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Active: 6832 users

[M] (2) Steadfast Fortress

Forum Index > SC2 Maps & Custom Games
Post a Reply
fAiLeDaWaY
Profile Joined August 2011
Germany12 Posts
Last Edited: 2011-08-17 17:37:59
August 17 2011 17:33 GMT
#1
[image loading]
[image loading]
[image loading]

Steadfast Fortress created by fAiLeDaWaY
EU-Published
Playable 149x128

Design: Steadfast Fortress unites elements of jungle and an exotic island. It is designed as an fortress, which is an island actually. Therefore there is much deadspace for airusage above the water. Additionally there are some protoss-doodads to create a mystic atmosphere.

Game: On Steadfast Fortress there is only cross-spawn. This is one central feature of the map, because this creates two extremely different gamestyles: On the one hand rush gameplay, on the other hand a very hard macro style. On those macro positions it is really easy to get a 3rd, but it is hard to play against styles like dropplay, if rocks aren't destroyed.
A second feature is the waterway which will be open after 30 game-minutes. It creates another route for attacks, especially if the center is hard sieged.

I really appreciate any suggestions, please comment and give tips :D
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
August 17 2011 17:54 GMT
#2
Is this a 2-player map or 4-player? Where are the starting locations? I'm guessing 4 main bases but they're all different shapes and sizes.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
fAiLeDaWaY
Profile Joined August 2011
Germany12 Posts
August 17 2011 17:56 GMT
#3
ya sry man it is 2-player 1on1 melee. Those big 4 platforms are the starting positions
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2011-08-17 18:50:27
August 17 2011 18:50 GMT
#4
hm, could you add analyizer pics and maybe a pic with higher resolution
A little hard to really comment on everything.
I like the doodating and the general look, but it might by a little choky, and are the nat geysers in the front of the base?
fAiLeDaWaY
Profile Joined August 2011
Germany12 Posts
Last Edited: 2011-08-17 21:39:18
August 17 2011 19:49 GMT
#5
alright here i've got some new pictures:
[image loading]
overview
[image loading]
the top
[image loading]
the bottom
[image loading]
the center

i really dont know how to design the center in terms of balnce and gameplay... but im really looking forward to use concrete tips. Thank you m8s

Edit:

[image loading]
[image loading]
[image loading]
OrchidThief
Profile Joined April 2011
Denmark2298 Posts
Last Edited: 2011-08-17 20:35:17
August 17 2011 20:33 GMT
#6
Looks like a zerg nightmare to me, full of chokes and a billion places to put/elevate tanks/marines. I dislike the gimmick in the middle, I really wish people would stop doing that kind of stuff and just design maps that are unique without stuff like that.

Edit: It'd probably make a nice TvT map though, potential for some incredible positional play matches.
The Final Boss
Profile Joined February 2011
United States1839 Posts
Last Edited: 2011-08-17 21:39:21
August 17 2011 21:38 GMT
#7
I like the map personally (can't play it because it's EU only, upload to NA ^^) but I'm not sure that I like that there are two different bases that you can get. I mean it's not a big deal, but I think I would like the map more if you always both spawned top/bottom or always both spawned left/right. Otherwise it just looks like it would be weird to play on as you'd have to practice with both spawn locations and I'm not sure how much a certain spawn location might favor strategies.

Due to this map not being on NA I can't really comment on it's playability, but I'm intrigued by how the map works. The middle is interesting, but I would cut it back to only two gases instead of four, as it seems a little extreme that a person would be able to get four gases off one CC/Nexus/Hatch.

Aesthetically, the map is beautiful from the shots you've provided, great job! ^^
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2011-08-17 21:40:52
August 17 2011 21:39 GMT
#8
I have to agree, it's very choky which usually means zerg nightmare if it can't compensate it with something like counterattack routes (like Crossfire).

I think the gold bases might have to go (there are 6other expansions per side on the map anyways) and then do something to broaden the middle (cut the two platformsfrom each side a little bit; use that area where the gold's vespins now are, to broaden the ramps

btw, are you sure that you can't blink in the top right/bottom left main bases, if you control the high ground and/or the watchtower next to it?
edit: ah, no problem, now I've seen the analizers
fAiLeDaWaY
Profile Joined August 2011
Germany12 Posts
August 17 2011 21:45 GMT
#9
ya thank you for your comment, ehm i really think i have to design the center in a different way. How would one big platform be without any chokes and ramps? Think siege on the cliff to protect those gold naturals and gases would be kinda insane...
I also thought about the connection between both naturals (at the left and the right), if there were deadspace (like trees or smth. like that), it wont favor drops that huge...
fAiLeDaWaY
Profile Joined August 2011
Germany12 Posts
August 17 2011 21:48 GMT
#10
also a nice suggestion bigJ. Lemme sleep a bit, then i may make some changes and post the new results . But please don't comment less than u did before :D thanks to all subscribers!
Big J
Profile Joined March 2011
Austria16289 Posts
August 17 2011 21:50 GMT
#11
ah, one more thing I forgot:
Vespin geysers in the front are pretty hard to defend and this (awesome looking) "beach bases" kind of block the bottom route with their minerals... It will slow everything down brutally, not even talking about them being mined while trying to push down there...
Fearlezz
Profile Joined April 2010
Croatia176 Posts
August 18 2011 01:02 GMT
#12
I like the "vulnerable geysers" idea.
fAiLeDaWaY
Profile Joined August 2011
Germany12 Posts
Last Edited: 2011-08-18 19:30:44
August 18 2011 19:28 GMT
#13
hey guys, here an update :D

[image loading]
the whole map
[image loading]
The new center- very less chokes and a huge area to flank and do stuff like that
[image loading]
the new 3rd for macro devices- there is no more place to drop on. Instead a big ramp creates another route to attack the opponent or break the contain

please tell me what you do think abouut those changes
The Final Boss
Profile Joined February 2011
United States1839 Posts
August 18 2011 20:27 GMT
#14
Don't put rocks at the third base. I can maybe possibly sometimes understand putting rocks at a gold base to prevent a fast expansion to it, but really. Why at the third? All that does it give Zerg a super hard time against forge first builds from Protoss which are already super strong on this map. If you really need rocks at an expansion, go with the gold, but preferably just keep destructible rocks out all together (only map where I like the destructible rocks is Crevasse because it affects the gameplay (basically makes rushes much more difficult but allows for much faster mobility around the map late game) but not in the way that rocks affect Delta Quadrant or Blizzard's Map Pool version of Tal'Darim Altar (stopping players from taking fast third bases).
Corak
Profile Joined February 2010
Germany188 Posts
August 20 2011 10:26 GMT
#15
The Depot is on the wrong side of the ramp. This way it prevents offensive and defensive Wall offs.
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