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Active: 627 users

[M] (4) Zeta Sector

Forum Index > SC2 Maps & Custom Games
Post a Reply
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2011-10-19 14:09:12
October 03 2011 05:20 GMT
#1
Zeta Sector v1.2
published on: NA

[image loading]

Essentially a mobile prison colony, the 128b 'Zeta Sector' Construct was built to support major Dominion engagements with a nearly limitless supply of resocialized warriors.

+ Show Spoiler [overview] +

[image loading]

+ Show Spoiler [analyzer summary] +

[image loading]

+ Show Spoiler [walloffs and creep(outdated, but valid)] +

[image loading]


+ Show Spoiler [beauty shots] +

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


+ Show Spoiler [old versions] +

1.1
[image loading]
1.0
[image loading]


STATS

dimensions: 144x144
spawns: 4
total bases: 14 (2 gold) (2 island)

rocks: 2
watchtowers: 0
los: many circular patches in middle, small patch in main

tileset: castanar with port zion tiles, char backdrop
doodad count: 634

rush distances:
main2main: 115 close, 145 cross
nat2nat: 100 close, 130 cross

FEATURES:

My goal with this map was to make a small 4spawn map that isn't terrible like Delta Quadrant, and doesn't rely on forced spawns like Searing Crater.

Freaking out on the words "Delta Quadrant"? take a look at this:
+ Show Spoiler [scale comparison to DQ(outdated, but s…] +

[image loading]

As you can see from the comparison to DQ, the nat2nat distance is about twice the distance of DQ's and the middle of the map is much more open. I is also possible to expand to the gold as a third without having to break rocks.

Still freaked out? Tell me why and help me improve this map!

The secondary goal is to create variation with spawns, there are 4 different spawn possibilities, each slightly different, similar to a "two in one" type map.

CONCERNS

close spawns with gold between them: too terran favored?

island: good idea?

too short rush distances?

probably many other things, I am not an expert mapper or player.

FEEDBACK AND SUGGESTIONS

Please post you feedback, comments or suggestions so that I can improve this map!

Thanks for reading!
This is it... the alpaca lips.
Fishgle
Profile Blog Joined May 2011
United States2174 Posts
October 03 2011 05:46 GMT
#2
A bit small, which is your intention. I don't think gold bases on this map is a good idea. Both 3rds and 4ths will be golds on this map, probably, which benefits terran. I would use normal minerals at all expansions.

Other possibly problematic things: Sieging from the gold to the main. Sieging from behind the rocks into the natural.
aka ChillyGonzalo / GnozL
Mullet_Ben
Profile Joined August 2011
United States54 Posts
Last Edited: 2011-10-03 05:58:09
October 03 2011 05:55 GMT
#3
I like it. The expansion layout is super smart. I gives you the option of expanding towards or away from your opponent in every position. On the other hand, it's absolutely tiny. If it were 135 close, and some larger number cross, that would be okay, but 106 is nearing on close-spawn metal/shattered distance. Perhaps if the shortest path is through the third, putting some rocks at one of the ramps could extend the rush distance, while not really hurting the ability to take/defend a third (on certain spawns it would resemble XNC).

I don't know what you hope to achieve with the gold bases, since essentially all your choices for thirds are gold. It doesn't create any interesting choices. They might as well all be blue mineral expands.

And finally, other than making the natural a bit more vulnerable, I don't understand the intention of the back pathway blocked by rocks. It seems like something that could introduce some positional advantages, if it's even used at all.

EDIT: The other poster mentioned sieging from the third to the main, which I didn't consider much of an issue, except that the main is already a little small. It might make it a little hard to put down buildings with a small main and the ability to siege from the gold.
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
October 03 2011 06:12 GMT
#4
What is up with all the tiny maps recently? I just dont see the point in them as rushing is also viable on bigger maps. All it really does is makes an really oukward midgame.
I dont like it how in XvZ in no cross spot, you take third and then you have a contain on your enemy.
Qegixar
Profile Joined May 2011
United States46 Posts
October 03 2011 14:56 GMT
#5
Biggest problem I see is the size of the mains. Most maps have 28-32 CC mains. Xel'Naga Caverns is there on the very smallest side of the main size spectrum, and it's 21.5 CCs. 18.9 is not enough space, especially with the LoS blockers taking up a good chunk of it.
Callynn
Profile Joined December 2010
Netherlands917 Posts
October 03 2011 22:12 GMT
#6
I think this map is extremely interesting! The high ground gold that is seemingly easy to take is covered by the high ground of a possible opponent. That is a fascinating concept. For 1v1 however I feel the amount of gold is too easy to take. For 2v2 this is extremely nice. I would vouch for this one as a 2v2 map.
Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
Namrufus
Profile Blog Joined August 2011
United States396 Posts
October 03 2011 23:26 GMT
#7
Thanks for all of the feedback!

here's what I am thinking of doing:

[image loading]
+ Show Spoiler [analyzer summary] +

[image loading]


main2main = 115 close, 145 cross
nat2nat = 100 close, 120 cross

the most obvious change is that I have replaced two of the golds with blue minerals, and the golds can now be harassed by units on the lowground arm from the natural and have larger ramps.

-moved rocks to reduce the threat of seiging the natural from te lowground path.
-increased the size of the main, also increasing rush distances slightly.
This is it... the alpaca lips.
Gl!tch
Profile Joined December 2010
United States573 Posts
October 04 2011 00:42 GMT
#8
With the gold base change you would have to make it only cross spaws to maintain positional balance. I like the idea though, as it makes the small map larger in the sence that you will always be cross position.
“I mean, they say you die twice. One time when you stop breathing and a second time, a bit later on, when somebody says your name for the last time.” ― Banksy
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2011-10-04 01:03:51
October 04 2011 01:02 GMT
#9
On October 04 2011 09:42 Gl!tch wrote:
With the gold base change you would have to make it only cross spaws to maintain positional balance. I like the idea though, as it makes the small map larger in the sence that you will always be cross position.


I will argue that this does not introduce any more positional imbalance from a standard rotational symmetry.

if you compare this version to the original, assuming close spawns and each player expands away from each other:
+ Show Spoiler [original] +

[image loading]

+ Show Spoiler [with gold change] +

[image loading]

expansion order is marked with numbers, base entrances marked with lines

because the central bases are equidistant from each of the nearest naturals, half of the bases can be changed while preserving the same positional balance as the original. One spawn has a base that can be more easily harrassed and has an extra entrance, but that was the case in the original too.
This is it... the alpaca lips.
FlaShFTW
Profile Blog Joined February 2010
United States10158 Posts
October 04 2011 01:05 GMT
#10
On October 04 2011 09:42 Gl!tch wrote:
With the gold base change you would have to make it only cross spaws to maintain positional balance. I like the idea though, as it makes the small map larger in the sence that you will always be cross position.

yes agreed. needs to be cross spawns only.

I really like the idea, however i dont like the lack of bases but what i do like is the Brood War map Zodiac!!!

Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2011-10-06 00:56:26
October 06 2011 00:54 GMT
#11
On October 04 2011 10:05 FlaShFTW wrote:
Show nested quote +
On October 04 2011 09:42 Gl!tch wrote:
With the gold base change you would have to make it only cross spaws to maintain positional balance. I like the idea though, as it makes the small map larger in the sence that you will always be cross position.

yes agreed. needs to be cross spawns only.

I really like the idea, however i dont like the lack of bases but what i do like is the Brood War map Zodiac!!!



huh.

I might actually steal those island bases

+ Show Spoiler +

[image loading]

+ Show Spoiler +

I have no idea what I am doing with this map anymore
This is it... the alpaca lips.
Namrufus
Profile Blog Joined August 2011
United States396 Posts
October 11 2011 02:57 GMT
#12
Sorry for double post, but OP is updated to be more official looking!
The map has also be updated to the latest version on BNet, NA server.

I am still looking for feedback on this map's layout as it is still a work in progress.

Please post your comments, feedback and suggestions so that I can improve this map!
This is it... the alpaca lips.
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