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Active: 1664 users

[M] (2) Tanglewood

Forum Index > SC2 Maps & Custom Games
Post a Reply
SmashHammer
Profile Joined January 2011
United States148 Posts
Last Edited: 2011-10-30 16:52:27
June 18 2011 20:50 GMT
#1
Tanglewood 1.2
NEW LIGHTING:
[image loading]

Map Info:
- 1v1
- 120 x 108 playable size
- Bel'Shir texture set
- 8 normal blue bases (including mains)
- 2 gold bases
- Zero XWTs
- Experimental lighting

Ideas/Details: Ok, so with this map I wanted to try a few different things out which I haven't tried before.

First off is limiting the size of the map and seeing how much I can actually squeeze in. For some reason I just can't make a map without outer areas only accessible to flying units, lol. 10 bases isn't that small so I'm not too sad about it.

Secondly I wanted to use Bel'Shir textures to make an actual jungle. Pretty much less temple themed and more jungle themed with lots of plant doodads.

Thirdly I wanted to experiment with LOS blockers. The third has an interesting cliff dynamic. In this case the thirds are right on the cliff which in turn is covered in LOS blockers. This requires the attacking player to be right next to the cliff to fire on the third, it also requires the defender to protect the space around the third that wouldn't normally need protecting. The small backdoor into the main is shielded with LOS blockers making it much harder to take down from the outside without putting your units at risk.

I'm not sure if this is balanced at all. Also I've tried adding in XWTs but in every case they either cover all attack routes or interfere with the LOS blockers covering the third, XWT OP. In terms of lighting I attempted to make people feel like they are actually in a huge forest. There are patches of light were the sun shines through the trees but the other areas are shrouded in leafy shadows. It does created a high contrast which I attempted to smooth out slightly to prevent people from getting eye raped. Comments and feedback are very welcome in terms of the lighting and everything else.

NB (Important): If you want to try the map out I recommend at least high settings for full viewing pleasure. It also looks decent on low settings but the lighting isn't there. If you use medium settings make sure the Shader Quality is set to high.

Map Pics:
90-degree view
+ Show Spoiler +
[image loading]

Angled view
+ Show Spoiler +
[image loading]

Analyzer
+ Show Spoiler +

Summary
+ Show Spoiler +
[image loading]

Main-to-Main distance
+ Show Spoiler +
[image loading]

Nat-to-Nat distance
+ Show Spoiler +
[image loading]


Details <-- shows the lighting
+ Show Spoiler +
Natural
[image loading]
Outside the third
[image loading]
Gold base
[image loading]


Concerns:
- general balance
- basic layout and expansion pattern

Plans:
- none atm

Change Log:
+ Show Spoiler +
1.1 major visual update, changed the fifth base into a gold
1.2 removed the backdoor and small ledge over the natural

Comments and Feedback Welcome!
Published on NA
+ Show Spoiler +
Thank you for reading this far!
TPW Mapping - theplanetaryworkshop.com
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
June 18 2011 23:01 GMT
#2
the layout actually looks pretty standard and good :D

as for balance, u never know til u play it many times as usual

feedback on visuals

you probably already know this but it would be better if the edge of the bases weren't just completely straight lines

i like the "hello" xD

Can you fly over the hello? that would be a map imbalance

I think you may need to add more space in the low ground thirds behind the mineral lines, so that a terran can't drop units there so easily and have like 0 surface area for lings to hit
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
SmashHammer
Profile Joined January 2011
United States148 Posts
Last Edited: 2011-06-19 23:51:14
June 19 2011 17:44 GMT
#3
I guess it doesn't show it in the pictures but the edge of the viewable map is just inside the straight cliffs on both edges. I'm pretty sure you can't see them in game at all. About the thirds I purposely put them flush with the cliff and blocked off any open spaces behind the minerals to prevent OP stacked drops (may have missed some but they will be fixed). Heh, One of my goals from now on is to leave secret messages hidden in every map I make. I think its time for me to put in some generic filler textures, publish it, and start play testing. Thanks for the feedback

EDIT: damn, i just checked and you can see the straight cliffs along the edges, will be changing this. Also it is published now if anyone wants to try it out.
TPW Mapping - theplanetaryworkshop.com
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 20 2011 07:52 GMT
#4
You just need to go to map bounds and set the boundaries to be playable inside the straight cliffs. After that, when you go to Data > Export Map Image, just make sure the boundaries match the Editor.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
SmashHammer
Profile Joined January 2011
United States148 Posts
June 20 2011 08:21 GMT
#5
Ahhh, yeah I know how to fix it, I was just correcting what I said earlier about not being able to see the cliffs in-game. They are just in sight on the edge of the camera. I actually like taking pictures in the editor with PrtSc now because i've found it to be easier than doing all the exporting images stuff. The ones above aren't exactly centered because I wanted to get the "HELLO" in the picture (you can't see it in-game, I just got bored for a second -_-). Thanks for the comment though (no sarcasm intended, i do appreciate it)
TPW Mapping - theplanetaryworkshop.com
SmashHammer
Profile Joined January 2011
United States148 Posts
July 05 2011 17:50 GMT
#6
Major updates and also submitted to motm #7.
TPW Mapping - theplanetaryworkshop.com
iGrok
Profile Blog Joined October 2010
United States5142 Posts
July 05 2011 19:08 GMT
#7
What made you decide to put a backdoor in the main?
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
SmashHammer
Profile Joined January 2011
United States148 Posts
Last Edited: 2011-07-06 01:49:47
July 05 2011 21:43 GMT
#8
I don't have time to answer fully right now. I'll edit this with something substantial later tonight. Needless to say I thought about your question a lot while making the map.

EDIT:

Ok, so here is my reasoning. When I started on this map, making the third right up against a cliff was the main idea. I realized after working out most of the layout that it would be to easy to camp outside the third to deny it with tanks or other long range units. In order to counter-act this I eventually decided to use LoS blockers around the cliff to make it harder for the attacking player to get vision without actively moving units, scanning, etc. Even with the LoS blockers I still felt that it would be really easy for someone to contain on the main attack path while also denying a third. This contain would force the defending player into a tough position because pushing out through the middle would force them into a smaller concave. Either that or they would have to go all the way around. I thought a backdoor into the main that was easily defended but could be used to counter attack or backstab a containing force would be interesting. In this case I tried to make the backdoor as easily defensible as possible, both recessed back into the main and surrounded with LoS blockers. This would force the attacking player up to the cliffs (at least early game) in order to be able to hit the rocks, it would also be harder to contain the third while also watching the backdoor. A few buildings can block the choke because it is the smallest ramp possible, I don't think a large army could ever hope to fight up that ramp as long as the defender is aware. Late game it could allow a small strike force of DTs/marauders/lings into the main but as long as the defender notices I don't see it being much more harmful than drops.

I really thought about this a lot before I decided to submit my map. But in the end decided to keep it. It can always be changed (just not in time for motm )

[image loading]

Pros:
- allows the defender to break a contain easier
- adds an interesting aspect that the player must be aware of
- could create some interesting situations for spectators

Cons:
- potentially vulnerable to annoying harass
- could end a game quickly if the defender isn't paying attention
- might make early cheese more powerful
TPW Mapping - theplanetaryworkshop.com
Soluhwin
Profile Joined October 2010
United States1287 Posts
July 07 2011 01:29 GMT
#9
On July 06 2011 06:43 SmashHammer wrote:
I don't have time to answer fully right now. I'll edit this with something substantial later tonight. Needless to say I thought about your question a lot while making the map.

EDIT:

Ok, so here is my reasoning. When I started on this map, making the third right up against a cliff was the main idea. I realized after working out most of the layout that it would be to easy to camp outside the third to deny it with tanks or other long range units. In order to counter-act this I eventually decided to use LoS blockers around the cliff to make it harder for the attacking player to get vision without actively moving units, scanning, etc. Even with the LoS blockers I still felt that it would be really easy for someone to contain on the main attack path while also denying a third. This contain would force the defending player into a tough position because pushing out through the middle would force them into a smaller concave. Either that or they would have to go all the way around. I thought a backdoor into the main that was easily defended but could be used to counter attack or backstab a containing force would be interesting. In this case I tried to make the backdoor as easily defensible as possible, both recessed back into the main and surrounded with LoS blockers. This would force the attacking player up to the cliffs (at least early game) in order to be able to hit the rocks, it would also be harder to contain the third while also watching the backdoor. A few buildings can block the choke because it is the smallest ramp possible, I don't think a large army could ever hope to fight up that ramp as long as the defender is aware. Late game it could allow a small strike force of DTs/marauders/lings into the main but as long as the defender notices I don't see it being much more harmful than drops.

I really thought about this a lot before I decided to submit my map. But in the end decided to keep it. It can always be changed (just not in time for motm )

[image loading]

Pros:
- allows the defender to break a contain easier
- adds an interesting aspect that the player must be aware of
- could create some interesting situations for spectators

Cons:
- potentially vulnerable to annoying harass
- could end a game quickly if the defender isn't paying attention
- might make early cheese more powerful

It feels like the way the backdoor is placed it makes the aggressors have an easier time exploiting a small army, as the distance from defending the natural to defending the backdoor seem a bit larger than the distance from attacking the natural to attacking the backdoor. This was the issue with blistering sands, as both the chokes were right next to each other from the outside but a huge concave path from the inside made it difficult for non-zergs to defend both. This is in contrast to the backdoor on crossfire, as it is a completely different path one must take to attack one or the other, and the distance to run all the way around from the front, to the third, to the back door is extremely long for the aggressor. I'm not saying this is as bad as the blistering backdoor, but the fact that the defender has that concaved angle between the two might make it difficult.
I put the sexy in dyslexia.
SmashHammer
Profile Joined January 2011
United States148 Posts
July 07 2011 05:24 GMT
#10
I see what you mean. When I was weighing the pros and cons I did consider that, maybe not as much as I should have. From the testing I did though I found that it isn't that hard to defend the small ramp as long as the defender takes it into consideration. One or two ranged units or a cannon/spine on the cliffs can pick off any units that rush up to get vision. On Blistering sands the backdoor was much more exposed and larger. I suppose removing the backdoor would make the map more standard and easy to play. I'm was 55:45 in favor of keeping the backdoor before but now I'm like 51:49. AHHHHHDKVOWKSDK. Before I lose my mind, let me thank you for the feedback
TPW Mapping - theplanetaryworkshop.com
Selkie
Profile Blog Joined October 2010
United States530 Posts
July 09 2011 05:26 GMT
#11
Alright, just a reminder

1) Ledge must go
2) Backdoor must go
3) Extend the distance between the main and the gold ledge

Otherwise, it looks fun and interesting =D Had a good time playing on it.
SmashHammer
Profile Joined January 2011
United States148 Posts
July 09 2011 19:08 GMT
#12
major update! after some more play testing I decided to remove the backdoor and small ledge over the natural. If anyone has a time machine I could borrow to resubmit to MotM I would be greatly appreciative (just pm me if you don't want to let the general public know, and I promise not to tell anyone), lol.
TPW Mapping - theplanetaryworkshop.com
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