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Active: 4428 users

[M] (2) Antiga Prime

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 3 Next All
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-07-10 14:39:08
June 17 2011 00:36 GMT
#1
(Available and published on EU and NA only. Search TPW Antiga Prime and look for 1.2).

MOTM#7 FINALIST!

TPW Antiga Prime


Introduction:
If you remember my previous maps, Scars of Aiur and Bel'Shir Walkway, I put a lot of emphasis on greenery and lighting. I wanted to get away from those types of textures this time and work with something more simple, yet appealing. So, I created Antiga Prime. The former name is associated with the Terrans who occupied the territory (thus a couple outposts on the map), and it was mostly rugged, rocky terrain with a lot of dry grass. And so, I present to you, TPW Antiga Prime.


[image loading]

Bases and setups:+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


Aesthetics:+ Show Spoiler +

[image loading]

[image loading]


-2 Players
-136x136
-12 bases (2 golds)
-40 second rush distance from nat to nat

-No backdoor rocks to the naturals, as this opens up potential 3rds and different playstyles.

-The XWT placements cover both main walk way entries, but they are surrounded by LoS.

-Tarsonis Tileset, with agrian grass as well as agrian/bel'shir LoS.

-The map has a small tint of red to give it a dry, deserty feel (barely noticeable though).

-The easy quick 3rds are on high ground and they lean toward the middle, which makes them risky to take but they are heavily protected (walled in, on high ground), however they are blocked by rocks. Otherwise, you can take a linear 3rd through the back ramp at the natural. I realize people will say it's impossible to FE with no rocks there, but think metalopolis. A half-wall is still good, and it's very close to the back door, so it's not like your army has to run a mile to protect your natural
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 17 2011 06:55 GMT
#2
After a couple tests tonight with masters players, I was told that I should make the 3 and 9 o'clock bases (on high ground) gold expansions blocked by rocks.

It was also of my own opinion that I need to add destructible rocks somewhere to block any sort of pathing... but i'm not 100% sure where. Previously I had some on the back-door to the naturals but I was told by several map makers that it'd be best if they were not there, and so right now everything is open.

What is your opinion community?
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Soluhwin
Profile Joined October 2010
United States1287 Posts
June 17 2011 07:01 GMT
#3
On June 17 2011 15:55 IronManSC wrote:
After a couple tests tonight with masters players, I was told that I should make the 3 and 9 o'clock bases (on high ground) gold expansions blocked by rocks.

It was also of my own opinion that I need to add destructible rocks somewhere to block any sort of pathing... but i'm not 100% sure where. Previously I had some on the back-door to the naturals but I was told by several map makers that it'd be best if they were not there, and so right now everything is open.

What is your opinion community?


Those wing expansions look very easy to cover on ground, gold expansions should be in vulnerable territory, a risk. As for rocks, the map looks pretty restricted and I don't really see any pathways that should only be open 'later'.

Then again I haven't played the map, just some friendly theorycrafting.
I put the sexy in dyslexia.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 17 2011 07:33 GMT
#4
On June 17 2011 16:01 Soluhwin wrote:
Show nested quote +
On June 17 2011 15:55 IronManSC wrote:
After a couple tests tonight with masters players, I was told that I should make the 3 and 9 o'clock bases (on high ground) gold expansions blocked by rocks.

It was also of my own opinion that I need to add destructible rocks somewhere to block any sort of pathing... but i'm not 100% sure where. Previously I had some on the back-door to the naturals but I was told by several map makers that it'd be best if they were not there, and so right now everything is open.

What is your opinion community?


Those wing expansions look very easy to cover on ground, gold expansions should be in vulnerable territory, a risk. As for rocks, the map looks pretty restricted and I don't really see any pathways that should only be open 'later'.

Then again I haven't played the map, just some friendly theorycrafting.


So it sounds like what you're saying is the high ground expansions in the 3 and 9 o'clock expansions have potential for being golds, and that there really isnt a place on the map for destructible rocks?
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2011-06-17 07:48:31
June 17 2011 07:47 GMT
#5
i do not think DRs are really needed anywhere. i did not play this map, but from looking at the overview I get the impression that the bases at 4 and 10 infront of the mains might be better suited for gold because of there openness.
what about changing the 3 and 9 bases to low instead of highground?

the visuals are really nice. bleach and dust and still somehow beautifull. big step from your belshir-routine!
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 17 2011 07:53 GMT
#6
The 4 and 10 bases are probably better off being blocked golds. Plus if your opponent grabs that watch tower, he'll see it (golds are generally better if they can be seen by towers I think). I thought about the 3 and 9 high ground bases being gold but they seem too far away, making them less worthy to take because of the distance, and once it's attacked you've pretty much lost it and can't have a single chance to reinforce it.

Yes, i'm glad I got away from bel'shir ^^
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Jojo131
Profile Joined January 2011
Brazil1631 Posts
June 17 2011 12:20 GMT
#7
Im following it with my eyes and almost every corner I turn there's an expo!

I like the idea of tossing in a gold at the 4 and 10 o clocks just to mix things up, but perhaps remove the 1 and the 7 o'clock bases just to have some sort of area to fight without a base being in jeopardy? (asides the mid of course). Just my 2 cents.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
June 17 2011 12:56 GMT
#8
1 and 7 will be the normal 3rds, so removing this is kinda akward. When he really wants to remove bases i suggest those on low ground close to the mains.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 17 2011 15:43 GMT
#9
@dezi: Those will be golds shortly.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Gfire
Profile Joined March 2011
United States1699 Posts
June 17 2011 16:01 GMT
#10
I like the aesthetics, although I think is way over-treed.

Other than that, it just seems a little boring. None of the expansions have any particular vulnerabilities. No golds or rocks or anything special really. So it's kinda meh, but not really bad.
all's fair in love and melodies
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-06-17 20:55:26
June 17 2011 16:45 GMT
#11
So far I have the 4 and 10 bases changed to golds block by rocks.

I realize its very bland because it's all trees, paths, and grass. What I will try to do is add some water pockets around the map that kinda narrow certain places down and make it a little more interesting, to say the least.

EDIT:

Also, i'm wondering what you guys think of this setup:

+ Show Spoiler +

[image loading]


There is a new ramp that was added that leads to the high ground 3rd. In addition, the back door to the natural was taken out.

For the attacker, he can choose to get on that high ground without the risk of running into a fortified natural. In addition, the flow of running through the high ground 3rd is much smoother for attack planning.

For the defendant, it would help him reinforce his 1/7 o'clock base more easily (once the rocks are down) instead of going all the way around to the natural first. When players do this (and i've seen it already in 4 games played), it leaves that low ground corner base super vulnerable to attack, and hardly ever have time to reinforce it.

As of right now, I have been testing it out and it works best with just one double-ramp near the 3rd (not blocked off), but the 3rd high ground would be blocked off by rocks.

Thoughts?
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 17 2011 20:49 GMT
#12
I had to update the images since photobucket crapped out on me with the bandwidth. No updated screenshots just yet as i'm still investigating what works best around the natural and 3rd.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
dezi
Profile Blog Joined April 2010
Germany1536 Posts
June 17 2011 21:06 GMT
#13
This one is easier to wall and FE to but the low 3rd is now a little further away and also harder to hold (due to the longer nat to low 3rd distance). So i'm also not sure ^^
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 17 2011 21:18 GMT
#14
well i could always remove the rocks at the high ground 3rd... might make things more interesting, so you have a choice.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 17 2011 21:48 GMT
#15
Here is another setup I could do. It's similar to the other one, but less chokey, and it's harder to wall-off with a FE. It also makes the low-ground 3rd/4th feel closer.

+ Show Spoiler +

[image loading]
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Oldboysctv
Profile Joined August 2010
Canada58 Posts
June 17 2011 22:26 GMT
#16
i really like your last change, its really makes it better. your a great map maker keep up the great work. i will test it out tonight at a lan with some players and give you some feedback.
There will always be better and worse players then yourself
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 17 2011 23:04 GMT
#17
@OldBoy: These are just possibilities. They aren't final or official, or are they published changes. The only map you'll experience is the overview in the OP.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
lefix
Profile Joined February 2011
Germany1082 Posts
June 18 2011 01:18 GMT
#18
i think i liked the other ramp version better, it required the defender to move around more and made 3base turtling a little bit harder. i'm also not too fond of the close gold base. i'd rather have no gold bases on this map or at least move them as far away from the mains as possible. but maybe that's just my personal taste.
Map of the Month | The Planetary Workshop | SC2Melee.net
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 18 2011 05:14 GMT
#19
Then we'll just have to see if it tastes the same for everybody else
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 18 2011 16:05 GMT
#20
90-degree overview picture updated (I won't update the other pics until most things are final).

1) I added golds in at the 3 and 9 o'clock high ground bases, blocked by rocks.

2) I fixed the ramp by the natural that allows a choice to attack the 3rd or the natural. The ramp also allows a quicker and easier path to reinforce your low ground corner base if it is under attack.

Happy testing!
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
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