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[M] (2) Glacial Station WIP

Forum Index > SC2 Maps & Custom Games
Post a Reply
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2011-11-30 01:23:58
November 29 2011 02:30 GMT
#1
Here is my latest project at a glance. Still an untextured beauty, but I've made some changes with the layout and terrain. Feedback is more than welcome.

Overview
[image loading]
Analyzer
+ Show Spoiler +
[image loading]
[image loading]
[image loading]


Main-Main= 45 seconds
Nat-Nat= 35 seconds

Size: 130x165

Change Log
+ Show Spoiler +

Overview
[image loading]
Analyzer
[image loading]

130x165
Main-Main= 36 seconds (in game)
Nat-Nat= 36 seconds (in game)

Aesthetics are bound to change, obviously. Mostly looking into an ice climate map, but could change my mind and do a space platform like map instead. Not too sure at this point.



Edit: Grammar and typos
Former ESV Mapmaker | @Timetwister22
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
November 29 2011 02:36 GMT
#2
Good map, maybe mains are too big. My 2 main concerns are:
-Main ramp points away from nat, really far main-nat distance.
-Easiest 3 bases.
I would say that this map is zerg unfavored for these reasons.
Moderatorshe/her
TL+ Member
Mashmed
Profile Joined September 2010
Sweden198 Posts
November 29 2011 02:40 GMT
#3
If I may suggest some things.

· I think the main choke could be moved a bit to allow for a wall-off

· Not quite sure but isnt this a bit choky? Getting good concaves here as a zerg mainly might be a bit hard.
Gosh Digglydarnit
Timetwister22
Profile Joined March 2011
United States538 Posts
November 29 2011 02:53 GMT
#4
So, I suppose I'll make it a bit more open by reducing some chokes within the middle, and fix the main to nat distance cause that can be an issue with drop and muta reaction time :/

Still not sure whether to add an island/semi island between mains or not. If anyone has any thoughts on that, would be awesome
Former ESV Mapmaker | @Timetwister22
Ragoo
Profile Joined March 2010
Germany2773 Posts
Last Edited: 2011-11-29 13:48:13
November 29 2011 03:21 GMT
#5
The mains are too big, they should be 40 CCs at a max.

I think the fourth and fifth make sense BUT I don't see them coming into play very much. With 3 easy full bases I see a lot of turtling and Deathball pushes going on here. Especially cos the rush path is pretty direct and you can hardly outmaneuver your opponent.
At least all the bases have an air vulnerability I guess...

What I also don't like if the expansions are so clearly assigned to the players. There's no expansion you fight over, just your 5 bases and the enemy's 5 bases. I wish there was on more expansion between the mains. I think an island would help Zergs make even more use of mutas and stay ahead 1 base of the opponent. Especially when the enemy decides to turtle on 3 base. Also you'd use space better, right now it's such a big gap.

I wish instead of the tower there was a highground or something in the middle. I don't like a tower directly in the attacking path, I know you want to put some emphasis on holding the middle but tower in the midddle... dunno seems unimaginative. Towers like that tend to dumb down the game I feel. Makes good scouting and army control less important.

So yeah this is solid work for a newcomer but quite some flaws. I wonder, will you be doing mirrored 2p maps like that forever?
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Timetwister22
Profile Joined March 2011
United States538 Posts
November 29 2011 04:13 GMT
#6
Good feedback good to hear. Learned lots. As far as 2p mirrored maps, i think not. I drew out many maps during a super boring 80 min class, this just happened to be one of them, and the first i put into the editor. I have a few 4p map ideas as well
Former ESV Mapmaker | @Timetwister22
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
November 29 2011 05:16 GMT
#7
--- Nuked ---
RumbleBadger
Profile Joined July 2011
322 Posts
November 29 2011 05:24 GMT
#8
So I have a few ideas that you can take or leave. Overall, good map though, especially for your second one (though it's hard to top the success you've had with the first one).

Some notes: Mains way too big (generally you want from between 30 to 35 because smaller than that and it's hard to get a good amount of production and too big you get drop problems and it becomes hard to defend your own main and that's bad). Easy fix though, just push the mineral lines towards the natural a little and then take off the space. Make sure that you can't siege the main from anywhere on the third though.
Like others have mentioned, you should move the ramp so walling at the nat is easier.
There are no central bases. While this isn't a huge problem, it can often lead to the map being split very easily. Sometimes a central base can help break that up and create some more interesting play. It's not a necessary fix, especially since the two frontmost expansions for each half are on totally opposite sides of the map.
Lastly, and by far the most nit-picky: Some people get a psychological advantage when they feel they are attacking "down" the map. Because of that, reflectional symmetry 2p maps usually have a vertical line of reflection. I don't know if it really matters, or if you really care enough to change it, but maybe something to think about in the future? If you really want to fix it (and don't feel pressured to) then you can just highlight all the terrain and make sure the bounds are big enough and then just go to edit>rotate>90degrees. But then you'd also have to recreate all the mineral lines and that's not fun... so don't feel pressured to do this.

Anyways, I have a few ideas about the map more specifically so I made a drawing (debrief below)!
+ Show Spoiler +
[image loading]

First of all, I drew my suggestion for how to fix the main ramp.
Second, for the third, I think it might be fun to have another ramp perpendicular to this one where the edges just barely touch and then put one of the larger rocks across both of the ramps. I don't know how it would affect things really, but it's fun and also makes taking the fourth a bit easier, which can be a good or bad thing.
Third, I highlighted in red an asymmetrical spot (center) and a glitched ramp spot (left) that are easy fixes you can do, although making the center perfectly symmetrical isn't really all that important.
Lastly, I drew in two possible central expansion spots. The right one would make the right side expansions more crucial, and the left side one would require some amount of space and would be easily harassed and would require you to probably remove or shrink some of the little holes in the center of the map. Personally I prefer the right side expansion but if you want to deviate from the standard you could do the left side one. Or both. Or you could flip the left side expansion. Really up to you.

Again, overall, a good map. Can't wait to see what you come up with next.
Games before dames.
BlueBoxSC
Profile Blog Joined October 2011
United States582 Posts
November 29 2011 05:52 GMT
#9
Fourth/Fifth look very hard to hold as Z, but maybe that's just me. Lots of cliffs, interesting for Protoss, I guess. Cool map, looking forward to playing it, still. :D
BwCBlueBox.837
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
November 29 2011 07:42 GMT
#10
For a second map this is alright. You're trying to follow the same concept as Haven's Lagoon, and I highly encourage you to expand from there and try a new concept.

Now, balance-wise, the immediate thing I noticed was the choke into the natural. It doesn't make sense. The natural is super safe with a choke like that where you might as well just run up into the mains.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
fenix404
Profile Joined May 2011
United States305 Posts
November 29 2011 09:09 GMT
#11
anyone see the skull? turn your head left.
"think for yourself, question authority"
XenoX101
Profile Joined February 2011
Australia729 Posts
November 29 2011 09:14 GMT
#12
It's like a reverse Haven's Lagoon, pretty cool
Ragoo
Profile Joined March 2010
Germany2773 Posts
November 29 2011 13:53 GMT
#13
Oh I forgot the main ramp. As others said that has to be changed. You can neither wall in from the ramp to the nat nexus/OC/hatch, nor can you wall the nat choke, cos the ramp is sticking out in the open.
Something Blizzard likes to do but which is horrible in case you want a safe nat on your map (and in most cases you want that).
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Timetwister22
Profile Joined March 2011
United States538 Posts
November 30 2011 01:25 GMT
#14
Updated terrain. Added two contested bases, rocks between 4ths, changed ramps and natural, shrunk mains, and brought 5ths a bit closer in hopes of giving zerg an easier time. If all goes well, I'll start working on those aesthetics....
Former ESV Mapmaker | @Timetwister22
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
November 30 2011 01:48 GMT
#15
Now the rush distance is too long.
Moderatorshe/her
TL+ Member
Ragoo
Profile Joined March 2010
Germany2773 Posts
November 30 2011 02:01 GMT
#16
Btw can you post analyzer rush distance for nat2nat next time? I think I'm not the only one who doesn't know how to measure in seconds.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Timetwister22
Profile Joined March 2011
United States538 Posts
November 30 2011 02:37 GMT
#17
Btw can you post analyzer rush distance for nat2nat next time? I think I'm not the only one who doesn't know how to measure in seconds.

Look again
Former ESV Mapmaker | @Timetwister22
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
December 01 2011 18:14 GMT
#18
The choke into the natural is still too small dude.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
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