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Active: 1581 users

[M] (4) Forgotten Sanctuary

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
kpm03
Profile Joined June 2011
United States16 Posts
Last Edited: 2011-07-05 18:56:24
July 05 2011 04:41 GMT
#1
[image loading]

(4) Forgotten Sanctuary v1.3

Forgotten Sanctuary is a Large-size melee map using the “Typhon” texture set. The map supports 4 players but is meant to be a 1v1.

Things to note about this map:
•There are LoS curtains inside of each main, providing opportunities for players to be sneaky with Nydus Worms or proxy structures.
•Regardless of where players start, the option of expanding away from or towards your enemy is available.
•The natural can be walled off with a Pylon, Forge, and Gateway or 4 Spine Crawlers.
•Space is available to harrass the main mineral lines with air units.
•Cliff-walking units can access the main via the associated 3rd expansion (see 5th detail image with the Collosi).

Detailed Images:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]

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[image loading]


Mapanalyzer Images
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

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[image loading]

[image loading]



Map Specifications
•Full size: 176x176
•Playable size: 156x148
•Max players: 4
•Total number of bases: 16 (4 rich mineral)
•Total number of natural expansions: 4
•Total number of 3rd expansions: 4
•Total amount of minerals: 192,000
•Total amount of gas: 80,000
•Total number of mineral nodes in each rich mineral base: 6
•Total number of destructible rocks: 4
•Total number of ramps: 18
•Total number of Xel’naga Watchtowers: 3
•Watchtower Coverage: 24.9%
•Total number of LoS curtains: 11
•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: 4

Replays can be downloaded here.


Changelog

July 4, 2011
+ Show Spoiler +

Map released to Battle.net.



The map has been published to Battle.net.

Comments and suggestions are welcome. Thanks for reading!


Other maps by me:
(4) Redrock Mesa
(4) Charred Redoubt
Inside.Out
Profile Blog Joined December 2010
Canada569 Posts
July 05 2011 05:12 GMT
#2
looks really cool, though it looks like vertical spawns have a very short rush distance
iGrok
Profile Blog Joined October 2010
United States5142 Posts
July 05 2011 08:38 GMT
#3
your southeast main ramp is wrong
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
kpm03
Profile Joined June 2011
United States16 Posts
July 05 2011 16:47 GMT
#4
your southeast main ramp is wrong


Thank you. I had posted old analyzer images by mistake. The correct images are now up.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2011-07-05 17:41:34
July 05 2011 17:36 GMT
#5
first analysis from my point ^^
design:
+) I like your textures
+) awesome ramp design with the protoss decals!
-) less of the temple inlays, imo they are a doodad, that should be "special"
8/10

balancing:
+) good job with cross and horizontal spawns
+) xel naga towers
-) very short vertical rush distance heavily favors terran
-) the gold bases in vertical direction might be too easy to expand to
-) the middle area on the low ground might be a bit "useless" everytime a match goes into positional battles
7/10

creativity & experimentals:
+) nice LoS-blocker at the potential blue third
-) everything looks pretty "average"
6/10
Dystisis
Profile Joined May 2010
Norway713 Posts
Last Edited: 2011-07-05 17:42:59
July 05 2011 17:38 GMT
#6
Looks like a good map.

If it were one thing I'd change about it, I'd probably increase the vertical length of the map a bit, so that vertical spawns were not as close as they are now. Not sure if that could be done simply be modifying the terrain a bit or you'd have to increase the size of the map itself then add that extra length above/below the naturals. That's just how I'd done it, but overall I'd say your map looks better than any of the current ladder maps (maybe with a couple exceptions).

I would prefer if you included a 90* picture of the entire map though. Like an overhead image without any extra information.
Zaphid
Profile Blog Joined April 2010
Czech Republic1860 Posts
July 05 2011 17:55 GMT
#7
You could try rotational symmetry so the game plays the same whether you spawn horizontal or vertical
I will never ever play Mech against Protoss. - MVP
WarSame
Profile Blog Joined February 2010
Canada1950 Posts
July 05 2011 18:15 GMT
#8
I really like this map. I don't know why people are complaining about vertical rush distance because that's shorter than most ladder maps. I think you need to cut down horizontal distance by a bit(slice 1 "hex" from the areas between the outside and middle XNT). 116 seconds is definitely a fine rush distance, but 145 is getting into the ridiculous range, especially when you consider how easy it is to block the choke. The only thing I really dislike about this map is the third placement. With horizontal spawns, a Terran will be able to slowly choke out the third of the Zerg, while not being threatened. However, I'd have to play it to see if it would be possible for Zerg to take their third at the opposite main.
Can it be I stayed away too long? Did you miss these rhymes while I was gone?
Dystisis
Profile Joined May 2010
Norway713 Posts
Last Edited: 2011-07-05 18:16:34
July 05 2011 18:16 GMT
#9
On July 06 2011 02:55 Zaphid wrote:
You could try rotational symmetry so the game plays the same whether you spawn horizontal or vertical

Not really. While the distance to ramps would be balanced, rotational symmetry would rotate the facing/position of bases as well and thus f.ex. the natural of one player can be vulnerable depending on the spawn location of the opponent.
iGrok
Profile Blog Joined October 2010
United States5142 Posts
July 05 2011 19:04 GMT
#10
On July 06 2011 03:15 Peterblue wrote:
I really like this map. I don't know why people are complaining about vertical rush distance because that's shorter than most ladder maps. I think you need to cut down horizontal distance by a bit(slice 1 "hex" from the areas between the outside and middle XNT). 116 seconds is definitely a fine rush distance, but 145 is getting into the ridiculous range.

Its not 145 seconds, its 145 tiles. XNC has ~140 rush distance (don't remember exactly atm)

Tiles/2.5=seconds, so 116 tiles means 46.4 second rush. Which means that the moment you see him run out, you have to put down your spine crawlers, and they still won't be ready when he gets there.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Big J
Profile Joined March 2011
Austria16289 Posts
July 05 2011 19:18 GMT
#11
On July 06 2011 03:15 Peterblue wrote:
I really like this map. I don't know why people are complaining about vertical rush distance because that's shorter than most ladder maps. I think you need to cut down horizontal distance by a bit(slice 1 "hex" from the areas between the outside and middle XNT). 116 seconds is definitely a fine rush distance, but 145 is getting into the ridiculous range, especially when you consider how easy it is to block the choke. The only thing I really dislike about this map is the third placement. With horizontal spawns, a Terran will be able to slowly choke out the third of the Zerg, while not being threatened. However, I'd have to play it to see if it would be possible for Zerg to take their third at the opposite main.



you are misinterpreting the analyizer numbers.
116, 145 etc... are distances (like a map is 128*128 which means that each side is 128 "units of length" long)
To give you an example: Xel'Naga Caverns has a rush distance of 143.3 from main to main.
I guess Xel'Naga Caverns is the reason why people consider the ~150ish distance a pretty good value to aim for, as a mapmaker.
to compare 116: Steppes of War has 126
WarSame
Profile Blog Joined February 2010
Canada1950 Posts
July 05 2011 19:18 GMT
#12
On July 06 2011 04:04 iGrok wrote:
Show nested quote +
On July 06 2011 03:15 Peterblue wrote:
I really like this map. I don't know why people are complaining about vertical rush distance because that's shorter than most ladder maps. I think you need to cut down horizontal distance by a bit(slice 1 "hex" from the areas between the outside and middle XNT). 116 seconds is definitely a fine rush distance, but 145 is getting into the ridiculous range.

Its not 145 seconds, its 145 tiles. XNC has ~140 rush distance (don't remember exactly atm)

Tiles/2.5=seconds, so 116 tiles means 46.4 second rush. Which means that the moment you see him run out, you have to put down your spine crawlers, and they still won't be ready when he gets there.

Holy crap, I honestly did not know that. Disregard most of what I said then.
Can it be I stayed away too long? Did you miss these rhymes while I was gone?
WarSame
Profile Blog Joined February 2010
Canada1950 Posts
July 05 2011 19:19 GMT
#13
On July 06 2011 04:18 Big J wrote:
Show nested quote +
On July 06 2011 03:15 Peterblue wrote:
I really like this map. I don't know why people are complaining about vertical rush distance because that's shorter than most ladder maps. I think you need to cut down horizontal distance by a bit(slice 1 "hex" from the areas between the outside and middle XNT). 116 seconds is definitely a fine rush distance, but 145 is getting into the ridiculous range, especially when you consider how easy it is to block the choke. The only thing I really dislike about this map is the third placement. With horizontal spawns, a Terran will be able to slowly choke out the third of the Zerg, while not being threatened. However, I'd have to play it to see if it would be possible for Zerg to take their third at the opposite main.



you are misinterpreting the analyizer numbers.
116, 145 etc... are distances (like a map is 128*128 which means that each side is 128 "units of length" long)
To give you an example: Xel'Naga Caverns has a rush distance of 143.3 from main to main.
I guess Xel'Naga Caverns is the reason why people consider the ~150ish distance a pretty good value to aim for, as a mapmaker.
to compare 116: Steppes of War has 126

You're right I did misunderstand it. I can see why people were disagreeing with it then. :/
Can it be I stayed away too long? Did you miss these rhymes while I was gone?
kpm03
Profile Joined June 2011
United States16 Posts
July 05 2011 19:42 GMT
#14
I ran marines from CC to CC and came up with the following rush times:

Vertical (116 distance) = :50 seconds
Diagonal (164.7 distance) = 1:11 seconds
Horizontal (145 distance) = 1:03 seconds

To put that in comparison, I did the same thing with Shakuras Plateau and came up with:

Vertical = :43 seconds
Diagonal = 1:08 seconds
Horizontal = 1:11 seconds

Thank you for the feedback!
WarSame
Profile Blog Joined February 2010
Canada1950 Posts
July 05 2011 19:50 GMT
#15
On July 06 2011 04:42 kpm03 wrote:
I ran marines from CC to CC and came up with the following rush times:

Vertical (116 distance) = :50 seconds
Diagonal (164.7 distance) = 1:11 seconds
Horizontal (145 distance) = 1:03 seconds

To put that in comparison, I did the same thing with Shakuras Plateau and came up with:

Vertical = :43 seconds
Diagonal = 1:08 seconds
Horizontal = 1:11 seconds

Thank you for the feedback!

Yeah, but you probably should do it from nat entrance to nat entrance. That would likely cut off 10 seconds, maybe more.
Can it be I stayed away too long? Did you miss these rhymes while I was gone?
Alpino
Profile Joined June 2011
Brazil4390 Posts
July 05 2011 19:58 GMT
#16
Wow that's one big ass main base!!! Good for dropping me likes it!
20/11/2015 - never forget EE's Ember
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2011-07-05 21:38:29
July 05 2011 21:38 GMT
#17
I like the middle and the fact that you got 4 gold bases on decent piositions. It woudl work fine without the 2 on top and bottom, I think.

You shouldn't have vertical close positions available, the distance is way too short. The bliz maps layouted like this doesnt have that for a good reason.

Good luck in motm7 btw!

Let me know what you think of TPW Core Delta.
http://mentalbalans.se/aggedesign
iGrok
Profile Blog Joined October 2010
United States5142 Posts
July 05 2011 21:52 GMT
#18
On July 06 2011 04:42 kpm03 wrote:
I ran marines from CC to CC and came up with the following rush times:

Vertical (116 distance) = :50 seconds
Diagonal (164.7 distance) = 1:11 seconds
Horizontal (145 distance) = 1:03 seconds

To put that in comparison, I did the same thing with Shakuras Plateau and came up with:

Vertical = :43 seconds
Diagonal = 1:08 seconds
Horizontal = 1:11 seconds

Thank you for the feedback!

Thats because Marines are slower than workers, which are the units used for rush distance measurements (because they move at precisely 2.5 tiles/sec)
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Reptilia
Profile Joined June 2010
Chile913 Posts
July 05 2011 21:55 GMT
#19
amazing map, i really want to try it.
1 thing so, i just imagine myself in a TvX (mainly TvZ) where im top left and my opponent bottom left. Making a drop through the other side, would have to make a huge trip because zergs get map control with lings on xelnagas.
Maybe its to much covered with the xel'naga towers
other than that, it looks amazing
The secret to creativity is knowing how to hide your sources
kpm03
Profile Joined June 2011
United States16 Posts
July 05 2011 22:45 GMT
#20
Thats because Marines are slower than workers, which are the units used for rush distance measurements (because they move at precisely 2.5 tiles/sec)


I was not aware of that, thank you for clarifying.


You shouldn't have vertical close poositions available


That's a good idea, and the easiest way to fix the problem. Thank you, and good luck to you too!
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