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[M] (4) Redrock Mesa

Forum Index > SC2 Maps & Custom Games
Post a Reply
kpm03
Profile Joined June 2011
United States16 Posts
Last Edited: 2011-07-05 03:20:50
June 27 2011 05:52 GMT
#1
[image loading]

(4) Redrock Mesa v2.4

Redrock Mesa is a Large-size melee map using the “Mar Sara” texture set. The map supports 4 players.

To clarify spawning locations:

The map is split horizontally. There is no close-air spawn arrangement.

If spawning at 1 o'clock or 11 o'clock, your opponent(s) can only spawn at 5 o'clock, or 7 o'clock.

Detailed Images:
Overview Map
Central Chokes
11 o'clock Quadrant
Airspace Behind 7 o'clock Main
Doodad's at 5 o'clock Main
Example Zerg 3rd
Example Protoss 3rd Chokes Outside of Main
Example Terrain Main Choke
Siege Tank Distance Check From Natural to Natural
Pylon Warp-in Range Check From Main Ground to Natural


Mapanalyzer Images
Analyzer Summary
Shortest Paths: 1 o'clock to 5 o'clock
Shortest Paths: 1 o'clock to 7 o'clock
Shortest Paths: 11 o'clock to 5 o'clock
Shortest Paths: 11 o'clock to 7 o'clock


Map Specifications
•Full size: 176x176
•Playable size: 156x148
•Max players: 4
•Total number of bases: 14 (2 rich mineral)
•Total number of natural expansions: 4
•Total number of 3rd expansions: 4
•Total amount of minerals: 168,000
•Total amount of gas: 70,000
•Total number of mineral nodes in each rich mineral base: 6
•Total number of destructible rocks: 6
•Total number of ramps: 12
•Total number of Xel’naga Watchtowers: 2
•Watchtower Coverage: 17.7%
•Total number of LoS curtains: 4
•Total number of cliff levels: 3
•Number of Creep Tumors required to reach Natural Expansion creep: 1
•Number of Creep Tumors required to reach 3rd Expansion creep: 1


Changelog

June 28, 2011
+ Show Spoiler +

•Removed backdoor ramps to main.
•Removed backdoor bridge to teammate's natural.
•Reduced size of main bases from ~45 CC's to ~35 CC's.
•Removed 4th expansion outside each main.
•Adjusted ramp at each main to point away from the main, reducing the defensible wall area.
•Increased distance from the backdoor natural and main body of the map. It is no longer possible for Protoss to warp-in units over the gap and into the natural.



The map has been published to Battle.net.

Comments and suggestions are welcome. Thanks for reading!


Other maps by me:
[4] Charred Redoubt
TheREALRaRas
Profile Joined January 2011
United States32 Posts
June 27 2011 06:06 GMT
#2
Is the inbase natural Siegable?
Antares777
Profile Joined June 2010
United States1971 Posts
June 27 2011 06:22 GMT
#3
The main bases are like the main bases on my old map Relic, but the middle is like Shakuras Plateau. I'm hoping that close spawns are not allowed. If so, then the map seems pretty solid to me.
kpm03
Profile Joined June 2011
United States16 Posts
June 27 2011 06:35 GMT
#4
Is the inbase natural Siegable?

Only from your own main really. The CC would be just barely in range from your 4th, but you would need something scouting the natural to actually shoot at it. Check out the picture to see.

Natural siege-tank distance check.


I'm hoping that close spawns are not allowed

No. If spawning at 1 o'clock your enemy will only spawn at 5 o'clock or 7 o'clock, etc.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 27 2011 06:40 GMT
#5
I think the main base ramp (the main ramp leading to the natural) needs to be fixed. It's angled in a way that makes it not worth trying to attack because the defendant has that entire wall next to it to reinforce himself easily against any push made against him. I would suggest taking those ramps and angling them outward instead of toward the natural..
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
SmashHammer
Profile Joined January 2011
United States148 Posts
Last Edited: 2011-06-27 06:54:29
June 27 2011 06:51 GMT
#6
I like the look of this map, but there are several layout elements that worry me a bit. First off is that the rush distances have a large range going from 135 units to around 190 units. This will add an element of luck into the gameplay because players might be forced to choose a build before getting to scouting their opponent and then get screwed due to spawn position. The in-base expansion backdoor route is similar to old Shakuras like stated above. You might want to change it up a bit because there is only one DR blocking the route unlike the two blocking old Shakuras. A small thing is the size of the mains, which is a very large, generally they are only around 25-35cc. In addition the gold base might need to be blocked with DRs to prevent terran from flying an early command center there. I think if you could tighten this map up some to reduce the size it would be really good. It also looks really well decorated.

EDIT: didn't see that close positions were prevented so disregard the first thing I said. 190 is still really long though.
TPW Mapping - theplanetaryworkshop.com
Ragoo
Profile Joined March 2010
Germany2773 Posts
June 27 2011 09:48 GMT
#7
Imo it's way too easy to turtle on + it's way too easy to split the map (similar to Shakuras). At the same time the backdoor in the back is a pain in the ass for Zerg in ZvP/T if they spawn air close and that front Backdoor will suck for Terran against early pressure.

Add rocks to the gold, remove the front backdoor, do something about the back backdoor, make the backdoor natural one gas and less minerals.
Then it's better but still, map split will be super easy and you basically created Shakuras with an easy backdoor nat and a super easy to take gold, so this will be so much turtling. So I guess you have to figure out some more drastic changes.

Ah , and it looks like you can warp into the back backdoor from the middle? I didn't test it but if so you should change that as well.

Aesthetics are nice and solid. There's not enough good desert maps so I'm glad you chose that

Mains are huge indeed, and I guess so is the rest. You should shrink the map.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Qegixar
Profile Joined May 2011
United States46 Posts
June 27 2011 16:09 GMT
#8
First off, you listed your shortest path analyzer links incorrectly, which is making me confused as to which spawns are allowed.

Secondly, the map looks far too choked off and easy to secure a lot of bases while only defending a few entrances. I understand that there are a lot of back doors, but that doesn't make for a dynamic game; it makes for an annoying game.

I would suggest getting rid of the 4th bases and connecting the land between the left and right 4th bases to make 2 more paths across the middle, and then moving the back door to the natural so that it leads to the new path where the 4th used to be instead of to the horizontal spawn's natural. This would make it a lot harder to turtle on 4+ bases and prevent the game from being decided by a single counterattack through the back door while still having the back door as an element in play.
WniO
Profile Blog Joined April 2010
United States2706 Posts
June 27 2011 16:11 GMT
#9
kind of cool watchtower placement
kpm03
Profile Joined June 2011
United States16 Posts
June 27 2011 17:53 GMT
#10
First off, you listed your shortest path analyzer links incorrectly, which is making me confused as to which spawns are allowed.


Crap, I don't know how I missed that. Thanks for pointing that out.

To clarify, the map is split horizontally for spawning locations, meaning your opponents will only spawn north or south of you. You cannot spawn on the same side horizontally, ie. 1 o'clock and 11 o'clock.

I'll see what I can do about the main size and backdoors, and adjusting the main ramp choke so there is less defensible wall area.

It seems rocks blocking the gold is a popular motion, so I'll add them. I think rocks blocking the ramps and the minerals is excessive, but removing the rocks on the ramp de-emphasizes the center chokes a lot I think.
kpm03
Profile Joined June 2011
United States16 Posts
June 28 2011 20:29 GMT
#11
Alright, I made some major changes to the layout. The images in the original post have been updated.


Changelog: June 28, 2011

•Removed backdoor ramps to main.
•Removed backdoor bridge to teammate's natural.
•Reduced size of main bases from ~45 CC's to ~35 CC's.
•Removed 4th expansion outside each main.
•Adjusted ramp at each main to point away from the main, reducing the defensible wall area.
•Increased distance from the backdoor natural and main body of the map. It is no longer possible for Protoss to warp-in units over the gap and into the natural.
Exstasy
Profile Joined August 2010
United Kingdom393 Posts
June 28 2011 21:03 GMT
#12
My only criticism is that the Gold rocks are Overkill, you already have to kill a set of rocks to open up the possibility of taking the base, making it more difficult to take early.
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