![[image loading]](http://i.imgur.com/XLmtM.jpg)
Ilio Volta v1.2
Hello, TeamLiquid.
I would love to present to you, for your criticisms, assessments and verdicts, the result of my second foray into the Galaxy Map Editor. I was initially inspired by the excellent ESV Cloud Kingdom and then by Brood War's famed Blue Storm to create an alien island floating through the dark of deep space.
My design philosophy with this map (believe me, I have tried!) was to encourage aggressive mid-game styles, slews of counter-attacking and an emphasis on army movement and positioning. I hope that all of the races will be encouraged to open with 2-base plays barring some matchups (PvP, ZvP), and hopefully once each player takes their third, their fourth will be both easy and tempting. My hope is that the aggressive mid-game will progress into an equally entertaining late-game scenarios.
Map Information:
Published: EU, NA servers
Playable Bounds: 148 x 156
Full Bounds: 168 x 184
Spawns: 2 (7 o'clock and 1 o'clock)
Overview:
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![[image loading]](http://i.imgur.com/QZMwC.jpg)
Large Overview
Angled Overview:
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![[image loading]](http://i.imgur.com/MxU2S.jpg)
Hypothetical Dynamics:
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This is how, in my mind's eye, I sort of see the this map playing out in a very generalized fashion. I'm adding this section in not to tell people how the map should be played, but rather to help me improve it. This is simply theory crafting, and your criticisms are appreciated!
I've tried to design the main and naturals so that it would be easy to do 2 base plays: there is a smallish choke to the natural (see Wall-Offs section) and a ledge overlooking it. This should help a little with defending baneling busts, early rax pressure and early offensive gateway timings. Furthermore, there are destructible rocks that should aid the defender with getting a good concave once he steps outside his natural.
I see the player who is willing to split his army and multitask as the favourite on this map; I've created (for now) three illustrations in which I humbly attempt to demonstrate how the player who tries to go for the death push is at a disadvantage against the player who abuses good positions and lots of counter attacking.
Legend:
Blue: A player whose strategy rests on doing a focused death-push, for instance a Colossus Death-ball player or a Terran Mech Player.
Red: A player whose strategy revolved around a lot of harassment, counter-attacking, small engagements and probably a fairly mobile force
Yellow: Non-committal aggression from the Red player.
Filled Ciricles: Bases taken
Empty Circled: Army positions
Barbed Concaves: Advantageous positions taken by the defending army or parts of it.
I am not a pro-player, and with good reason: I kinda suck at this game. So I'd love to hear peoples thoughts: perhaps I'm right about these, perhaps I'm wrong, perhaps I'm right but for the wrong reasons.
So as I mentioned I see two-base play sort of straight forward, with the defender typically at an advantage. But with 3 base play, the player who even in defense splits up his forces can carve out a victory:
![[image loading]](http://i.imgur.com/O6wV8.jpg)
4 base play starts to really divide the map up, but there are so many counter-attack paths that a very aggressive player can force a base race or an ill-timed desperation push. If he prepares for it by assuming good positions and splitting his army correctly (very tough to do) he may almost immediately secure the win:
![[image loading]](http://i.imgur.com/rmQZb.jpg)
When each player arrrives at 5 bases and the map is completely split, even a very well-entrenched, defensive player will find it difficult to cover all of his bases and manage his opponent's expansions at the same time:
![[image loading]](http://i.imgur.com/j0Fkm.jpg)
Maps like Tal'Darim have massive open expanses in which smaller armies may be quickly surrounded, which I feel often results in timidness. Here, the terrain is not necessarily disadvantageous, but good decision making is critical in the positioning of your army. Along which avenue should you attack, and which avenues make your expansions vulnerable?
I hope this makes sense, let me know what you guys think!
I've tried to design the main and naturals so that it would be easy to do 2 base plays: there is a smallish choke to the natural (see Wall-Offs section) and a ledge overlooking it. This should help a little with defending baneling busts, early rax pressure and early offensive gateway timings. Furthermore, there are destructible rocks that should aid the defender with getting a good concave once he steps outside his natural.
I see the player who is willing to split his army and multitask as the favourite on this map; I've created (for now) three illustrations in which I humbly attempt to demonstrate how the player who tries to go for the death push is at a disadvantage against the player who abuses good positions and lots of counter attacking.
Legend:
Blue: A player whose strategy rests on doing a focused death-push, for instance a Colossus Death-ball player or a Terran Mech Player.
Red: A player whose strategy revolved around a lot of harassment, counter-attacking, small engagements and probably a fairly mobile force
Yellow: Non-committal aggression from the Red player.
Filled Ciricles: Bases taken
Empty Circled: Army positions
Barbed Concaves: Advantageous positions taken by the defending army or parts of it.
I am not a pro-player, and with good reason: I kinda suck at this game. So I'd love to hear peoples thoughts: perhaps I'm right about these, perhaps I'm wrong, perhaps I'm right but for the wrong reasons.
So as I mentioned I see two-base play sort of straight forward, with the defender typically at an advantage. But with 3 base play, the player who even in defense splits up his forces can carve out a victory:
![[image loading]](http://i.imgur.com/O6wV8.jpg)
4 base play starts to really divide the map up, but there are so many counter-attack paths that a very aggressive player can force a base race or an ill-timed desperation push. If he prepares for it by assuming good positions and splitting his army correctly (very tough to do) he may almost immediately secure the win:
![[image loading]](http://i.imgur.com/rmQZb.jpg)
When each player arrrives at 5 bases and the map is completely split, even a very well-entrenched, defensive player will find it difficult to cover all of his bases and manage his opponent's expansions at the same time:
![[image loading]](http://i.imgur.com/j0Fkm.jpg)
Maps like Tal'Darim have massive open expanses in which smaller armies may be quickly surrounded, which I feel often results in timidness. Here, the terrain is not necessarily disadvantageous, but good decision making is critical in the positioning of your army. Along which avenue should you attack, and which avenues make your expansions vulnerable?
I hope this makes sense, let me know what you guys think!
Wall-offs:
+ Show Spoiler +
![[image loading]](http://i.imgur.com/ZMtC0.jpg)
![[image loading]](http://i.imgur.com/VGycf.jpg)
(I play Zerg ... I hope these wall-offs make sense! In any case, the choke is 8 tiles long.
Textures:
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![[image loading]](http://i.imgur.com/DZ6TV.jpg)
Analyzer Images:
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![[image loading]](http://i.imgur.com/0uXUQ.jpg)
![[image loading]](http://i.imgur.com/EuFr6.jpg)
![[image loading]](http://i.imgur.com/8ErZO.jpg)
Bases and Aesthetics:
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Change Log:
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v1.0 -> v1.1:
* Broke up straight lines along sides of map.
* Moved destructible rocks to help defend third, not block it off
* Widened passage going from third toward Xel'Naga towers
* Tweaked the ledge overlooking the choke into the natural, less abusable now.
* Widened ramps flanking the Xel'Naga Towers
* Widened passage from 4th to 5th bases
* Removed Columns outside of the naturals
* Cleaned up topology in the Naturals
* Try to improve the awkward shape of the main bases
* Optimized and improved lights
* Added supply depot to bottom of ramps to prevent wall-ins.
* General polish and aesthetic improvements
v1.1 Large Overview
v1.1 - v1.2 (Current)
* Gold bases have been changed to normal bases, eliminating some circle syndrome and solving balance better.
* All bases now have 8 mineral patches and 2 geysers. This may be changed in the future depending on balance.
* The natural is no longer siegable from the cw third bases (used to be the gold)
* Slightly improved the symmetry of the map
* Widened entrances to nat to 9 tiles so that 3 3x3 structures are required to block it off completely.
* Natural mineral lines are no longer within siege range from the ramp/ledges at cw third (formerly gold bases)
* Lighting: Saturation decreased from 0.1 to 0.05
* Geysers no longer emit that hissing sound, making the map feel more space-like
* The Global and Ambient Audio Reverbs have been set to "Dizzy" to contribute to the atmosphere
* All sound emitters have been deleted
* A good deal of additional aesthetic improvements, including more refined texture painting and extra doodads
* Ilio Volta has acquired its own loading screen, engineered by yours truly.
To Do:
Update the Wall-off screenshots to reflect change in natural choke.
Credits & Acknowledgements:
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Special Thank You to:
Polygon for hosting this map on the NA server
Polygon for hosting this map on the NA server
So I'm finally done with v1.2 and I feel very happy with it - especially since it's only my second map. I've sorted out the golds I think, which will now slightly benefit slow and grinding styles such as Mech as alternatives to the existing thirds. I plan to release a 6m1hyg version of this map as well, with I think will result in encouraging more technical styles but I think it will need some altering. It might look slightly different rather than be a straight port. I am also still looking for replays on the map - any replays will be greatly appreciated and any contributers will be acknowledged!
I think I'll be back fairly soon with a new map. I think.
Of course any and all criticisms would be greatly appreciated. This is only my second map and I have a great deal yet to learn. Thank you for reading!
SeinGalton