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Active: 1319 users

[M](2) Flamestrike

Forum Index > SC2 Maps & Custom Games
Post a Reply
eTcetRa
Profile Joined November 2010
Australia822 Posts
Last Edited: 2011-12-23 13:28:43
August 18 2011 12:59 GMT
#1
Overview:
[image loading]

oZz Flamestrike v4.1

Playable Bounds: 124x128
Bases: 10 (No Golds)

Published on SEA

Created by eSaSaNiTY (eTcetRa / feniXsix on NA).


Close Ups and Details
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]


Tower Activation
+ Show Spoiler +
[image loading]
[image loading]
Retired Mapmaker™
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
August 18 2011 13:11 GMT
#2
So I heard you like fire... :D Awsome temple.

So many bases on such a small map might make this zerg unfavored, especially since expanding towards the enemy seems quite easy. I would probs remove a base from both sides.
Icetoad
Profile Joined May 2010
Canada262 Posts
August 18 2011 15:20 GMT
#3
I really like the look of the map and the layout, but there is some few thing to change concerning the amount of base.
The base at the 5'oclock should be only a 1 gas with 6 mineral, cause don't forget that gas in sc2 is really important and having easily 6 gas almost right off the bat is hard to balance and will favored strat that require a lot of gas.
Having an analyzer image for rush distance and summary would be really useful to look at more in deep.

At each map you make you become better and better.
Map Maker of Nimbus
WniO
Profile Blog Joined April 2010
United States2706 Posts
August 18 2011 15:47 GMT
#4
texturing seems pretty inspired but man this layout style is really getting old, not to say its not good but its just another canyon.
eTcetRa
Profile Joined November 2010
Australia822 Posts
Last Edited: 2011-09-20 15:36:03
August 18 2011 16:05 GMT
#5
Analyzer Images have been uploaded and put in the original post.

WniO, i didn't realize this layout was so overused, maybe I should pay more attention But I do guess that when more and more maps are created then more and more maps are going o share similar layouts, unless people start doing crazy stuff - which usually gets shut down pretty early due to balance reasons or general hate..
Retired Mapmaker™
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
Last Edited: 2011-08-18 16:36:26
August 18 2011 16:11 GMT
#6
I must admit, I've seen that main/natura/third/fourth a lot, although less so recently.

Aesthetically, I really like the choice of cliffs and textures and everything.
Antares777
Profile Joined June 2010
United States1971 Posts
August 18 2011 21:51 GMT
#7
I just played with someone whose username was Flamestrike on Star Battle. He died within three minutes, but my team managed to make a comeback anyway. ^^,

I like the design of the map, it is similar to Razed with the middle strip of low ground and the outside edges where most of the expansions are placed. I'm not so sure how I feel about the sneak path between the low ground third and fourth, but it's definitely a creative touch. I can see that there are three main paths between the two sides of the map divided by the central low ground chasm, and that the XWTs cover the two outside paths minus the sneak paths. I feel that even though their range does not cover the sneak path, it covers most of the exit and entrance of that area, so if someone controls the tower, they should be able to tell if someone is using the path. To avoid being spotted, an army would have to move through the mineral line of the low ground third. Also, the path (correct me if I'm wrong) exists because of the XWTs, as a way to get around them. The middle path is even covered by the XWTs if you go from natural to natural or even going across. I know that it's uncreative to put a single XWT in the center of the map, but the two XWTs that are set up now reveal too much stuff IMHO.

Aesthetically, this map looks pretty
Bango
Profile Joined April 2011
United States106 Posts
August 18 2011 23:32 GMT
#8
i think the middle too expansion should be gold O: to make the map more interesting. otherwise it seems sweet x]
ello x]
eTcetRa
Profile Joined November 2010
Australia822 Posts
August 19 2011 04:35 GMT
#9
On August 19 2011 06:51 Antares777 wrote:
I just played with someone whose username was Flamestrike on Star Battle. He died within three minutes, but my team managed to make a comeback anyway. ^^,

I like the design of the map, it is similar to Razed with the middle strip of low ground and the outside edges where most of the expansions are placed. I'm not so sure how I feel about the sneak path between the low ground third and fourth, but it's definitely a creative touch. I can see that there are three main paths between the two sides of the map divided by the central low ground chasm, and that the XWTs cover the two outside paths minus the sneak paths. I feel that even though their range does not cover the sneak path, it covers most of the exit and entrance of that area, so if someone controls the tower, they should be able to tell if someone is using the path. To avoid being spotted, an army would have to move through the mineral line of the low ground third. Also, the path (correct me if I'm wrong) exists because of the XWTs, as a way to get around them. The middle path is even covered by the XWTs if you go from natural to natural or even going across. I know that it's uncreative to put a single XWT in the center of the map, but the two XWTs that are set up now reveal too much stuff IMHO.

Aesthetically, this map looks pretty


I actually agree with your XWT assessment, I never like having towers rant to much scouting information, and I might reduce the range of the towers significantly. Originally they covered the outside paths but not the middle but some people I play-tested with said they were useless and needed to cover the middle (i disagreed but more people were telling me that this was the case). Further feedback and more testing will determine how i change the towers (be it 2 further outside or one in the middle).

As far as making the middle expansions gold, it is possible as they are very vulnerable. But having two gold expansions so close together might be tough to balance, perhaps rocks on the expansions and losb's between the two?

I am also tempted to reduce the overall resources on both possible thirds to 7M1G, or 6M 1G, and keeping the low ground fourth & high ground fourth 7M 2G. It will all depend on what happens to the middle bases.

Thanks for the feedback, I'm taking it all in!
Retired Mapmaker™
exeONEmaxi
Profile Joined July 2011
Ukraine10 Posts
August 19 2011 06:27 GMT
#10
Cool map. Thx.
eTcetRa
Profile Joined November 2010
Australia822 Posts
Last Edited: 2011-09-27 08:56:35
August 20 2011 12:16 GMT
#11
Here is one of the tower & mineral options I'm looking at now. Probably gonna lower the gas geyser count on the thirds depending on which third ends up being easier to take.

***IMAGE REMOVED TO PREVENT CONFUSION WITH NEW UPDATE***

I know I know it seems unoriginal to plop a tower in the center of the map but i believe it is probably the best option, unless i mess with the data editor to reduce the vision radius on towers and put them towards the edge of the map.

Love some input, I need guidance! :D

Edit: Ignore the rocks. I was contemplating making the middle bases gold, so the rocks would only be there if i decided to put golds on the map..
Retired Mapmaker™
eTcetRa
Profile Joined November 2010
Australia822 Posts
September 26 2011 08:10 GMT
#12
Updated the OP with the current BNET version. Notable changes are rocks on the natural wall-off, the thirds, and many visual updates. Removed the gold bases, also.

Thoughts?
Retired Mapmaker™
Bswhunter
Profile Blog Joined May 2010
Australia954 Posts
September 26 2011 09:53 GMT
#13
Intresting map. Although I can only look at the analyzer image (Lol at my internet) It looks abit like it has abit of tal-darmin in it (The first 3 expansions).
I guess this makes it pretty good for PvZ (With the protoss being able to walloff the 3rd easily)
Also like the layout of the center. It makes for good counter attacks possible as zerg.
One thing that I might consider adding would be making it possible for units to move from left to right without being seen by the watchtower. I think it could make for a very nice nuance that would reward skill/creativity/knowledge in this map.
Stop browsing and do whatever it is you're supposed to do. TL will still be here when you get back
eTcetRa
Profile Joined November 2010
Australia822 Posts
September 28 2011 15:09 GMT
#14
Still looking for comments and advice!! I can't improve without some honest criticism now, can I? ^.^
Retired Mapmaker™
a176
Profile Blog Joined August 2009
Canada6688 Posts
October 01 2011 21:33 GMT
#15
+1 for making the 5th into golds. golds are supposed to be risky to take and the area/size of that expo seems perfect for it.
starleague forever
eTcetRa
Profile Joined November 2010
Australia822 Posts
October 21 2011 09:16 GMT
#16
OP version is still current. Would love some feedback if anyone has some to offer
Retired Mapmaker™
eTcetRa
Profile Joined November 2010
Australia822 Posts
December 23 2011 13:32 GMT
#17
After losing my map file and having the lovely folk from map of the month send me a back up copy I've had to start from an older version and update from there.

So the OP has been updated with the latest images and details.

Some changes are a tile set and lighting change, and some slight resource layout changes.

Thoughts? :D
Retired Mapmaker™
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
December 23 2011 15:53 GMT
#18
--- Nuked ---
eTcetRa
Profile Joined November 2010
Australia822 Posts
December 24 2011 15:00 GMT
#19
Thanks for the feedback mate. For clarification you want the backdoor path between third anf fifth removed but one added between the other third & fifth. Correct?

And to enlarge the dead space in the middle holes?

Thanks!
Retired Mapmaker™
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