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[M] (4) Molten Crater

Forum Index > SC2 Maps & Custom Games
Post a Reply
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2011-08-14 04:40:02
August 13 2011 05:48 GMT
#1
There's a reason for the seemingly uncreative name. The whole project is rather uncreative, but has a simple, noble goal.
I'm going to take Blizzard maps that had a lot of potential but were ruined by some fatal flaw. The new season 3 maps are a very recent example sadly enough. I shall be creating a series of maps from scratch that reflect what I feel they should have been from the start. I just hope my mapmaking skills so far can do them proper justice.

Which brings me to this map. I have taken the ideas for Searing Crater, eliminated the obvious imbalances and the cramped feel it had to it, and this is what I have come up with.

Overview:
+ Show Spoiler +
[image loading]
Please don't call me out on the top right ramp with rocks. Yes, it's missing, but it's hard to see in the overview and has been fixed on the real thing.


Center-View:
+ Show Spoiler +
[image loading]


Natural Walloff:
+ Show Spoiler +
[image loading]


It has the same playable 140x140 bounds as Searing.

The layout has been adjusted, now to 0.4, rocks have been placed on the E/W ramps, and horizontal spawn positions are also disabled.

The center has been adjusted, pretty much just narrowed out.

Hit me with your comments and thoughts.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
iGrok
Profile Blog Joined October 2010
United States5142 Posts
August 13 2011 05:57 GMT
#2
Analyzer pics please. and please put SOMEthing in the middle!
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
WarSame
Profile Blog Joined February 2010
Canada1950 Posts
August 13 2011 06:06 GMT
#3
The vertical rush distance is still a large problem, though. It's literally like 10 seconds nat to nat.
Can it be I stayed away too long? Did you miss these rhymes while I was gone?
Soulish
Profile Joined April 2010
Canada1403 Posts
August 13 2011 06:10 GMT
#4
Don't change the middle. I really like that huge open place and how it's going to reward army positioning
me all in, he drone drone drone, me win
Gl!tch
Profile Joined December 2010
United States573 Posts
August 13 2011 06:16 GMT
#5
I think the middle is too open, will allow zergs to get ez surrounds on terran and protoss... and terrans to get perfect concaves on protoss... and for protoss it gives...
“I mean, they say you die twice. One time when you stop breathing and a second time, a bit later on, when somebody says your name for the last time.” ― Banksy
WarSame
Profile Blog Joined February 2010
Canada1950 Posts
August 13 2011 06:17 GMT
#6
On August 13 2011 15:16 Gl!tch wrote:
I think the middle is too open, will allow zergs to get ez surrounds on terran and protoss... and terrans to get perfect concaves on protoss... and for protoss it gives...

As P on this map I went chargelot archon. The open middle meant I got mad surrounds on his bio, and he had nothing to stand against to reduce surface area.
Can it be I stayed away too long? Did you miss these rhymes while I was gone?
NewSunshine
Profile Joined July 2011
United States5938 Posts
August 13 2011 06:18 GMT
#7
On August 13 2011 14:57 iGrok wrote:
Analyzer pics please. and please put SOMEthing in the middle!

I shall upload some analysis once I have acquired some sleep. I have a feeling that's the only place a problem can come up at this point. As for the middle, rush maps tend to be small, without a space for one big battle. This accomplishes both.
On August 13 2011 15:06 Peterblue wrote:
The vertical rush distance is still a large problem, though. It's literally like 10 seconds nat to nat.

...it was a rush map by Blizzard's design. I'll look at the analyzer once I run it through and compare to horizontal, but it's a rush map.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2011-08-13 06:24:07
August 13 2011 06:21 GMT
#8
On August 13 2011 15:17 Peterblue wrote:
Show nested quote +
On August 13 2011 15:16 Gl!tch wrote:
I think the middle is too open, will allow zergs to get ez surrounds on terran and protoss... and terrans to get perfect concaves on protoss... and for protoss it gives...

As P on this map I went chargelot archon. The open middle meant I got mad surrounds on his bio, and he had nothing to stand against to reduce surface area.

So theoretically then, any race can get a lot more out of their army. Position turns out to be key here. Which brings me to an interesting thought: could I have stumbled on a rush map that promotes skill? And by skill I actually mean Ultralisks.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Soluhwin
Profile Joined October 2010
United States1287 Posts
August 13 2011 07:12 GMT
#9
I honestly think that natural is worse, you should consider turning the ramp to face the resources a little bit. With that positioning, walling against zerg becomes a nightmare and builds like forge first become impossible.
I put the sexy in dyslexia.
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
August 13 2011 07:50 GMT
#10
This your version is basically just slag pits 2.0.
Close spawn = Never loose a game vs zerg. Cross spawn = never win a game vs zerg. And never take third base (expet cross spawn zerg rarely).

Well I dunno, the nat is somewhat easier to defend in this.
NewSunshine
Profile Joined July 2011
United States5938 Posts
August 13 2011 17:32 GMT
#11
On August 13 2011 16:12 Soluhwin wrote:
I honestly think that natural is worse, you should consider turning the ramp to face the resources a little bit. With that positioning, walling against zerg becomes a nightmare and builds like forge first become impossible.

Instead of building the forge at the ramp, you can put the buildings at the choke that leads to the natural. It still blocks both bases.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
August 13 2011 21:05 GMT
#12
I dislike this even more >
It eliminates the basic idea of the map (which is very good) by completely changing the map.
I could easily camp a protoss army at the ramp leading into near the third and protect 3 bases.
As said, the nat-to-nat distances are too short (the main problem of SC)
The middle is way too open.
Moderatorshe/her
TL+ Member
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2011-08-14 01:58:59
August 14 2011 01:54 GMT
#13
Made a decent makeover to the map, without overhauling completely. I believe I have addressed all the major issues. Rocks block one of the ramps, and horizontal spawns have been disabled. The center has a narrower layout, and the tower has been removed altogether. I also added an additional path between the thirds to force army spreading/repositioning in some cases.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
August 14 2011 01:57 GMT
#14
Ok, now the center is too choke-y :D
Fix that and move the main ramp closer to the natural and I will be happy with this map :D
Moderatorshe/her
TL+ Member
NewSunshine
Profile Joined July 2011
United States5938 Posts
August 14 2011 02:12 GMT
#15
On August 14 2011 10:57 TehTemplar wrote:
Ok, now the center is too choke-y :D
Fix that and move the main ramp closer to the natural and I will be happy with this map :D

If I change the facing of the ramp, the exit of the main is gonna be more narrow, and placing rax+depots is going to be tough. Perhaps you can elaborate on the issue with the ramp?
As for the middle, the hill was mostly a whim, but I suppose should be removed.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
WarSame
Profile Blog Joined February 2010
Canada1950 Posts
August 14 2011 02:13 GMT
#16
I actually somewhat like it now.

The problems I have: close pos, the lava sticks too far out into the middle, the raised portion in mid is awkward. I do like the rock usage you have now.
Can it be I stayed away too long? Did you miss these rhymes while I was gone?
NewSunshine
Profile Joined July 2011
United States5938 Posts
August 14 2011 03:01 GMT
#17
On August 14 2011 11:13 Peterblue wrote:
I actually somewhat like it now.

The problems I have: close pos, the lava sticks too far out into the middle, the raised portion in mid is awkward. I do like the rock usage you have now.

Close positions don't exist with the latest update, I realized as soon as I added the rocks on one side that it would be a problem. Teams in a 2v2 have close positions though, so it does have that Shakuras Plateau aspect, where it works well for both modes of play.
I have updated it for the final time tonight. The raised bit in the middle is gone, and the tower is back. In order to attack around the sight of it, the rocked paths must be used. Works out nicely in my view.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
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