melee map using the “Char” texture set. While technically supporting 2v2 games, I designed this map to be a 1v1 map with varied starting locations.

Detailed Description
+ Show Spoiler +

The map features plenty of room around the edges to allow for air units to harass mineral lines (or park excess overlords in relative safety), and wide open areas between narrow chokepoints (such as ramps). Doodad’s are placed in the middle of these areas to serve primarily as an obstacle to help you maneuver your army around your enemy’s, or to split your enemy’s army. There are also a few nooks off the main routes of movement that provide a place to conceal your army and perhaps set up an ambush. The relative position of the starting locations, and the available routes of attack, allows for players to expand away from or parallel to your opponent to a degree.

Concerning Zerg players, the natural expansions are placed very close to the main bases, requiring minimal use of Creep Tumors to reach. The central high-ground is reachable with as few as five Creep Tumors.



Detailed Images:
Overview Map
Central High-Ground
10 o'clock Natural Expansion and Alternate Route
West-side Rich Mineral Base
1 o'clock Natural Expansion
Example Zerg Main at 4 o'clock
Example Terran Main at 10 o'clock
Example Protoss Main at 1 o'clock


Mapanalyzer Images
Analyzer Summary
Shortest Paths: 1 o'clock to 7 o'clock
Shortest Paths: 1 o'clock to 10 o'clock
Shortest Paths: 4 o'clock to 7 o'clock
Shortest Paths: 4 o'clock to 10 o'clock


Map Specifications
•Full size: 184x192
•Playable size: 164x164
•Max players: 4
•Total number of bases: 12 (2 rich mineral)
•Total number of natural expansions: 4
•Total number of contested expansions: 2
•Total amount of minerals: 144,000
•Total amount of gas: 60,000
•Total amount of minerals per base: 12,000
•Total amount of gas per base: 5,000
•Total number of mineral nodes in each rich mineral base: 6
•Total number of destructible rocks: 2
•Total number of ramps: 12
•Total number of Xel’naga Watchtowers: 2
•Watchtower Coverage: 13.4%
•Total number of LoS curtains: 0
•Total number of cliff levels: 3
•Number of Creep Tumors required to reach Natural Expansion creep: 1-2
•Shortest rush time ramp to ramp (using speedlings): 23 seconds


Changelog
+ Show Spoiler +
June 15, 2011
•Added a "real" third expansion to each half of the map between both starting locations. This should eliminate several problems associated with the long distance between the player's main and the abandoned main previously intended to be a third or fourth expansion.
•Moved the rich mineral nodes away from the central high-ground, and adjusted the ramps accordingly. Zerg should have an easier job of holding a rich mineral base now.
•Minor cosmetic changes.



The map is available for play on Battle.net.

Comments and suggestions are welcome. Thanks for reading!

Other maps by me:
(4) Redrock Mesa
WniO
Profile Blog Joined April 2010
United States2706 Posts
June 14 2011 19:27 GMT
#2
the textures and doodads mix in nicely together.
oneil
Profile Joined March 2011
Canada73 Posts
June 14 2011 19:45 GMT
#3
What speaks best for your map (in terms of comparing it to similar maps) would be the map analyzer. Could you please analyze your map and post some findings (summary + distances)?

http://www.sc2mapster.com/assets/sc2-map-analyzer/

Thanks!

Map looks great: very good texture and doodad use. I find it nice to see bigger maps make their way to the scene too..
You all look up to me, and I forever look down on the world. | Go to my profile to see my maps!
HyDrA_solic
Profile Blog Joined February 2011
Portugal491 Posts
June 14 2011 19:52 GMT
#4
Give us the replay of the best ZvT you've witnessed
It's all about the reflections of freedom. Even though he hoped for a better world, with all his strenght, all his will, the most he could do was to make her smile.
kpm03
Profile Joined June 2011
United States16 Posts
Last Edited: 2011-06-14 20:32:50
June 14 2011 20:16 GMT
#5
Replay has been posted.

Mapanalyzer details have been posted.

Thank you!
LITTLEHEAD
Profile Joined September 2010
United States79 Posts
June 14 2011 21:49 GMT
#6
3rd seems like it would be difficult for a zerg to hold. Gold is overlooked from center high ground and the other 2 options are very far away via ground. Map looks great though, good work. Look forward to testing it out myself.
PH
Profile Blog Joined June 2008
United States6173 Posts
June 14 2011 22:56 GMT
#7
The map looks incredibly tight. All the passages are very narrow and it seems like every path is just one long, long choke. ):
Hello
kpm03
Profile Joined June 2011
United States16 Posts
June 14 2011 23:39 GMT
#8
3rd seems like it would be difficult for a zerg to hold.


I agree. As a zerg player myself, looking at the gold bases makes me cringe a little. I discussed this issue at length with my group of testers. We came to the conclusion that, considering the emphasis on controlling that high ground, it made sense for the gold bases to be there, and if enough people disliked it then the mineral nodes should be moved to the opposite side of the low ground areas they currently occupy.
Mereel
Profile Joined February 2010
Germany895 Posts
June 15 2011 00:46 GMT
#9
u forgot to add a third
TPW Mapmaking Team
Blazinghand *
Profile Blog Joined December 2010
United States25551 Posts
June 15 2011 02:59 GMT
#10
On June 15 2011 08:39 kpm03 wrote:
Show nested quote +
3rd seems like it would be difficult for a zerg to hold.


I agree. As a zerg player myself, looking at the gold bases makes me cringe a little. I discussed this issue at length with my group of testers. We came to the conclusion that, considering the emphasis on controlling that high ground, it made sense for the gold bases to be there, and if enough people disliked it then the mineral nodes should be moved to the opposite side of the low ground areas they currently occupy.



On June 15 2011 09:46 Mereel wrote:
u forgot to add a third



I agree with these sentiments. The natural is defensible, but there's no REAL thirds you can take-- the golds are exposed to the center of the map, where various air or ground units can shoot into them, and the other mains are fairly far away. If you add thirds, this map would be much better in terms of game balance. Race balance I cant comment on, the lack of a 3rd promotes 2 base play which might favor one race over another, but to make it so hard to take a 3rd is no good, even in mirror matches.

The map itself is beautiful and looks very nice. A 3rd base that is accessible for each player without expoing into "empty mains" would be good-- you could even block it with rocks if you wanted to, a la shattered temple.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
kpm03
Profile Joined June 2011
United States16 Posts
June 15 2011 10:16 GMT
#11
I added a "real" third to each half of the map between starting locations, and moved the rich mineral nodes away from the the central high-ground.

These were changes that really should have been made sooner, and I thank you for the suggestion.
Icetoad
Profile Joined May 2010
Canada262 Posts
June 15 2011 14:46 GMT
#12
I've noticed that in the analyzer summary there is one base that is really bigger than the other. Maybe changed that.
At some place it looks like zerg would have a lot of trouble cause by some area where the choke are to long.

Other than that the map looks beautiful and looks good
Map Maker of Nimbus
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