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Active: 19295 users

[M] (4) Barren Wasteland

Forum Index > SC2 Maps & Custom Games
Post a Reply
Mashmed
Profile Joined September 2010
Sweden198 Posts
Last Edited: 2011-10-06 07:10:09
October 05 2011 19:57 GMT
#1
Barren Wasteland
[image loading]

Size 148x140 (full 168x168)
Expansions 10 regular (8 minerals, 2 gas), 2 gold (6 rich minerals, 2 gas)
Xel'Naga Towers 4
Destructible Rocks Rejoice! There are none!
Not uploaded yet

Comments

This is my 'third' serious map, the other ones are
[Pyramus Outpost] and [Valhalla Outback]. This map is a 2-player map with 4 spawn locations. It is fairly open and control of Xel'Naga Towers are key to spotting early agression or cheeses.


Overview
+ Show Spoiler +
[image loading]


45º
+ Show Spoiler +
[image loading]


XNT Range
+ Show Spoiler +
[image loading]


Analyzer Pictures

Cross-Map Bottom of mainramp>Bottom of mainramp 40 Blizzard Seconds

Close-Pos Bottom of mainramp>Bottom of mainramp 30 Blizzard Seconds
Gosh Digglydarnit
GrimReefer
Profile Joined March 2011
United States442 Posts
October 05 2011 20:09 GMT
#2
nice looking map.
You're rapping about homosexuals and Vicodin, I can't sell this sh*t.
BeeNu
Profile Joined June 2011
615 Posts
October 05 2011 20:11 GMT
#3
Very cool map design, I like the layout a lot. The ledges behind the mains could be a bit concerning if Siege Tanks can bombard the main from there but I'm not totally sure of the range distance, might only be able to hit an gyser from there but but still.


also if you're looking for a working analyzer the one in this link works http://bayfiles.com/file/13YJ/LPBAIe/sc2mapanalyzer-src-build.zip
StiX
Profile Joined September 2010
Netherlands220 Posts
October 05 2011 20:12 GMT
#4
Too many chokes to be a proper map in my opinion.. Still a cute design and it looks detailed..
"Think for yourself, question authority" Timothy Leary
Mashmed
Profile Joined September 2010
Sweden198 Posts
Last Edited: 2011-10-05 20:28:56
October 05 2011 20:27 GMT
#5
On October 06 2011 05:11 BeeNu wrote:
+ Show Spoiler +
Very cool map design, I like the layout a lot. The ledges behind the mains could be a bit concerning if Siege Tanks can bombard the main from there but I'm not totally sure of the range distance, might only be able to hit an gyser from there but but still.


also if you're looking for a working analyzer the one in this link works http://bayfiles.com/file/13YJ/LPBAIe/sc2mapanalyzer-src-build.zip


If you are thinking of the ones that are not connected to any actual land on that level then those are only decorational and will be filled with doodads later. If it's the one by the natural I guess I could see but it's the natural so if you onebase until terrans gets tanks then I hate you (I'm a zerg)

On October 06 2011 05:12 StiX wrote:
+ Show Spoiler +
Too many chokes to be a proper map in my opinion.. Still a cute design and it looks detailed..


Really? All I see when I make maps are 'too many chokes' either you all are zergs or I don't get how big "open" space really is supposed to be.

Gosh Digglydarnit
w00kies
Profile Joined May 2011
Germany25 Posts
October 05 2011 21:10 GMT
#6
Nice Map, but reminds me to this awful 2v2 Map
Sorry for bad English
RyLai
Profile Joined May 2011
United States477 Posts
October 05 2011 22:03 GMT
#7
On October 06 2011 05:27 Mashmed wrote:
Show nested quote +
On October 06 2011 05:11 BeeNu wrote:
+ Show Spoiler +
Very cool map design, I like the layout a lot. The ledges behind the mains could be a bit concerning if Siege Tanks can bombard the main from there but I'm not totally sure of the range distance, might only be able to hit an gyser from there but but still.


also if you're looking for a working analyzer the one in this link works http://bayfiles.com/file/13YJ/LPBAIe/sc2mapanalyzer-src-build.zip


If you are thinking of the ones that are not connected to any actual land on that level then those are only decorational and will be filled with doodads later. If it's the one by the natural I guess I could see but it's the natural so if you onebase until terrans gets tanks then I hate you (I'm a zerg)

Show nested quote +
On October 06 2011 05:12 StiX wrote:
+ Show Spoiler +
Too many chokes to be a proper map in my opinion.. Still a cute design and it looks detailed..


Really? All I see when I make maps are 'too many chokes' either you all are zergs or I don't get how big "open" space really is supposed to be.



Think about it this way... How many locations are there where you can get TOTALLY fucked over by 3 Force Fields? Quite a few of them... Some might need 4, but other than for defensive purposes, excessive chokes in the middle of the map tends to favor Protoss, then Terran, then Zerg gets fucked.

If you're looking for open space, think about the center designs of Taldarim Altar, Crevasse, Shattered Temple, to some extent - Shakuras Plateau, Searing Crater, Nerazim Crypt, and Terminus (or any edition). These are off the top of my head. Generally, on these maps you have an area(s) where you can easily engage in 200/200 fights with all or nearly every unit attacking. It results in macro games being favored because your units can actually fight. On your map, you need to go through several chokes just to get anywhere. It really limits mobility of larger armies against armies that can take advantage of clumped armies with splash damage (Protoss and Terran). That's just my look at it. And I never liked split chokes for the natural. It's one of the dumbest ideas ever...
Mullet_Ben
Profile Joined August 2011
United States54 Posts
October 05 2011 22:06 GMT
#8
All these Zergies are used to ladder maps. Shattered Temple, Nerazim Crypt, Antiga Shipyard, Tal'Darim Altar; I think they've forgotten what Xel'Naga Caverns looks like.

Anyway, it seems to me that in North/South (and even cross) spawns, the gold base isn't really too much harder to defend than the blue mineral base, but maybe that's just me. East/West I'd doubt you'd even try and take either of those bases.

I'd like to see how far those watchtowers reach. A shame the analyzer doesn't work properly.

I really like the texturing work. Solid layout, too. Good work.
NewSunshine
Profile Joined July 2011
United States5938 Posts
October 05 2011 22:54 GMT
#9
I see Blistering Sands mixed with Backwater Gulch, as a first impression.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2011-10-05 23:15:18
October 05 2011 23:12 GMT
#10
--- Nuked ---
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
October 06 2011 00:30 GMT
#11
On October 06 2011 08:12 Barrin wrote:
I see a lesser version of TPW Crimsonite :o Sorry but these 4p 12-16 base mirror symmetry maps are getting old much like the 16base 4p rotational symmetry style did.

*resists temptation to rename thread "Barrin's Wasteland" for a minute or two*

Lol remember my map?
Moderatorshe/her
TL+ Member
Mashmed
Profile Joined September 2010
Sweden198 Posts
October 06 2011 06:13 GMT
#12
On October 06 2011 08:12 Barrin wrote:
I see a lesser version of TPW Crimsonite :o Sorry but these 4p 12-16 base mirror symmetry maps are getting old much like the 16base 4p rotational symmetry style did.

*resists temptation to rename thread "Barrin's Wasteland" for a minute or two*


The problem for me is, what else is there you could do? 2p maps are quite boring in my mind. 3p maps are a hassle and soon they will also be "mainstream" and "boring" because everybody is doing those. There are not an infinite number of versions of maps you can do.

Unless we go beyond 4 bases, which in sc2 is something quite hard to do? Since the maps would be so much bigger. I have some ideas for how you could do more than 4p maps also a "new" way of 2p maps.
Gosh Digglydarnit
a176
Profile Blog Joined August 2009
Canada6688 Posts
October 06 2011 06:22 GMT
#13
Spawning North/South ... the third is kind of far to take
starleague forever
Mashmed
Profile Joined September 2010
Sweden198 Posts
Last Edited: 2011-10-06 07:09:39
October 06 2011 07:02 GMT
#14
On October 06 2011 15:22 a176 wrote:
+ Show Spoiler +
Spawning North/South ... the third is kind of far to take


True but in those positions you have a real chance of actually getting the gold base.

And here is the Xel'Naga Towers sight range, it is a rough estimate done in photoshop from looking at the editor range.
+ Show Spoiler +
[image loading]


Gosh Digglydarnit
Fealthas
Profile Joined May 2011
607 Posts
October 07 2011 01:01 GMT
#15
Nice map design as someone said.
Reminds me of shattered temple for some reason
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
October 07 2011 01:15 GMT
#16
On October 07 2011 10:01 Fealthas wrote:
Nice map design as someone said.
Reminds me of shattered temple for some reason

This is probably because of the 2 possible thirds available to you, but it reminds me more of metal because both of them can be taken instantly (no rocks)
Moderatorshe/her
TL+ Member
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