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[M] Birthrights (Asymmetrical)

Forum Index > SC2 Maps & Custom Games
Post a Reply
Quisk
Profile Joined June 2010
United States17 Posts
Last Edited: 2011-09-18 22:43:20
September 07 2011 21:38 GMT
#1
[image loading]



Alright, I made an Asymmetric map for the [Mapping Challange] #1 Asymmetric Maps. It took me a while, and my comp crash'd a few times (a lot, a lot), but I like where it's going.

So, don't be fool'd, this map is pretty big. The bases are rather spread out, so you have to keep a nice mobile army and great map controle if you're going to survive. This is uploaded onto NA and EU servers (hosted by Zelkia on EU.)

-Title: Birthrights

-Creation Details:
+ Show Spoiler +

I wanted I map that was clearly asymmetrical and only for 2 players. I've seen a lot of entries for 3 player maps, but I personally dont' like them (3 player maps, that is.) My first attempt was a more desert theme, but it was way too big and I didn't really have a lot of great ideas for the map. So, I started over and made this one. I wanted it big, and I wanted easy naturals so that the games will always start off strong. The third base for each side is not hard to take, but can be hard to hold once the pressure really gets going.

I've had this map posted up on my team forums (Clan eXe, thanks guys! You rock!! *Plug*: http://clan-exe.enjin.com/home ) for a while and we've been working out some of the kinks. But, I'd still love any further comments/concerns



-Map Pictures: Here's the pictures of the map.
*Edit, you may have to R-Click and open image in a new tab/window to view properly. Not sure how to get them to fit, sorry. . .
+ Show Spoiler +

Top down view of the entire map
+ Show Spoiler +

Yay! A top down picture!
[image loading]


Left side first.
+ Show Spoiler +

10o'clock main and natural.
The cresent shape protects the natural while giving a good advantage over your opponent if he takes the shortest path. Rocks help protect the enterance to the natural, but are destroyable if your not carefull, (or maybe you want that.)
[image loading]

Here's a shot of some building placements. You can do a complete wall-off with 2 rax/gateways for both chokes. It takes 2 Supply Depots to block of the main choke if you wanted. The Rax's are there to show if you wanted a gap (Zealot, maybe?)
[image loading]

7o'clock base.
This is south of the left side third. This one is a little further away, and a little more open. I don't like free bases once the game is started! This base has it's back to the outer edge, making it a little more dificult for flyiers to sneak in. The third is in here as well. It's protected by the volcano on it's back side, but has openings on the bottom, left, and top. It's block'd by rocks, but it's very close to your natural and won't be hard to open it up.
[image loading]

11o'Clock base.
The last base on the left side. It's north of the main, accross the bridge. This is a little further than the 7o'clock base and less open ground, but much closer by air. That'll make it more protectable if you have a mostly air army. Choices choices. . .
[image loading]


Now for the right side.
+ Show Spoiler +

4o'Clock main and natural.
Again, the cresent shape helps to protect the natural and defend against attackers who cut it too close. And again, there's rocks.
[image loading]

The third base is in the only path to your opponent, but has less defences than the left sides third. An opening straight into your mineral line makes this an easy place to lose workers. It's gotta' compensate somewhere. . .
[image loading]

6o'Clock base.
Here, like the top left base, is a lot further by ground forces, but a lot closer for air. Same rule applies. Make sure you have a mobile army.
[image loading]

2o'Clock base. This base is closer by ground, but a bit more open, (suprise!) There is a little maze-ish area on the high ground too. Most of the map is open, so I need'd to spice it up somewhere.
[image loading]


Center of Map.
+ Show Spoiler +

This is the gold expo and watchtower. There is a small band of ground that goes above the gold mineral line. This will make it even harder to defend. Big risks, big rewards.
[image loading]

Found a cute tutoral from the TL website on how to modify your Xel'Naga Watchtower. So. . . Thanks goes out to Holiver(OP) and Ragoo for the ideas! Hope you like it. I wanted to make the watchtower activate the volcano, but I don't want to mess with triggers. Not sure if anyone would even notice it either. . .
Watchtower off
[image loading]

Watchtower on
[image loading]


Map Analyzer pics.
+ Show Spoiler +


You'll notice the influence on the gold base is slightly closer to the left side, but this is offset by the slightly larger choke on the right side. So the left side can reinforce sooner, but the right side has a more defensible position.
[image loading]
[image loading]
[image loading]



Map Specifications:
+ Show Spoiler +

-Map Size: 181x146
-Number of Players: 2
-Main Locations: 10o'Clock and 4o'Clock (Left and Right, to keep it simple)
-Number of Bases: 8+1 gold
-Mineral count on each: 8 (6 on gold) Set up just like Blizzard's - 4 close, 4 far
-Number of Golds: 1, Center of map
-Locations of Xel'Nagas: 1, at the gold base
-Locations of LOS Blockers: Some at the outskirts of the watchtowers sight. Some just north-west of the 2o'Clock base (Between the two top bases).
-Locations of Unpathable Terrain: Lots. High ground in base. Unused terrain on out sides of map. Anywhere it's a D-Bag move to put tanks. On all the doodads that affect movement (this is so it appears on the Analyzer pics)
-Locations of Destructables: 2x4 at each natural, 6x6 at each third.


Change Log:
+ Show Spoiler +

Aug 27, '11- First upload.
Aug 28, '11- Changed watchtower, added some aditional spikes around the map.
Aug 31, '11- Alter'd main bases to push back sieging on the edges to attack oncoming armies (Thanks to Zelkia). This won't prevent siege tanks from being used, but will make them slightly less effective. Also updated Analyzer Pics
Sep 7, '11- Fresh pictures. I've made a lot of changes and needed to update all the pictures so they match the current look of the map! Also, first post onto TL's website.


Old Pictures:
+ Show Spoiler +

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


Final Comments:
Thanks for look'n at this map! This is my first post on the TL website, although I've been following TL since the release of SC2! This is not the first melee map I've made, but I feel it's the only one worth posting thus far. Again, criticism welcome. I'm tough on myself, so don't be afraid to hurt my feelings (True Zergs don't have them. Look at Idra. [J/K]) Uploads of replays or vods are appreciated!

The challange was a lot of fun for me, and I look forward to doing more in the future!
Success is measured in blood; yours, or your enemy's.
Kinetik_Inferno
Profile Joined December 2010
United States1431 Posts
Last Edited: 2011-09-07 21:46:40
September 07 2011 21:46 GMT
#2
That watchtower is amazing. I can't see any glaring flaws with balance for this map, but then again, I have a fairly untrained eye. Aesthetics look amazing!

Although, the pathways seem very craggy, like the paths have been splattered by brushes. I know this is an aesthetic choice, but these prominences might provide an opportunity for siege tanks to ruin an expansions day.

Also, can you post a link to the thread that talks about modifying watchtowers?
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
September 07 2011 21:48 GMT
#3
Wow, this looks really cool. I want to see some games played on it!
Quisk
Profile Joined June 2010
United States17 Posts
September 07 2011 21:52 GMT
#4
Thanks guys, I wish I had some vods to upload, but my computer is having trouble just running SC2 at the moment.

@Kinetik_Inferno: Here's the post I read about changing the watchtower. It's real simple to follow. GL
http://www.teamliquid.net/forum/viewmessage.php?topic_id=255978
Success is measured in blood; yours, or your enemy's.
TGxTrumpCard
Profile Joined April 2011
United States29 Posts
September 07 2011 22:03 GMT
#5
TrumpCard liiiiikke... =D
Playin' Mah Trump Card
turtles
Profile Blog Joined August 2011
Australia360 Posts
September 08 2011 02:30 GMT
#6
cool. But I think I would much rather spawn on the right side as once you have a 3rd there is only one entrance into your base whereas the left side has 2. Also seems easier for the right side to get a 4th if the game goes that long.

looks like fun though
eTcetRa
Profile Joined November 2010
Australia822 Posts
September 08 2011 04:08 GMT
#7
Very interesting map.

I'm glad the guide helped and I'll be trying to update it with a more polished look and better features.

Retired Mapmaker™
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