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[M](2) Heimdall's Sanctuary

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
Last Edited: 2011-10-12 15:15:39
July 14 2011 21:52 GMT
#1
Heimdall's Sanctuary 1.3
Everything is done~
Name is from a tropical planet in SC1. Also from Norse mythology like lots of planets~

[image loading]

  • Players: 2 - 1v1 design, 7/1 starting.
  • Size: 140x124 playable
  • Expansions: 10.
    • 8x 8 minerals expansions. 2 gas.
    • 2x 6 high yield mineral expansons. 2 normal gas.

  • Rush Distance: 49s main to main, 36s nat to nat (blizzard time).
  • XWTs: 2.
  • Destructible Rocks: Block gold base.
  • LoSBs: Reeds blocking vision into the sunken area.
  • Servers: EU


Concept: I've been wanting to make an overgrown grotto/cavern kind of map for some time. The middle was a little inspired from destination, but the bridges/chokes turned out to be much further apart than intended, and I'm not sure if this makes it worse or better.

Regardless, the concept is the same. The initial rush distances are reasonably long, but each expansion up to the third/gold brings you considerably closer to your opponent. The chokes, however are tight enough to make any big push difficult to pull off easily,


Overview:
+ Show Spoiler +

[image loading]
Main
[image loading]
[image loading]
Natural
[image loading]
Aggressive third
[image loading]
All together
[image loading]
Gold, alternate third
[image loading]
South expo
[image loading]
Very open center.
[image loading]
Very open area outside the natural
[image loading]
Very open attack route. ...hmm.
[image loading]
Now there's an alternate acess ramp to the gold, for rescuing or trapping workers, harassing if the front is too defended, and just providing a little more movement.
[image loading]
Entire map, visual shot.
[image loading]
Entire map, higher res shot.


Map Analysis and Rush Distances:
+ Show Spoiler +

Down until I stop being lazy about renaming the map files into MPQs and extracting them every time I change.


Detail Shots:
+ Show Spoiler [Towers, Creep on water] +

[image loading]
[image loading]
Creep is a lot clearer on low detail now that there's sand texture below the water. It's still a little less clear on the edges, unfortunately.
Towers are really powerful, I may have to rejig them. They are pretty far apart, though.


Changelog:
  • 14/07/2011 - v0.1 - Initial map published!
  • 28/07/2011 - v0.9 - Map slightly altered, and fleshed out.
  • 01/08/2011 - v1.0 - Moar doodads, thirds moved slightly further away to discourage turtling.
  • 18/08/2011 - v1.1 - Few more doodads, naturals made smaller. Tiny rock wall added to compensate for new space.
  • 12/10/2011 - v1.3 - Chokes tightened around thirds and the north and south bases, widened around the gold. Back door added to the gold expo.


Concerns:
  • That centre is looking really really open, it worries me. Not sure how to play with that to be honest.
  • Watchtowers are pretty strong.



Download:
    None yet.


Other maps by me:
(2) Heartstone Canyon
(2) Gaia's Cradle
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
July 15 2011 02:38 GMT
#2
It is extremely difficult to identify some of the ramps. If you could texture them in a way that make it more clear, that would help a ton.

Is that center area surrounded by pillars impassable?
FlaShFTW
Profile Blog Joined February 2010
United States10290 Posts
July 15 2011 02:56 GMT
#3
i dont like the rox... makes it too easy to go up to 5 bases and defending only 2 chokes. id say get rid of the high yield or get rid of the 3/9 base and push the high yield a little more back so more room to attack it.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
July 15 2011 03:14 GMT
#4
Those 2 chokes in the middle seem to be veeery narrow. Maybe widen them a bit by making the hole in the middle a bit smaller?
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
July 15 2011 05:41 GMT
#5
--- Nuked ---
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
July 15 2011 07:38 GMT
#6
On July 15 2011 11:56 FlaShFTW wrote:
i dont like the rox... makes it too easy to go up to 5 bases and defending only 2 chokes. id say get rid of the high yield or get rid of the 3/9 base and push the high yield a little more back so more room to attack it.

Whoops!
Yeah, I thought the same, and removed them before publishing this.

My mistake in not updating the top-down images, however.

As for other concerns, I'll address them after I eat. I might the chokes larger towards the centre as that solves something else I was concerned about.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
July 15 2011 08:13 GMT
#7
Is it just me, or are there 4 levels of elevation? (the bottom two look like you can walk between them, but do they still have high/low ground sight properties?)

If so, cool
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Larsin
Profile Joined April 2011
Netherlands162 Posts
July 15 2011 08:56 GMT
#8
middel chokes are to narrow.
also that small highground behind the third. siege tank heaven?
those 10/11 and 4/5 o clock expansions are way to big. u could make those smaller so the middle gets bigger.

good start good luck.
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
July 15 2011 08:58 GMT
#9
Okay, map should be clearer now! Texturing this is going to be a nightmare though, I forgot how to get a good mossy look. D:

Anyway - yeah Yoshi, if I can work out how to sort out LOS like that, it will be the plan. Otherwise, it's just a visual height difference and you can walk over it. It's a good deal clearer ingame than the overview picture suggests.
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
Last Edited: 2011-07-29 02:39:20
July 29 2011 01:15 GMT
#10
Huuuuuuuuge update!
Textures, doodads and prettyness added! Check it out and critique!

Centre divide has now been made smaller and put in 2 areas instead of 1. Distant high ground areas tidied up a little.
An entire map tour's worth of screenshots added.

Only real gameplay concern I have left is whether or not I should reduce the size of the dead space next to the golds - deep water surrounded by pillars.

Edit: Oh, I could use a better name. Cave of Life sounds so uninspired. Ideas? I really can't get anything imaginitive working.
WniO
Profile Blog Joined April 2010
United States2706 Posts
July 29 2011 01:34 GMT
#11
i like some of the areas alot texture wise and others not so much, as for the name, keep it simple.
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
July 29 2011 01:44 GMT
#12
I feel much the same way, hence the disclaimer.
I might make all of the second level have the same texture style as the distant areas, and move the sandy style to the mains.Then I just have to work out how to make the really mossy areas look more natural and nice.

The water is plain texture at the moment because I don't really know what to do with it. If I get too flashy it becomes harder to distinguish creep.
EternalSC
Profile Joined May 2011
Sweden313 Posts
July 29 2011 02:09 GMT
#13
looks a hell of alot better then the new season 3 maps!
SHIT'S ON LIKE DONKEY KONG!
Euronyme
Profile Joined August 2010
Sweden3804 Posts
July 29 2011 02:16 GMT
#14
Cave of life eh? This gets my imagination going ^__^
I bet i can maı̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̨̨̨̨̨̨ke you wipe your screen.
Homework
Profile Joined December 2010
United States283 Posts
July 29 2011 03:33 GMT
#15
Call it....
Heart/Soul (more alliterative) of the Subterrane?

J'larre Fen
Formica Lowlands

(both planets in the Starcraft universe. :D)

Maybe one of those will stick. we'll see.
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 29 2011 07:53 GMT
#16
That sand in the main with the light is way too bright. That's not eye candy but eye cancer for players^^
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
.DrK
Profile Joined January 2011
Canada326 Posts
August 01 2011 14:39 GMT
#17
damn, it looks pretty sexy.
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
Last Edited: 2011-08-01 23:38:20
August 01 2011 23:15 GMT
#18
Gasp, after repeatedly retaking/reuploading images, I think I'm done for now.

Thirds were exposed a little more - it was too convenient to defend them. To compensate, the middle dead space has been extended slightly. Overall, it's more open in that route however.

New name is Heimdall's Sanctuary

(J'larre Fen sounded cool, but I wanted it to sound more peaceful/undisturbed than murky)

[image loading]
Pax
Profile Joined August 2010
United States175 Posts
August 08 2011 19:52 GMT
#19
My only beef is the extreme length of the LOS blockers in the middle. As it stands, they seem kind of clunky. I would suggest that they just be from the outcropping by the close third to the nearest sinkhole.

Otherwise, this is a beautiful map that seems relatively balanced. I will have to play a couple games on this! ^^
"Mankind censure injustice fearing that they may be the victims of it, and not because they shrink from committing it." -Plato
RumbleBadger
Profile Joined July 2011
322 Posts
Last Edited: 2011-08-08 21:50:45
August 08 2011 20:01 GMT
#20
How do you do those cool lighting highlights? o.O' They're cool. =D
Games before dames.
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