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[M] (2) Crumbling Academy

Forum Index > SC2 Maps & Custom Games
Post a Reply
wrl
Profile Joined April 2011
United States209 Posts
June 17 2011 22:07 GMT
#1
Crumbling Academy
last update: 1.1 (6/17/2011)

I wanted to make a map that had some unique strategic elements that struck a balance somewhere between a rush map and a macro map. Some of the more important features are listed here:
*Rush distance to naturals just a bit longer than Xel'Naga Caverns.
*Lots of expansion opportunities.
*Heavy use of line-of-sight blockers in the center ala Steppes of War.
*Rocked backdoor to natural that is also blocked by LOS, the space can fit in two barracks or hide a pylon for warpins. Later, you may want to break your own rocks down for quicker access to your third.
*Starting base is just under 30 CCs big. Currently I am using this as a tuning fork for zerg, if I think that zerg is at a disadvantage I can decrease the size of the base to support overlord scouting.

The Look:
I wanted to go for a look that resembled an abandoned university or academy campus that had dried up and fallen into disrepair after years of neglect. Because of the overwhelming brown color (what is this, Battlefield 2?) I ended up deciding on the time of day being sunset, so long shadows with an orange tint to help it feel a bit more dramatic.

Textures:
Tarsonis Dirt
Tarsonis Dirt Rough
Tarsonis Grass
Tarsonis Concrete
Tarsonis Rubble
Tyrador Square Bricks
Korhal Brick
Korhal Small Tiles

I still have quite a lot of work finalizing the look and feel of the map. I'll be adding a lot more overgrown grass and vines as well as filling up/cleaning up the low ground to distinguish it from the main battle area.

Balance Concerns:
*The Xel'Naga watchtowers are primarily an afterthought. Originally I was going to put them in a place that wouldn't have any vision over the center, but couldn't find one that worked well. In their current position I thought that they might need to be destructible as they kind of ruin the fun of having a midfield with so many LOS objects.
*I have some concerns about Zerg creep spread. LOS blockers and cliffs can make it a huge hassle.
*Zerg balance?? I feel like certain things make this a pain for zerg (sort of large main base, lots of chokes), but other things make it good (lots of flank opportunities, LOS blockers make it easier to get the jump on people with lings.

Overviews:
+ Show Spoiler +

[image loading]
Click for big


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Click for big



Analysis(ignore analyzer pathing bugs on the outskirts):
+ Show Spoiler +

[image loading]

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Details (click for big):
+ Show Spoiler +

[image loading]

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[image loading]


Map is available on NA servers. Looking for feedback!
It's funny; I dream a lot, but I'm not a very good sleeper.
WniO
Profile Blog Joined April 2010
United States2706 Posts
June 17 2011 22:10 GMT
#2
pretty admirable job with the textures in that tileset. well done.
Icetoad
Profile Joined May 2010
Canada262 Posts
Last Edited: 2011-06-17 23:00:13
June 17 2011 22:57 GMT
#3
Nice map. Can't see any major flaw or unbalance just by looking at it. Maybe the only concern would be the air space near the main and gold is a bit to big, muta and drop would very powerful, this is the only main issue I can(I'm referring to the analyzer). Layout is pretty good.
Also well done with the texture and design.

Hope this help, right now I can't play on it.

Edit: You should make the LoSB not straight in the middle, so myabe add a couple of LoSB to add thinkness or add some curve to it. It doesn't feel natural.
Map Maker of Nimbus
Corak
Profile Joined February 2010
Germany188 Posts
June 17 2011 23:35 GMT
#4
Love the layout!
Seems totally normal but is kinda different with the funky middle. With the low/high ground and LOS blocks.
I also like the look of the map
Hope this goes up on EU some time.

Only thing I can say is, that the XWT are pretty strong. If you camp outside your nat and have the watchtower on your half all most nothing can surprise you on three to four bases. It's pretty ok but it could be more interesting.
If you want more of a twist you could make the low ground expos gold instead of the middle ones. There would be more incentive to try and take it early but it seams vulnerable with the high ground all around. But this is more standard and most likely better.^^

What i try to say: From the looks of it it's a great map!
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