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Active: 26366 users

[M] Meinhoff Encrouched

Forum Index > SC2 Maps & Custom Games
Post a Reply
-Anomaly-
Profile Joined July 2011
Sweden11 Posts
Last Edited: 2011-09-08 20:08:41
September 06 2011 19:23 GMT
#1
[image loading]

Map name: Meinhoff Encroached

Playable size: 144x128
Spawns: 2
Expansions: 8 (no golds)


Map Overview:
+ Show Spoiler +
[image loading]


Mapanalyzer:

Summary
+ Show Spoiler +
[image loading]


Distances
+ Show Spoiler +
[image loading]


Details:
+ Show Spoiler +
[image loading]

[image loading]

[image loading]



This was my second attemt at creating a map. My goal with this map was to one up my first one and simply make a better, more solid map.

As promised in the Map of the Month thread, here is the journal excert found near one of the bases

+ Show Spoiler +
After the cruelty and calamity of the second big war, where man fell upon man and the phantasms of nightmare scoured the earth we looked for a safe haven to lead our feeble lives.
We did not find opulence nor paradise, but on Meinhoff every decent soul could earn their upkeep by hard work in the Jodium.

From space they came. The chatter of their war machines drove even the bravest of of man to the brink of madness and despair. A voice rang out, female without even the slightest
hint of mercy or compassion. It may have once belonged to a human being but it had lost all traces of humanity through the windling tunnels of times and the atrocities it had seen committed.

"Resistance is futile, we are the boooo,....." Wait a minute wrong fandom pardon me fellows "ermf".

In then end everything had been put the torch or crushed by and our resistance drowned by the endless noise of mutalisks hunting for prey. I knew my time had come.
Next to the minerals that had brought us to this doomed world in the first place I stood and looked out over the churning sea. My wounds were grievous and I felt my spirit leaving me.
There in the distance I could however glimpse something that put my spirit to rest with a smile on its dying breath.

The destructible rocks still loomed tall.

"They may take our lives, but they shall never take down the destructible rocks"


Excert from the journal of colonist Kim Browder, blizzard mapmaker turned miner when the greater mass failed to appreciate the serene beauty of the destructible rock.



Thanks for reading!
Anomaly


Edit*
For flying out loud!
I thought I checked everything but managed to get the thread topic wrong /facepalm T.T
The only thing that can't be edited >.<



RumbleBadger
Profile Joined July 2011
322 Posts
September 06 2011 19:52 GMT
#2
Awesome map! Especially for just your second map... wow. Great aesthetics and a nice layout.

Some hopefully helpful criticism:
Aesthetically I can't add much (it's pretty sweet), although the underwater areas seem a little bland... I'd have to play on it to see how it looks though. Is it uploaded on NA?
Also a question, did you use snow textures or just white sand textures for this? + Show Spoiler +
If snow ones then I would like to ask how to get them... I can't seem to find them no matter where I look.

As for layout, it seems quite solid. I love the design and the highground center and lowground outskirts... looks like a fun map. The only thing I might add is that while the first 4 bases are clear, taking a 5th base (which, I know, rarely happens) is quite annoying. The bases are just too central to really justify taking the base as it will likely be taken down shortly. Perhaps shifting those bases ever so slightly to one side or the other would make it clear who takes which base, but still makes it tenuous to hold as the opponent can still easily attack.
For a deeper explanation on why I think the 5th base needs fixed, click the spoiler: + Show Spoiler +
Basically, a zerg player can gain an early advantage by taking the clear first 4 bases quickly (at the risk of having a smaller army). However, once a toss or terran opponent takes their fourth base and then is getting the same income as the zerg player, the more cost effective toss/terran units will be able to defeat the zerg armies. A zergs solution to this is getting more bases for more income, but further bases would be impossible to hold against a maxed toss or terran army. This isn't a huge problem, but something to think about in future maps maybe? I know that I have this same problem on one of my maps and it's not something that is easy to fix, but maybe something to think about in the future.

Overall a great map!
Games before dames.
-Anomaly-
Profile Joined July 2011
Sweden11 Posts
September 06 2011 20:19 GMT
#3
Wow thanks for the awsome comment :D

I had about the same thoughts as you regarding the 5th expansion. The first four are relatively safe and the fifth will be hard to hold.
At first I didn't even had the small rocks guarding the fifth but realised quite fast that something would be needed to make it atleast a little harder to breach.

As for the textures I only used Meinhoff textures. But I've been looking around a little for snow textures as well thinking it could be fun and found this youtube video.
Snow Texture
hope it will help

It's not uploaded on NA, sorry about that.

Thanks alot!


NickMP
Profile Joined February 2011
United States46 Posts
September 06 2011 20:46 GMT
#4

If snow ones then I would like to ask how to get them... I can't seem to find them no matter where I look.

They are kind of "Hidden".
You have to look in the data editor under "Terrain Textures".
And you have to create entirely new files for its textures.
Or modify exsisting files.
Its somewhat complex, but if you've dealt with textures before it shouldn't be to hard.

As for the map.
I like it, it looks pretty intresting, with easy to take bases.
(I'm only platinum, so take this post with a grain of salt.)

+ Show Spoiler [Strategy] +

In TvZ something i would likely do would be to 1 Rax FE and expand down or up the sides, while trying to hold the middle of the map with Marine/Tank/Thor/Medivac.
While using a reactered factory to apply constant hellion pressure/harass/scouting.

Opinion on matchup balance for this map :
Overall the map looks interesting for this matchup, however, as was mentioned by the poster above me, it looks like it could end in such a way that the Zerg(Or even the Terran) run out of places to expand to, which can be frustrating.

In PvZ, i would do something similar, off of Forge FE, except i would expand along the top and bottom sides with the differences of the Protoss army's speed/fighting style.

Opinion on matchup balance for this map :
Once again, nothing seems to glare out on this map, except the problem of Zerg running out of expos.
But overall it looks like both TvZ and PvZ would be fun on this map,

As for TvP, it looks like the main Tactic the terran would use in a large macrco game would be to drop like a mad man, i'm not really sure what the Protoss would opt in to do, but i would likely run around and split off 3~5 zealots to take out a base/kill some SCVs.

Overall opinion on matchup baalnce on this map :
Honestly, TvP is prolly the matchup i understand the least, so i'll just abstain from saying anything.

Not gonna list PvP or ZvZ, however, i will say TvT looks pretty interesting.
I'm trying to learn how to play tetris A type music by lowering/raising my Supply Depots.
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