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[M] (4) Antiga Shipyard TE by prodiG

Forum Index > SC2 Maps & Custom Games
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prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2011-08-14 15:40:59
August 13 2011 19:20 GMT
#1
[image loading]

Antiga Shipyard TE (Tournament Edition)

Blizzard is known for making buggy maps and Antiga Shipyard is no exception. What I've done with Antiga Shipyard Tournament Edition here is a few small fixes as well as a small aesthetic update to differentiate the two and prepare this map for inevitable tournament use.

Published as "iCCup Antiga Shipyard TE

Antiga Shipyard TE (Tournament Edition
[image loading]
Link to Ladder version of Antiga Shipyard.


Changes from original

Siege Tanks can no longer hit the Vespene Geysers by shooting across the gap from 3rd expansion to main base
[image loading]
I felt this was a significant issue with the ladder version of Antiga Shipyard. In the tournament edition, mains and thirds have had the gap slightly increased, doodads have been added and the geysers have been slightly adjusted to prevent tanks from being able to shoot across. All chunks of terrain removed from the main to increase the gap were added elsewhere to maintain the same original size. The Command Center's position at the third expansion remains identical as well.

Supply Depots added below main base's ramps
[image loading]
This seems to be a staple in medium sized tournament maps. Lowered supply depots prevent bunker and pylon wall-ins .

Aesthetic updates
+ Show Spoiler [Aesthetic updates] +


[image loading]
Gold base highlighted
[image loading]
Oil spilling out of broken ground pipes
[image loading]
Awesome red doodads that are totally sick and wicked baller


I couldn't publish a map with sprucing it up a little bit I also wanted to make the Tournament Edition visibly different from the original.


This didn't take me too long to slap together and I definitely feel that the community should be using proper versions of maps if they're going to use Blizzard maps. If you are a tournament organizer or know one who is intending on using Antiga Shipyard, please make sure they use this version!

iCCup Mapmaking Team
For over a year, the iCCup Mapmaking Team has been at the front lines of SC2 custom melee map creation. Pushing the game to its limits has brought the attention of SteelSeries who is now sponsoring the team! Huge shoutouts to SteelSeries for their support
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
August 13 2011 19:22 GMT
#2
Since there is always the debate for Blizzard maps, let's get some community feedback:

Poll: Should this map have forced spawns?

No, random spawns only (207)
 
77%

Yes, cross positions only (61)
 
23%

268 total votes

Your vote: Should this map have forced spawns?

(Vote): Yes, cross positions only
(Vote): No, random spawns only



Personally I believe that this map (after the changes made to the third base) is perfectly fine with the random spawns and the destructible debris on the third base. Chime in!
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
August 13 2011 19:29 GMT
#3
Wow you're allowed to do that?^^

Nice changes, although I'd have preferred to just not seeing any of the Blizzard maps in tournaments at all
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
August 13 2011 19:31 GMT
#4
On August 14 2011 04:29 FlopTurnReaver wrote:
Wow you're allowed to do that?^^

Nice changes, although I'd have preferred to just not seeing any of the Blizzard maps in tournaments at all

I would too, but I'd hate it even more to see a broken version of a ladder map used. Hopefully this helps to dissolve that 8)
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Vansetsu
Profile Blog Joined October 2010
United States1454 Posts
August 13 2011 19:32 GMT
#5
This looks awesome, glad to see that positional part fixed, and I am always down for aesthetic improvements on maps ^^
Only by overcoming many obstacles does a river become - デイヴィ¯\_(ツ)_/¯ド
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
August 13 2011 19:33 GMT
#6
True true. How bout you fix Searing Crater next?
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
August 13 2011 19:36 GMT
#7
On August 14 2011 04:33 FlopTurnReaver wrote:
True true. How bout you fix Searing Crater next?

I chose Antiga Prime of the new ladder maps because I feel like it's the most tournament worthy of the four and I've seen a lot of support for the map being used in tournaments and leagues across the tubes. At first I was like "omfg no u idiets teh map is ba-roh-ken!!111" but I eventually pulled my head out of my ass and realized that I can fix it easily.

Searing Crater on the other hand I don't feel is tournament worthy at all and personally was a day-one veto
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
monitor
Profile Blog Joined June 2010
United States2409 Posts
August 13 2011 19:36 GMT
#8
Looks good. Hopefully tournaments decide to use custom maps instead of Blizzard maps, but if they do, they should use this!
https://liquipedia.net/starcraft2/Monitor
Colin
Profile Joined May 2011
18 Posts
August 13 2011 19:36 GMT
#9
I must say those red doodads that you placed near the gold mineral bases are sick and wicked baller.
This is entirely illogical.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
Last Edited: 2011-08-13 21:01:17
August 13 2011 21:00 GMT
#10
On August 14 2011 04:36 prodiG wrote:
Show nested quote +
On August 14 2011 04:33 FlopTurnReaver wrote:
True true. How bout you fix Searing Crater next?

I chose Antiga Prime of the new ladder maps because I feel like it's the most tournament worthy of the four and I've seen a lot of support for the map being used in tournaments and leagues across the tubes. At first I was like "omfg no u idiets teh map is ba-roh-ken!!111" but I eventually pulled my head out of my ass and realized that I can fix it easily.

Searing Crater on the other hand I don't feel is tournament worthy at all and personally was a day-one veto

My team of mapmakers (Composed of me, me and me) are working endlessly to fix searing crater. We (I) have almost come up with a solution
Edit: It involves turning the map into Crevasse.
ModeratorI am still alive, somehow
TL+ Member
Mullet_Ben
Profile Joined August 2011
United States54 Posts
August 13 2011 21:02 GMT
#11
Very good job, but I'd like it if you'd fix the siege tank drop ledges in the mains. I understand that they are meant to help reapers, but putting a ramp on one side of them (either down from the main or up from the ground) would let reapers jump up the cliffs while allowing lings to access the ledges so siege tanks can't be dropped there.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
August 13 2011 21:04 GMT
#12
On August 14 2011 06:02 Mullet_Ben wrote:
Very good job, but I'd like it if you'd fix the siege tank drop ledges in the mains. I understand that they are meant to help reapers, but putting a ramp on one side of them (either down from the main or up from the ground) would let reapers jump up the cliffs while allowing lings to access the ledges so siege tanks can't be dropped there.

Is this a significant problem? I've never seen anyone use it for that, hmm
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
monitor
Profile Blog Joined June 2010
United States2409 Posts
August 13 2011 21:20 GMT
#13
On August 14 2011 06:04 prodiG wrote:
Show nested quote +
On August 14 2011 06:02 Mullet_Ben wrote:
Very good job, but I'd like it if you'd fix the siege tank drop ledges in the mains. I understand that they are meant to help reapers, but putting a ramp on one side of them (either down from the main or up from the ground) would let reapers jump up the cliffs while allowing lings to access the ledges so siege tanks can't be dropped there.

Is this a significant problem? I've never seen anyone use it for that, hmm


It is a problem, but I think it's changing the map too much to do that. I like the small changes, but adding a ramp somewhere is a bit too far I think.
https://liquipedia.net/starcraft2/Monitor
Xxazn4lyfe51xX
Profile Joined October 2010
United States976 Posts
August 13 2011 21:42 GMT
#14
On August 14 2011 06:02 Mullet_Ben wrote:
Very good job, but I'd like it if you'd fix the siege tank drop ledges in the mains. I understand that they are meant to help reapers, but putting a ramp on one side of them (either down from the main or up from the ground) would let reapers jump up the cliffs while allowing lings to access the ledges so siege tanks can't be dropped there.


I don't really see that much of a problem with the tank ledge. Sure it might be annoying, but it's in no way game-breaking... If you have mutas, there's really nothing that can defend the ledge properly. If it's late game with a good deal of mech and they have their army positioned on the low ground to protect their tanks, neurals on the tanks with infesters from the main would make for a very unhappy Terran ground army on the low ground.
Mereel
Profile Joined February 2010
Germany895 Posts
August 13 2011 22:37 GMT
#15
u missed something.

right bottom third...the distance beetween the third and the other main is too close.
all other spots are correct
TPW Mapmaking Team
WniO
Profile Blog Joined April 2010
United States2706 Posts
August 13 2011 23:22 GMT
#16
you guys really gotta stop with the whole fixing blizzard maps thing.
DroneAllDay
Profile Joined April 2011
United States140 Posts
August 13 2011 23:36 GMT
#17
What about the little cliff thing for tanks by the main and both golds seizable by the tower? Do those need fixing too?
Don't pressure me please, I like my drones too much
Itisis
Profile Blog Joined December 2010
Canada79 Posts
August 14 2011 00:26 GMT
#18
Did you fix the bottom right spawn 3rd to natural pylon exploit?

Pic here:
+ Show Spoiler +
[image loading]


On the other bases, the pylon can't reach into the natural.
MavercK
Profile Joined March 2010
Australia2181 Posts
August 14 2011 01:08 GMT
#19
looks good.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
TheAmazombie
Profile Blog Joined September 2010
United States3714 Posts
August 14 2011 01:45 GMT
#20
Wow, this does look good. I have to give it a shot, but overall I think that this should be done more often. The Blizz maps I think are overall sometimes interesting, but they need the bugs fixed and the some good textures, so thanks for the effort.
We think too much and feel too little. More than machinery, we need humanity. More than cleverness, we need kindness and gentleness. Without these qualities, life will be violent and all will be lost. -Charlie Chaplin
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