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[M] (4) Across the Stars

Forum Index > SC2 Maps & Custom Games
Post a Reply
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2011-08-28 21:36:32
August 28 2011 21:35 GMT
#1
Across the Stars has been inspired by StarWars Episode II's love anthem.
Like in the movie, Across the Stars takes place in a Castle & Grassland enviroment.
The textures should symbolize Anakin's path; the Jedi Temple Start and the Sith Temple 4th. The grassland middle in which he fell in love, symbolized by the red rocks.

The main visual features of the map are:
-) (Jedi) Temple start locations
-) grassland middle
-) red "love" rocks
-) (Sith) Temple possible 3rd or 4th base
-) XNWT is a bush, that starts burning when activated


Map Textures:
-) Agria Grass Yellow
-) Agria Grass Green
-) Agria Dirt
-) Korhal Dirt
-) Korhal Tiles
-) Shakuras Bricks
-) Aiur Small Bricks
-) Redstone Red Rocks

-) Monlyth Manmade Cliffs
-) Agria Organic Cliffs
-) Redstone Organic Cliffs


Overview
[image loading]

Analizer Pics
+ Show Spoiler +

[image loading]
[image loading]




Gameplaywise the map is mainly based on Tal'darim Altar and Shattered Temple. It should offer the potential for big macro play (through center control, easy bases, 4player), harass play (close air, some great offensive low ground vs high ground siege positions) and straight up deathball movement through the only (big) path in the middle.
Extremly early double expanding or even stuff like hatch first ZvP might be possible, due to the extremly close middle third, but can backfire extremly hard, as this base is very close to your opponent, whatever position he/she spawned.

The main gameplay features of the map are:
-) 4 player
-) rotational symmetry
-) very close third base on your highground, but very close (and siegable) to your opponent too
-) middle area with an "all-seeing" XNWT
-) lots of sight blockers in the middle
-) 4 bases per player, making a total of 16 bases on the map
-) Forge expands PvZ are possible, but the rockbackdoor is an extra risk, if you don't put a canon there or use a hardcounterbuild to a 1base roach rush like a fast Stargate build

Map Size:
168*168


Images
Note that the map was made on my laptop, so I can't show the highest quality pics
Note that the Analizer pics don't show how the doodads prevent pathing on the "statue areas" around the main bases and the "dark temple" on the 4th base

Main Base with Natural and Third
+ Show Spoiler +
[image loading]

Middle
+ Show Spoiler +
[image loading]

Fourth
+ Show Spoiler +
[image loading]
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
August 28 2011 22:54 GMT
#2
Spawning clockwise of your opponent looks like an easy win tbh.
ModeratorI am still alive, somehow
TL+ Member
Namrufus
Profile Blog Joined August 2011
United States396 Posts
August 29 2011 00:18 GMT
#3
I like the theme!

I do have to agree that clockwise gets a number of advantages.

I'm not sure (I can't really tell the scale) but it looks if you get close positions the clockwise player can seige the most or all of the entrance to the other player's 4th from the main.

also a protoss clockwise player will be able to easily warp down into the counterclockwise's area from pylons in the main and third.

if counter-clockwise wants to expand away from the the opponent, they have to travel alot farther than the other player and take a much more vulnerable position
This is it... the alpaca lips.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2011-08-29 16:40:40
August 29 2011 15:04 GMT
#4
On August 29 2011 07:54 TehTemplar wrote:
Spawning clockwise of your opponent looks like an easy win tbh.



could you go into more detail?


On August 29 2011 09:18 Namrufus wrote:
I like the theme!

I do have to agree that clockwise gets a number of advantages.

I'm not sure (I can't really tell the scale) but it looks if you get close positions the clockwise player can seige the most or all of the entrance to the other player's 4th from the main.

also a protoss clockwise player will be able to easily warp down into the counterclockwise's area from pylons in the main and third.

if counter-clockwise wants to expand away from the the opponent, they have to travel alot farther than the other player and take a much more vulnerable position



Ty!
Here is a pic that shows Siege ranges:
+ Show Spoiler +
[image loading]


So the main to 4th Siege range might be too close, the 3rd to 3rd Siege range seems fine in my eyes. (I guess I'm gonna just slightly change the main base, and maybe the natural backdoor to counteract this)

The Protoss thing doesn't seem like an issue:
In PvZ and PvT on Metalopolis/Shattered Temple close air you have a similar distance after warping in on the low ground from the main, but only P can do it anyway, so it is the same situation, that isn't imba on those maps.

Generally I want to point out, that the clockwise player has an highground advantage to use the 3rd-->natural-->main path, but the counterclockwise player can siege the main and/or the 3rd very easily from the low ground, and use blink/drop/muta/warp in harass there.

Also, do you think that a double sized (blocked) backdoor in the third base balance this out? Because I had it there, but thought it wouldn't be necessary and removed it in favor of the natural backdoor
Mereel
Profile Joined February 2010
Germany895 Posts
August 29 2011 15:57 GMT
#5
+ Show Spoiler +


hehe
TPW Mapmaking Team
Namrufus
Profile Blog Joined August 2011
United States396 Posts
August 30 2011 02:27 GMT
#6
On August 30 2011 00:04 Big J wrote:

The Protoss thing doesn't seem like an issue:
In PvZ and PvT on Metalopolis/Shattered Temple close air you have a similar distance after warping in on the low ground from the main, but only P can do it anyway, so it is the same situation, that isn't imba on those maps.

I think it might be an imbalance in PvP though, it looks like clockwise can gain alot more ground by warping than than counterclockwise. warping from the third seems reasonable... warping from the main I think is too strong.
On August 30 2011 00:04 Big J wrote:
Generally I want to point out, that the clockwise player has an highground advantage to use the 3rd-->natural-->main path, but the counterclockwise player can siege the main and/or the 3rd very easily from the low ground, and use blink/drop/muta/warp in harass there.

My concern is that clockwise might have a slightly easier time containing counterclockwise at the central choke and then using the highground advantage to harass and deny the 4th. counterclockwise is now stuck on three bases (I might be totally 100% wrong on this though, I am not a high level player )
On August 30 2011 00:04 Big J wrote:
Also, do you think that a double sized (blocked) backdoor in the third base balance this out? Because I had it there, but thought it wouldn't be necessary and removed it in favor of the natural backdoor

that might work... both players could then expand away from the opponent a bit more equally... it might make main2main distances too small though, but i don't think that will be a problem. It would get rid of alot of the vulnerability of the siegable thirds though... idk
This is it... the alpaca lips.
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