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Active: 1325 users

[M] (2) Sauerkraut Heights

Forum Index > SC2 Maps & Custom Games
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1 2 3 Next All
Ragoo
Profile Joined March 2010
Germany2773 Posts
Last Edited: 2011-07-27 09:31:27
July 16 2011 22:07 GMT
#1
Newest version up on EU and NA!

Hello my beloved mapmaking community,

this is the last version of the map "The Clearing" which I know called Sauerkraut Heights with aesthetics nearly finished and no more layout changes I can think of, so I guess it's ready to be published and criticized by you.


[image loading]

Click for HQ picture
(yes I'm aware that there are no trees outside of the map bounds and it looks ugly on the pic, deal with it )

Size: 134x148

+ Show Spoiler [Overview] +

[image loading]
Click for HQ picture


+ Show Spoiler [random closeups] +

These are not up to date!

[image loading]
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+ Show Spoiler [Analyzer pictures] +

[image loading]
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+ Show Spoiler [Pictures of building examples] +
[image loading]
[image loading]


I really try to perfect a simple, clean middle European climate look and I really tried to take WniO's advice seriously + Show Spoiler +
From the MotM thread:
On July 11 2011 04:43 WniO wrote:
oh and apparently shitting all over the map with tree doodads is just as good as spending 25+ hours on one. ill make sure to do taht next time.



This map obviously has the main idea of Desert Oasis, but I tried to make it not so obviously shitty and have bases that you can actually take.
I wonder if Protoss will have big problems going FE vs Zerg with two separate entrances like this tho, any thoughts?

Feel free to give me as much advice as possible, thanks in advance for any replies. I probably want to submit this to the next MotM, you might want to comment if you think it's worth it

edit: Textures used:
+ Show Spoiler +

Bel'Shir Grass Light
Agria Dirt Rough
Aiur Small Bricks
Agria Rock
Port Zion Grass
Agria Grass Green
Monlyth Rock
Haven Grass Rocky
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
July 16 2011 22:38 GMT
#2
lol at the wnio advice.

I envision a lot of air harass around the mains, which I can see being one of the main arguments, and a lot of narrow passages as well... other than that the colors and layout is nice. Center area with the towers remind me of Antiga Prime.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Ragoo
Profile Joined March 2010
Germany2773 Posts
Last Edited: 2011-07-16 23:18:45
July 16 2011 23:10 GMT
#3
Yeah I guess there are narrow passages BUT you can counter attack very easily as well (I go attack right, he goes counter-attack left and vice versa) so I hope it balances out like Crossfire.

edit: Oh and what do you think about the highground all around the map. Does that make air/drops overpowered? Haven't seen that in many maps.
edit2: btw @ IronManSC , the expansion layout for the third and onwards was very much inspired by your map Astro Field
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 16 2011 23:19 GMT
#4
Can you shoot the geysers at the natural from the high ground without revealing yourself? It looks like a single void ray or banshee could be soooo annoying (if this is true). If so it's a feature of the map! ;D
Comprehensive strategic intention: DNE
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 16 2011 23:34 GMT
#5
I'm not 100% sure about this but according to Liquipedia
"Ground units on low ground can counterattack air units over high ground. Air units will get the first shots but can be attacked as normal after that. "

If this would be a problem I could change geyser position tho, but I don't think it will.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Mereel
Profile Joined February 2010
Germany895 Posts
July 16 2011 23:40 GMT
#6
that looks pretty cool
i love the gras in the middle, its so ...green i guess o.+
and unique layout too, we hadnt something like that for a long time
TPW Mapmaking Team
LynxLynx
Profile Joined March 2011
Czech Republic38 Posts
July 16 2011 23:54 GMT
#7
new desert oasis
what
Gfire
Profile Joined March 2011
United States1699 Posts
July 17 2011 00:13 GMT
#8
I don't think taking the natural would be too hard, it's more closed than XNC. The only difference is that there's no "right" entrance to attack, as the rush distance to either could be the same, so an attack into either side might be more obvious.

No one has really played on Desert Oasis in some time so I don't know how this might function with the current metagame, which certainly involves faster expansions.

Still, to get a map layout like this to work, you might have to make it a nonrotational mirrored map (Like scrap station) so you can control the rush distance of each entrance, or have only one entrance to the natural without ruining the rush distance.

I think the glowing yellow light in the middle looks weird.
all's fair in love and melodies
GGPope
Profile Joined February 2011
Australia367 Posts
July 17 2011 00:19 GMT
#9
I know we'll get the "no one uses them anymore" argument when I say this, but there are very limited and quite predictable areas for reaper harassment on this map since the areas without trees are so narrow. Just a small point that might want to be considered.
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 17 2011 00:23 GMT
#10
On July 17 2011 09:19 GGPope wrote:
I know we'll get the "no one uses them anymore" argument when I say this, but there are very limited and quite predictable areas for reaper harassment on this map since the areas without trees are so narrow. Just a small point that might want to be considered.


There are 3 ways for reapers to jump into the main and do some scouting and maybe harrass which is more than you get on most maps so I really don't think that's a problem
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Leviance
Profile Joined November 2009
Germany4079 Posts
July 17 2011 00:35 GMT
#11
This map is aesthetically awesome :D And I loved watching games on DO, so it would probably the same with this map, good job!
"Blizzard is never gonna nerf Terran because of those American and European fuck" - Korean Netizen
sCnDiamond
Profile Joined January 2011
Germany340 Posts
July 17 2011 00:45 GMT
#12
I also like the aesthetics of the map, reminds me of the Schwarzwald ;-). One thing though: you should put those mineral patches closer together. They are kind of spread out at each expo, which might force additional workers to mine at full capacity. It also makes it much more difficult to use them as "cover" for marines and zealots against zerglings in the early game.
formerly spinnaker.
lazyo
Profile Joined May 2010
Germany90 Posts
July 17 2011 00:51 GMT
#13
Tthe natural is impossible to secure. Not only can you not wall off, but you also need 4 crawlers/bunkers to cover your natural and main ramp against harrass. I would suggest a design like this:
+ Show Spoiler +
[image loading]

Sorry for using paint, but I hope you get the idea.

Otherwise it looks like a really good map with many viable attack paths and harrassment options.
Roflhaxx
Profile Joined April 2010
Korea (South)1244 Posts
July 17 2011 04:20 GMT
#14
I feel like siege tanks will be quite good for terran on this map because you can cover both ramps/chokes from main. Maybe even too good.
A game where the first thing you do is scout with a “worker”. Does that make any sense? Who scouts with a “worker”? That’s like sending out the janitor to perform recon, what general would do that? Retarded game.
iGrok
Profile Blog Joined October 2010
United States5142 Posts
July 17 2011 08:10 GMT
#15
Why are there rocks at the far base?
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Serashin
Profile Joined November 2010
235 Posts
Last Edited: 2011-07-17 09:55:27
July 17 2011 09:49 GMT
#16
On July 17 2011 17:10 iGrok wrote:
Why are there rocks at the far base?


dont know his intention of them but i like to see them there to reduce the amount of easy takeable sneaky expansions , sure you can just scout all arround the map like on most maps but when it comes down to tense matches ur forced to use some time with ur forces to secure additional income . i know allot zvt where in the end just mule income with floating ccs won a very close game .

Other then that you gotta make the area between gold and natural where there is this choke way more open . there where your rokish stuff is just cut of some from it and this map is playable without splash turtle deathball fear.

The high lowground revalence aswell as how the flow of expansions is promises awesome games.

Dont know if this is a Xel Naga Caverns rivalist as top map as of yet just because i hate 300 apm spammed air battles where one click of a 0.1 sec time window can cost you the game.

I love also 2 attack paths for the natural cause i hate extreme greedy FE combined with static defense wich is unpunishable .

There are to many targets , and i smile everytime they try to defend and thinking they are smart.
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 17 2011 10:30 GMT
#17
On July 17 2011 17:10 iGrok wrote:
Why are there rocks at the far base?


I don't know either...

... well first I just put them there cause the two lowground expos were so close together that I didn't want Zerg to take both too fast but they are kinda useless, except they create a more choked area. Guess I could remove them tho^^
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
DisaFear
Profile Blog Joined September 2010
Australia4074 Posts
July 17 2011 10:51 GMT
#18
That looks really good, easy 2nd expo, good 3rd, the 4th has two paths to it, good chokes, really nice design
How devious | http://anartisticanswer.blogspot.com.au/
WniO
Profile Blog Joined April 2010
United States2706 Posts
July 17 2011 13:49 GMT
#19
fuck off

User was temp banned for this post.
zul
Profile Blog Joined February 2010
Germany5427 Posts
July 17 2011 14:30 GMT
#20
That map looks really good and I will play some games on it as soon as I get home. love the look as well as the strategical layout (expand placement or different paths to your opponent)
keep it deep! @zulison
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