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[M] (2) Infested Caverns

Forum Index > SC2 Maps & Custom Games
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Mashmed
Profile Joined September 2010
Sweden198 Posts
Last Edited: 2011-11-02 12:15:50
October 26 2011 22:38 GMT
#1
Infested Caverns
Second attempt at a 2-player map for my TL Contest entry. Was inspired by some conceptart for Heart of the Swarm when I got my idea for this map.

Playable: 108x140
Expands: 8 (10 with active mains)
XNT: 1
Uploaded on EU

FOR THE SWARM!

Overview 1.3
+ Show Spoiler +
[image loading]

1.2
+ Show Spoiler +
[image loading]

1.1
+ Show Spoiler +
[image loading]

1.0
+ Show Spoiler +
[image loading]


Beauty Pics
+ Show Spoiler +
[image loading]

[image loading]


Analyzer pics will come tomorrow when I get home from work.

Gosh Digglydarnit
NewSunshine
Profile Joined July 2011
United States5938 Posts
October 26 2011 23:01 GMT
#2
I love the aesthetics achieved with the green pools, but the layout of the resources needs some work. the main ramp runs straight into a vespene geyser, making a really small choke leading to a ramp. And in general, the mineral lines all looked smashed against the edges of the map.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
[]Phase[]
Profile Joined September 2010
Belgium927 Posts
October 26 2011 23:02 GMT
#3
aesthetically looking real good. Could use some shmuck on the edges and in main I guess, but I like the setting you are going for, I would love to see some more char-esque maps with lot of zergy buildings around.

From zerg POV : seems like a good map for terrans to drop my main, as my spines would be all the way in the front of my nat (I like the idea with the geysers and ramp, just feels far out for me)
3rd base far off but no rocks, so thats nice too. Don't know about entrenching at the gold for terrans, but seems I can get around that too, atleast its not as bad as XNC, tho its quite a walk.
(id move the gold just a few hexes away from the ramp, not too much, so siege tanks cant hit everything coming down the ramp while sitting on the gold, but yeah, zerg bias here)
Cliff behind nat seems VERY lost temple-like, and it seems hard from preventing a drop up there as they can fly over the water and stay out of harm.
So : id say terranfavored, and dropplay very viable

Anyways you can only figuere out big flaws by testing it imo, so if you need a tester, im on EU Phase - 170, master zerg
Mashmed
Profile Joined September 2010
Sweden198 Posts
October 26 2011 23:27 GMT
#4
+ Show Spoiler +
On October 27 2011 08:02 []Phase[] wrote:
aesthetically looking real good. Could use some shmuck on the edges and in main I guess, but I like the setting you are going for, I would love to see some more char-esque maps with lot of zergy buildings around.

From zerg POV : seems like a good map for terrans to drop my main, as my spines would be all the way in the front of my nat (I like the idea with the geysers and ramp, just feels far out for me)
3rd base far off but no rocks, so thats nice too. Don't know about entrenching at the gold for terrans, but seems I can get around that too, atleast its not as bad as XNC, tho its quite a walk.
(id move the gold just a few hexes away from the ramp, not too much, so siege tanks cant hit everything coming down the ramp while sitting on the gold, but yeah, zerg bias here)
Cliff behind nat seems VERY lost temple-like, and it seems hard from preventing a drop up there as they can fly over the water and stay out of harm.
So : id say terranfavored, and dropplay very viable

Anyways you can only figuere out big flaws by testing it imo, so if you need a tester, im on EU Phase - 170, master zerg

The cliff behind the natural will only be aestetical to switch some things around, if anything that feature is zerg favored because you can safely scout the natural of other races. Tanks at the gold can barely hit the ramp if they also want to cover the edge of the Planetary on the gold.

+ Show Spoiler +
On October 27 2011 08:01 MisfortuneS Ghost wrote:
I love the aesthetics achieved with the green pools, but the layout of the resources needs some work. the main ramp runs straight into a vespene geyser, making a really small choke leading to a ramp. And in general, the mineral lines all looked smashed against the edges of the map.

The ramp leading right into a geyser doesn't really matter does it? Since the only thing I can see this ever affecting is if a terran would build a bunker there while bunker rushing and your zerglings would have to run a bit further. But if you don't have stuff down there before the bunker getting up then I'd say you're fucked anyhow.
Gosh Digglydarnit
FlaShFTW
Profile Blog Joined February 2010
United States10294 Posts
October 26 2011 23:32 GMT
#5
pretty map and good layout. im still one of those completely orthodox style people who dont like it when people make their gas geysers weird (3rd base) but its fine xD

Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
NewSunshine
Profile Joined July 2011
United States5938 Posts
October 26 2011 23:33 GMT
#6
On October 27 2011 08:27 Mashmed wrote:
The ramp leading right into a geyser doesn't really matter does it? Since the only thing I can see this ever affecting is if a terran would build a bunker there while bunker rushing and your zerglings would have to run a bit further. But if you don't have stuff down there before the bunker getting up then I'd say you're fucked anyhow.

I suppose it doesn't really matter, but it's untidy. Also, building placement behind a mineral line can be important, there needs to be some room for it at each mineral line, with the most room typically at the main.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Mashmed
Profile Joined September 2010
Sweden198 Posts
Last Edited: 2011-10-27 00:16:30
October 27 2011 00:04 GMT
#7
[image loading]

Updated the naturals and some other bases to make the areas behind mineral lines larger.

Also here is what I'm thinking of going with on the XNT. Used it on one of my older maps and ppl seemed to like it. Rocks that defend 'Your' XNT from your opponents path in the early game.

[image loading]
Gosh Digglydarnit
Mashmed
Profile Joined September 2010
Sweden198 Posts
October 28 2011 00:39 GMT
#8
BUMP

I made the map prettier, fixed the outsides and such. I can't decide which maps to send to the TL Contest do you guys think I should make a portfolio thread with my maps so that TL can chose which to send?
Overview
+ Show Spoiler +
[image loading]
Gosh Digglydarnit
FlaShFTW
Profile Blog Joined February 2010
United States10294 Posts
October 28 2011 00:42 GMT
#9
wait so bottom spawn gets a free command center??!! TERRAN IMBA ON THIS MAP!

lulz jk, nice improvments i like the different XNT addition and the 3/9 oclock change
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
October 28 2011 01:04 GMT
#10
Make the top nat mineral line like the bottom nat mineral line.
Moderatorshe/her
TL+ Member
Mashmed
Profile Joined September 2010
Sweden198 Posts
Last Edited: 2011-10-28 01:25:05
October 28 2011 01:17 GMT
#11
Wops Fixed that. Small mistakes that happen when you try to fix many things at the same thing

Published it aswell so now the newest overview is what's on bnet
Gosh Digglydarnit
Gl!tch
Profile Joined December 2010
United States573 Posts
October 28 2011 02:00 GMT
#12
I love these aesthetics, cant wait for HotS with all the new stuff (not that i've even scratched the surface when it comes to aesthetics atm).
“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
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
October 28 2011 04:02 GMT
#13
I would push the golds forward a bit into where the green stuff is and change the corner expos so that the geysers dont mess with pathing or anything (else that base might get a little messy!) Otherwise, looks awesome!
Administrator~ Spirit will set you free ~
Treadmill
Profile Joined July 2010
Canada2833 Posts
October 28 2011 06:26 GMT
#14
You might want to open up the 3 o'clock and 9 o'clock expansions with a path to the middle, to allow for flanks and the like. This map seems like it might be a little too easy to just turtle on 4 bases and go for a giant push, opening up the middle to the sides would maybe make it easier to stop a big push. Just a thought.
Mashmed
Profile Joined September 2010
Sweden198 Posts
Last Edited: 2011-10-28 14:20:58
October 28 2011 14:19 GMT
#15
Overview
+ Show Spoiler +
[image loading]


Made some edits to the 3 and 9o'clock expanions. Also added a new route from the middle to those bases. Not sure if I should put rocks or not... Not sure it will matter at the time which you would take that base anyhow.
Gosh Digglydarnit
Mashmed
Profile Joined September 2010
Sweden198 Posts
Last Edited: 2011-11-02 12:29:45
November 02 2011 12:19 GMT
#16
Made a new overview image that changes some stuff.

· Changes the mineral/geyser locations of Mains and Third.
· Changes the highground at the third to make the gold more easily accessible.

Overview 1.3
+ Show Spoiler +
[image loading]


One idea that I had and I'd like your oppinion on it, what if I switched the gold with the "4th" above/below the mains, in my oppinion that base would be harder to take than the current gold in my oppinion.

Like this
+ Show Spoiler +
[image loading]
Gosh Digglydarnit
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