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[M](2) Rezar'e Island

Forum Index > SC2 Maps & Custom Games
Post a Reply
erazerr
Profile Joined March 2011
Australia86 Posts
Last Edited: 2011-12-26 14:27:18
December 26 2011 13:57 GMT
#1
Rezar'e Island Version 1.0
Published on NA
Created by erazeR


Playable Area Overview:
+ Show Spoiler +
[image loading]


Full Area Overview:
+ Show Spoiler +
[image loading]


Analyser:
+ Show Spoiler +
[image loading]


+ Show Spoiler +
[image loading]


DETAILS:
Map Name: Rezar'e Island (Ree-zar-e or Ree-zar)
Spawn positions: 2
Full Area:192x192
Playable Area: 172x156
Textures: Bel-Shir template
Bases: 12 Blue bases (zero golds)
XWT: 2
Rocks: 2

Hi everyone, this is my first map I have created for Starcraft 2. When designing the layout, I used my personal knowledge on what I would like in most maps to create this one.(Easy to defend early-game Natural base, contestable yet not impossible to get third etc). In this map I used the Bel-Shir template as I like the looks of the protoss worlds in Starcraft 2.

In-game description:
Two player macro orientated map. Your first expansion is easy to defend for the beginning of the game. The third base is harder to hold with multiple entrances and relatively open spaces. Use the Xel-Naga-Towers to view the middle areas of the map.

---

Thanks and feedback and suggestions are welcome!
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2011-12-26 23:37:09
December 26 2011 16:53 GMT
#2
I really like it, but it's also really huge. It has a lot of interesting features, but those rush distances you'll find are quite large. Otherwise, it looks like a lot of time went Into this for a first map. Tip though, for the extra cliffs used in decoration. Go to pathing (hit H) and use the pathing cliff fill, this prevents any units from landing on it and somehow abusing it. According to the analyzer, all those green blobs and bits that aren't a part of the map could potentially be dropped on.

There are a bunch of little things here and there that can be worked on, like all the raised cliffs instead of holes(these cut vision), texturing here and there, and I think more importantly scale. I like the whole layout, but it's also really really big. Something more like 136x136 is standard for 2 players, sometimes bigger or smaller. But yeah, if you keep up making maps, I see really good things coming from you. Keep it up!

I also see what you did with the name
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
FlaShFTW
Profile Blog Joined February 2010
United States10347 Posts
December 26 2011 23:21 GMT
#3
this map looks really good. the only problems i have are the corner bases. i say take one out and you're set.

PFs in the middle bases looks really dangerous.

Overall great map.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Zolek
Profile Joined September 2011
United States86 Posts
December 27 2011 00:41 GMT
#4
I like it but its just too big. It has as much playable area as taldarim altar but only 12 bases. The other thing is that if you compress this down to a smaller size the two center bases are going to end up being pretty problematic with planetary fortress. I suggest compressing it down (if you want it to be HUGE for a 2 player map aim for 144x144, if you want normal size shoot for 136x130) and then rework the center bases based on the new size. This will fix the rush distances and also make the corner bases actually takeable.
Blazington
Profile Joined November 2011
Australia11 Posts
December 27 2011 02:10 GMT
#5
In before this is in GSL
AssyrianKing
Profile Blog Joined August 2011
Australia2116 Posts
December 27 2011 03:08 GMT
#6
Really nice map, immediately caught my eye
John 15:13
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
December 27 2011 07:29 GMT
#7
I made a similar map for as the bases go, with the little forest on top. Theres a problem with that however, if you spawn bottomleft, you dont have full vision of whats below ur ramp next to the trees. The cliffs + trees simply block everything there.
KCCO!
Conquerer67
Profile Joined May 2011
United States605 Posts
December 30 2011 04:39 GMT
#8
I like the map in general, though I agree with FlaShFTW in that you should take out one from each pair of corner bases. Though a rush distance of 200 main to main is kinda long.

Overall, I really like the map. It just needs a small amount of extra tweaking, then it should be a great map.
I hate when people compare SC2 and rochambeu. One race isn't fucking supposed to counter another one. | Protoss isn't OP. Their units on the other hand....
Sportnlife
Profile Joined December 2011
United States7 Posts
Last Edited: 2011-12-30 15:56:27
December 30 2011 15:56 GMT
#9
On December 27 2011 08:21 FlaShFTW wrote:
this map looks really good. the only problems i have are the corner bases. i say take one out and you're set.

PFs in the middle bases looks really dangerous.

Overall great map.

I'm inclined to agree with Flash here, having 2 bases next to each other in the corners just doesn't seem right. It'd be easy to turtle off there

Also having 2 sets of destructible debris to get into the natural is a little much, you can probably get away with one. The thing that's really cool about this map is you have your main and natural pretty easy to defend, then two relatively easy pocket expansions, but after that a 5th base would require supreme map control. And because of all the lanes of attack it'd be hard to cut the map in half. It set up for some interesting flanks it late games. I'd like to see some replays on this map to see how it plays out. But overall great job!
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