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Active: 1239 users

[M] (4) Harmony (BW Remake)

Forum Index > SC2 Maps & Custom Games
Post a Reply
Ragoo
Profile Joined March 2010
Germany2773 Posts
Last Edited: 2011-09-01 18:56:46
August 22 2011 09:54 GMT
#1
[image loading]

Hey everyone,

this is my remake of the SC:BW map Harmony.

V2.0 uploaded on EU !


[image loading]
(Click for HQ)

Size: 140x140
Geysers in the middle are rich, no gold bases
Textures used: + Show Spoiler [textures] +

Bel'Shir Grass Light
Port Zion Grass
Bel'Shir Small Tiles
Monlyth Bricks
Xil Sand
Aiur Dirt
Aiur Tiles
Typhon Stone Tiles



+ Show Spoiler [Overview] +


[image loading]
(Click for HQ)


Analyzer Images

+ Show Spoiler +
[image loading]
[image loading]
[image loading]


The most interesting feature on this map is the backdoor base. It can be mined from inside or from the outside, but from the outside it has 1 more gas and 2 more mineral patches. The inside is blocked by green minerals that MULEs can't mine from.
The minerals in the blocking mineral line have 15 minerals on them, the mineral patch that prevents CC's from lifting over has 30 (which means a CC can't fly over 5 SCVs and they mine the patch).

+ Show Spoiler [Backdoor base] +
[image loading]


On the outside of the map there is barely any space for flying units and no highground or anything to hide, so airplay/dropping is rather difficult.
The main is a bit big with 38 CC units size but as I said air play is not very good and you only need 1 creep tumor to the natural (or the backdoor) regardless.


Some shots of the map ingame:

+ Show Spoiler +

[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]



Feel free to comment. I'm planning to submit this to the next MotM so I'd really appreciate feedback
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Kanil
Profile Joined April 2010
United States1713 Posts
Last Edited: 2011-08-23 02:48:49
August 22 2011 10:00 GMT
#2
For the 11 and 5 bases, I'd suggest putting some of the minerals together, so when the bases are mined out the units don't have to funnel through a bunch of 1x1 path blockers.

Edit: Apparently I fail at reading. My apologies.
I used to have an Oz icon over here ---->
Ragoo
Profile Joined March 2010
Germany2773 Posts
August 22 2011 10:03 GMT
#3
On August 22 2011 19:00 Kanil wrote:
For the 11 and 5 bases, I'd suggest putting some of the minerals together, so when the bases are mined out the units don't have to funnel through a bunch of 1x1 path blockers.


As I said, I made some triggers so that the 1x1 pathing blockers disappear if a neighboring mineral patch is mined out, so that is not a problem
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Ragoo
Profile Joined March 2010
Germany2773 Posts
August 29 2011 12:40 GMT
#4
I updated the first post completely, now version 1.0 up on EU!
Feel free to comment!
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Meltage
Profile Joined October 2010
Germany613 Posts
August 30 2011 11:43 GMT
#5
I would make the bridges much more narrow (like 2 AU), so that they don't become a viable atk path. That might fix nat2nat distnace, which I thinkis kinda low.

I hope the inbase nat/backdoor will work in sc2, but I dont think anyone knows if it will
Nice concept with green minerals.
http://mentalbalans.se/aggedesign
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2011-08-30 12:29:44
August 30 2011 12:28 GMT
#6
This looks awesome

Mineral patches > Destructible rocks imo
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
johnnywup
Profile Blog Joined August 2010
United States3858 Posts
August 30 2011 13:58 GMT
#7
thats awesome! this looks like an amazing map
Samro225am
Profile Joined August 2010
Germany982 Posts
August 30 2011 13:58 GMT
#8
the four middle bases do not make much sense like that. very hard to hold and they offer only one gas.

also the transition from the three outer bases per quarter to the centre is strange: notin is really open or tight. difficult to position and move your army to series of chokes.

Ragoo
Profile Joined March 2010
Germany2773 Posts
August 30 2011 14:54 GMT
#9
@Meltage Hm , sounds like a good solution. I will probably do that.

@Samro225am The four middle bases have one rich Geyser atm, but yeah I already thought about making them gold as well+I plan to add 4 watchtowers to make the middle area more valuable to hold
The other thing I don't quite understand, should I make the open area in front of the thirds more open and other tight areas more tight?^^ I kinda like it the way it is tbh

btw if anyone is interested how I made these green minerals that can't be mined by MULEs just ask here and I will post a short explanation how to do it. If mineral blocking has any future in SC2 you will probably have to make them not mineable by MULEs.
Personally I would love to see a lot more mineral blocking since in many cases destructible rocks are a shitty alternative.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
WniO
Profile Blog Joined April 2010
United States2706 Posts
August 30 2011 15:30 GMT
#10
theres too many plain brown bricks, unless your just going for a simple clean style id say bring more of the tiles into the bricks or grass or gradient or something.

i also think that mineral block area is going to be a nightmare for tank/marine drops or eventual pushes. drop a few tanks and have marines bait the army in right in front of your main.

the choke width/openess is great though.
Ragoo
Profile Joined March 2010
Germany2773 Posts
August 30 2011 16:04 GMT
#11
thx WniO,
I was indeed going for something simple and feel like areas like the 7 o'clock nat are already a bit wild. I just tried how a little more Aiur Dirt in the Brick areas would look and I think I will add more Aiur Dirt in the next version

I'm aware of the tankdrop issue. I will make sure that you can't hit the main gas from the blocked area. I think that it's not that much of a problem tho, you can at any point decide to harvest the green minerals with your harvesters to open it up and then it's kinda the same as when you tankdrop on the blocked area behind the nat on Shakuras I guess.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Ragoo
Profile Joined March 2010
Germany2773 Posts
September 01 2011 18:55 GMT
#12
Updated to Version 2.0.
Changes:

- middle bases are now 6 gold patches + 1 rich geyser
- small bridges are now a lot smaller so they are not a viable attack path after the early game
- LOS blockers added to the smaller entrance to the natural, mainly to make it weaker to Bunkerrush a Zerg clockwise from you
- opened up the middle area in various ways
- added 4 watchtowers to the middle; watchtowers have only 18 range and a custom model (flame that gets bigger when captured on a temple column)
- big aesthetic changes all over the map; especially the lighting was changed from the bright Bel'Shir to the dark more night-like Port Zion (looks much like Sanshorn Mists now, sorry, didn't plan to copy it^^)
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
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