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[M] (2) Xel'Naga Avenger

Forum Index > SC2 Maps & Custom Games
Post a Reply
Destructicon
Profile Blog Joined September 2011
4713 Posts
November 10 2011 12:13 GMT
#1
Title: Xel'Naga Avenger v 0.1

Made by: Destructicon
Published on: EU

Overview Image
+ Show Spoiler +
[image loading]


In Game Description:
The main bases are clsoe by air, the natural is close and well protected. Further expansions push across the borders of the map. The gold bases are exposed near the center of the map. The Xel'Naga Towers oversee the main attack paths.

Introduction:
This map was one of my entries into the TL MC. I wanted to go for a space themed map and add my own twist to it, I realized that no one had made a truly playable map what looked entirely like a spaceship, everyone had build space platforms. So I set about building the map so it would look like a ship, that was my concept.

Pictures Aesthetics:
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[image loading]


Data Aesthetics:
Ulnar texture set, no modifications.
1360 doodads
Default lighting

Pictures Gameplay:
+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]


Angled Overview:
+ Show Spoiler +
[image loading]


Gameplay Data:
Playable bounds: 148*142
Number of Starting locations: 2
Number of bases: 8 regular bases, 2 gold bases
Number of XWT: 2
Number of destructible rocks: 4

Balance comments:
Because the rush distance from nat to nat is small, I added a some destructible rocks in the middle by the XNT to slow down some pushes and I also added some rocks on the natural expansion's ramp so that it could be better defended early game while not being too narrow later game.

The biggest problem though, and what I've gotten feedback about when I posted it to TLMC, was as I suspected, the fact that the map is a bit to turtly with the 3rd base being the way it is.
My goals for the immediate future are to open the map up a little so that more interesting games can be played.

Change Log: N/A
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
a176
Profile Blog Joined August 2009
Canada6688 Posts
November 10 2011 13:15 GMT
#2
I was really interested when I saw this map in the thread. I would really like to take a closer look at the map, but you are in EU so I can't. Do you mind PM'ing me the map?
starleague forever
Hassybaby
Profile Blog Joined November 2010
United Kingdom10823 Posts
Last Edited: 2011-11-10 13:25:50
November 10 2011 13:24 GMT
#3
I haven't tried the map yet, so I can't say how it would play out, but going on the comments that you've received, what if you moved the gold bases closer to the middle, and added a ramp to the third, where the gold bases were. Sort of like the picture below:

+ Show Spoiler +
[image loading]


Like I said, I'm not sure exactly how it would play out, just a suggestion responding to the feedback people have said
"These guys are mindfucking me into a sex coma" | "Mayonnaise is a must-have lubricant when performing necrophilia"
Destructicon
Profile Blog Joined September 2011
4713 Posts
November 10 2011 13:27 GMT
#4
I was thinking the same thing, moving the golds towards the middle gap and adding ramps to the 3rd, still, there is a problem with the 3rds being on the highest tier so the ramp would have to be a double ramp, which I'm not sure will work. At the moment I'm doing some heavy reconstruction on my map and building two version for testing.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
Hassybaby
Profile Blog Joined November 2010
United Kingdom10823 Posts
November 10 2011 13:35 GMT
#5
Oh yeah, I see the issue there....erm....lower the 3rd so its the same level as the 4th, then do it?

This is getting complicating
"These guys are mindfucking me into a sex coma" | "Mayonnaise is a must-have lubricant when performing necrophilia"
a176
Profile Blog Joined August 2009
Canada6688 Posts
November 10 2011 14:25 GMT
#6
1. you could probably move the mains a bit outwards. this isn't to necessarily increase air rush distance, but to balance the main itself, as the closest points between the bases is fairly short, and with the position of the ramp, it would be difficult to defend drops as protoss due to the distance.

[image loading]

2. i would move the resources at nat one square closer to ramp to help with protoss walloff

3. i would remove the halos because they are god damn annoying

4. with the above poster, moving the golds to the middle is an easy fix. you could raise the terrain in that middle section and ramp it to change up the terrain, this also allows you another ramp to the third if you want though i don't really think you need it.

[image loading]

5. the biggest issue with the map is all the entire lower half. the layout just isn't right and you end up with alot of empty and useless space. just think about how people move their armies around to get an idea of where to put the bases.

[image loading]

6. an extension of the above, its hard to determine if 4 bases are enough for the map. if you can imagine, zergs are on 3 bases well under 10 minutes into the game, and that leaves them only the last 4th and gold to rely on as the game progresses. but deciding on 4 or 5 bases is difficult due to the size of the map itself as well, as the extra bases can through if off. so its something you have to think about.

ps, theres easier ways to block pathing rather than using a million pathing blocking doodads. you can literally paint it in from the pathing tab, or use pathing fills to block an entire piece of terrain with just one object
starleague forever
Destructicon
Profile Blog Joined September 2011
4713 Posts
November 10 2011 22:25 GMT
#7
Ok, I've worked today on making some of the necessary adjustments to the map, I wasn't quite sure which route to go, so I made two versions of the map so far. I'll be adjusting them an decide on a final new layout as more feedback rolls in.

So, the two versions are.
v 0.2
+ Show Spoiler +
[image loading]

Basically I lowered the height on the main, the nat and the 3rd, raised the 4th, moved the golds and added another ramp to the 3rd. It is now more vulnerable. I also changed the area between the two 4th bases, it is now high ground, and hopefully it will give more incentive to attack from there.
One downside is that, the nat expansions, which where already pretty close are now more open, I did add destructible rocks, but I'm not sure its enough.

v 0.3
+ Show Spoiler +
[image loading]

In this version the main and nat stay the same size, however I lowered the 3rd base in height and added a gap between nats and 3rds. Added a ramp to the 3rd, moved golds and also re-worked 4ths a bit.
In this version the nat should be more secure because of the high ground, and its also a bit more dynamic because it has another attack path, along with the 3rd.

That's enough for me today, I'm awaiting further feedback for tomorrow's changes.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
a176
Profile Blog Joined August 2009
Canada6688 Posts
November 10 2011 23:34 GMT
#8
its hard to discern from analyzer pics ... overview pics of the actual map plz
starleague forever
Duban
Profile Joined July 2009
United States548 Posts
November 12 2011 23:10 GMT
#9
Looks interesting. One question though. Is the natural ramp a double wide ramp that has junk on it making it a single wide? That's what it looks like but i can't tell.
An ignorant person makes a mistake. A stupid person makes it again.
Inside.Out
Profile Blog Joined December 2010
Canada569 Posts
November 12 2011 23:40 GMT
#10
i think you should still put a single neutral base in the bottom left corner
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
November 14 2011 08:03 GMT
#11
The golds are incredibly open. You either need to create some sort of choke point(s) or barriers around the gold, or if you intend on keeping the openness you need to just remove the gold rocks entirely. It's either safe and blocked, or unsafe and open.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Destructicon
Profile Blog Joined September 2011
4713 Posts
November 20 2011 00:23 GMT
#12
Ok, I took a small break from working on maps, I finally did some more tweaks this week, so here is a newer version.

Overview Image
+ Show Spoiler +
[image loading]


Analyzer Image
+ Show Spoiler +
[image loading]


In short, I re-worked the nat a bit, pushed the mineral line back a bit and changed the orientation of the ramp from main to nat.
It results in the rush distance from nat to nat going up from 105 to about 112, very similar to the rush distance on Metalopolis close by air. The rush distance from main to main also went up to 153.
I also failed to take into consideration last time that, since the golds are now more exposed they don't require rocks, this has been rectified.

Since the nat is on high ground compared to meta's low ground, I think it should be a bit more secure despite the relative low rush distance.

With the 4ths on high ground now and a high ground path between them compared to the rest of the map it should encourage more use of that path way late game.

What bothers me now though is how the openness has really grown, I'll need to figure out how to fix that later.
Anyway, I'm looking forward to more feedback and I thank you for the feedback so far.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
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