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[M] (2) Ilio Volta

Forum Index > SC2 Maps & Custom Games
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1 2 3 Next All
SeinGalton
Profile Blog Joined April 2011
South Africa387 Posts
Last Edited: 2012-03-30 20:31:21
February 29 2012 00:06 GMT
#1
[image loading]

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:
+ Show Spoiler +
[image loading]


Large Overview

Angled Overview:
+ Show Spoiler +
[image loading]


Hypothetical Dynamics:
+ Show Spoiler +
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]

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]

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]

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]

[image loading]

(I play Zerg ... I hope these wall-offs make sense! In any case, the choke is 8 tiles long.


Textures:
+ Show Spoiler +
[image loading]


Analyzer Images:
+ Show Spoiler +
[image loading]

[image loading]

[image loading]]


Bases and Aesthetics:
+ Show Spoiler +

Bases:

+ Show Spoiler +
Main:
[image loading]

Natural:
[image loading]

CCW Third:
[image loading]

CW Third:
[image loading]

Fourth:
[image loading]



Aesthetics:

+ Show Spoiler +

[image loading]

[image loading]

[image loading]





Change Log:
+ Show Spoiler +

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:
+ Show Spoiler +
Special Thank You to:
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
They're coming to get you, Barbara.
niladorus
Profile Joined September 2011
Greece116 Posts
February 29 2012 00:14 GMT
#2
i dont care about the balance but i like the feel of it(seems balanced too )
Rockbeard
Profile Joined June 2011
Great Britain9 Posts
February 29 2012 01:10 GMT
#3
From these pictures I love the aesthetics and general philosophy behind this map, it looks great. Thanks for posting it on Europe, I'll give it a few goes at a more reasonable hour tomorrow, and get back with more feedback.
lSasquatchl
Profile Joined February 2011
United States309 Posts
February 29 2012 01:27 GMT
#4
Holy crap this is one of the most beautiful maps I have seen. Still working on my skills, I am so jealous.
HeavenS
Profile Joined August 2004
Colombia2259 Posts
February 29 2012 01:40 GMT
#5
wow so sexy this map
Im cooler than the other side of the pillow.
FlaShFTW
Profile Blog Joined February 2010
United States10348 Posts
February 29 2012 01:53 GMT
#6
sexy map. only problem is the one choke guarding both bases at top left and bot right bases. otherwise, very nice map.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
InfestedHydralisk
Profile Joined October 2010
Netherlands110 Posts
February 29 2012 01:54 GMT
#7
Looks like an Alien nightclub in space.
Champion seed spitting.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
February 29 2012 02:42 GMT
#8
Impressive work for a second map!
I would tend to agree that the 5th should be more open or have a backdoor. I WANT TO PLAY IT
~ ~ <°)))><~ ~ ~
SeinGalton
Profile Blog Joined April 2011
South Africa387 Posts
February 29 2012 07:20 GMT
#9
Hello!

niladorus: Thank you!

Rockbeard: Thank you, I highly appreciate it. Apologies in advance for any bugs/sloppiness you might encounter, it still needs a good deal of work. Thanks again!

ISasquatchI: Haha, thank you; Just trying to learn from Superouman and those guys!

HeavenS: Thank you!

FlashFTW: Thank you, sir! The are two ramps leading onto those islands, one between the third and the fourth and one between the fifth and the gold. Do you think it should it be more open?

Infested Hydralisk: Haha, I think it might seem less colourful in game. I'm a fan of lots of colour .

TheFish7: Thank you, sir. As I mentioned to FlashFTW, there are two ramps leading into each of those plateaus - should it be more open? Perhaps widen up the ramp leading from the gold into the fifith? Also, I don't have a US account but I wouldn't have a problem mailing it to a regular on here so that they may publish it. Not sure how that might work with the authoring and all. Thanks for taking the time to comment, sir!

I'll be working on it tonight again once I get off from work, and try to follow up with some of those to-dos I posted.
Thanks everyone for the comments and criticisms so far!
They're coming to get you, Barbara.
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
February 29 2012 07:30 GMT
#10
The middle corridors leading to the 3rd from the middle are too small. Either make them wider or make the alternative routes slightly closer. Nice map sir.
KCCO!
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
February 29 2012 07:40 GMT
#11
A lot of these bases are simply too close to the opponent's bases. This is a 3, mabye 4-base play map, which isn't bad, but if you're aiming for a macro-oriented map, you're going to need to spread the bases out more in the top left and bottom right.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Big J
Profile Joined March 2011
Austria16289 Posts
February 29 2012 08:20 GMT
#12
I don't like the gold bases (not because they are gold, but the way they are positioned they only seem viable for a Planetary Fortress in TvZ)

otherwise: Very creative, great map. Exactly what I love to see from new maps.
Also it is beautiful
Mafe
Profile Joined February 2011
Germany5966 Posts
February 29 2012 08:33 GMT
#13
This map looks really great, I especially like the colors.
Constructive criticism:
-I am not a big fan off "holes" in a map (those between the 3rd/4th/5th and the outer watchtowers). Whenever I see those, it looks to me as if the mapmaker was to lazy to fill the holes, even though this is certainly wrong in your case. But maybe it is just me.
-Are the rocks on the ramp towards the 3rd supposed to make the 3rd more difficult to defend? Or what are they supposed to do?
-the ledge overlooking the choke: A tank on this ledge could shoot almost the whole nat-area and the area in front of the choke. If you wall this off with a rax from behind, marines on the ledge would be safer than in a bunker (for free) while defending the choke. Stalkers/cannons up there would also be nightmare for an attacker. None of the current maps seem to have a compareable featured (and potentially powerful) position. I suppose you are gonna explain this ledge anyway when you're gonna say how you expect this map to be played. I'm curious.
ArcticRaven
Profile Joined August 2011
France1406 Posts
Last Edited: 2012-02-29 10:03:15
February 29 2012 10:00 GMT
#14
Those Ulnar textures aren't exactly nice D:

Also it's very big with a lot of air space behind mains, you should remove all of it.

Cool banner though :D
[Govie] Wierd shit, on a 6 game AP winning streak with KOTL in the trench. I searched gandalf quotes and spammed them all game long, trenchwarfare247, whateva it takes!
SeinGalton
Profile Blog Joined April 2011
South Africa387 Posts
March 01 2012 10:38 GMT
#15
Hello.

Apologies for the delay in updates here - I'm swamped with work but hopefully I'll get some time to follow up soon. In the meantime, replies:

ihasaKAROT: Thank you, sir. I assume you mean the path leading from the 3rd to the Xel'Naga Towers? I'll definitely have a look at it. I think I want that area to be slightly more chokey since the centre and the areas around 4th and 5th expansions are slightly more open.

IronManSC: Thank you for dropping by sir, I appreciate the insight. I guess I'd like to see macro games on here, but not so much turtle games. So my reasoning behind making your expansion sequence so rapidly approach your opponents main is to encourage more attacking, and more dropping from your opponent. There are several chokes which, if controlled properly by a decent player, would discourage frontal assualts but encourage harass and counterattacking. My hope is that players might eventually get up to 5 bases in certain scenarios, but they won't do it without constantly engaging their opponent. Also, I hope that the 4th and 5th bases might from time to time be taken as hidden expansions, which should encourage constant scouting of those areas. Not sure - I'd love to hear your thoughts. I also hear Ohana is on its way to the ladder - congratulations, I can't wait to play more games on it!

Big J: Thank you very much. I'm also a little worried about the PFs at the gold bases and the chokes around them in the TvZ matchup, and I'll have to try and get some testing done on this. I will say this: not only are the golds scoutable via the towers, but they also only have 1 gas each so the Terran will immediately become a little bit more predictable. I think it will be a nightmare to try and defend those gold against Broods and any further expanding is going to leave Terran very spread out and not horribly mobile. So in my mind, it seems okay, but will need to test it for sure!

Mafe: Danke schön! (Is that right?) All three point you make are completely valid. I think I could eliminate some of the negative space and still keep everything optimal. The rocks on the ramp are a remnant from a slightly earlier version, they need to be moved: it's suppose to make it a bit harder for the attacking army to wedge itself in between the natural and third, and they can be destroyed by a Zerg who prefers to have more surface area for his defense. As for the ledge: I think that it might be too abusable for now, but I do want a ledge up there to make 2 base plays a little safer. I'll definitely cover it more in depth when I find time to do the explanation of how I see/I'd like to see the map play out. Thank you so much for your thoughtful feedback, I really appreciate it sir.

ArcticRaven: Thanks. I didn't like the Ulnar Cracks texture, which I replaced with the tonally unique Valhalla Sand. The rubble texture also has some parallax issues which annoy me, but it just means using it intelligently and sparingly. The other textures are absolutely fine. The air space behind the main in that overview is misleading, the analyzer gives a better idea. I still need to test how viable drops would be. Thanks for the input.


Apologies for the constant bumps; I hope to have more substantial updates tonight! Thank you everyone for your feedback!
They're coming to get you, Barbara.
Akinokaze
Profile Joined March 2011
Australia326 Posts
March 01 2012 11:20 GMT
#16
This looks absolutely amazing. The contrasting textured areas don't feel odd at all and there's lots of pretty lights. I'm loving the recent influx of talented mappers =D
In the Emperor we trust
redoxx
Profile Blog Joined October 2010
United States333 Posts
March 01 2012 12:28 GMT
#17
This map looks really nice. I really want to play it and see if it's as good as it looks. I think the gold bases are balanced because it will be really hard to hold against any type of siege because of the wall on the highground that protects attackers.
The horror...the horror
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
March 01 2012 13:34 GMT
#18
See how you have a lot of straight lines at the edge of the map? They look terrible. Make them more natural looking.
Nat to nat looks really short. What's the rush time?
Mains are really awkwardly shaped. It'll be hard to get production buildings so they don't get in the way of each other, though in SC2, this is a bit less of an issue.
Third bases are extremely easy to hold. Two forcefields on that tiny choke and you can pretty much block it off completely. The other path forces the Zerg to basically go around the whole map and the ramp is still not that big.
Golds are actually really f*cking easy to defend. Makes it hard for Zerg against Terran and Protoss against Zerg.
looknohands119
Profile Joined March 2010
United States815 Posts
March 01 2012 14:12 GMT
#19
Hmm... I tried looking for this map on EU where you said that you published it but I can't find it...
"The kingdom of the heavens is buried treasure. Would you sell yourself to buy the one you've found?" - Jon Foreman ('Your Love Is Strong' - Spring EP)
A1m
Profile Joined November 2010
Germany48 Posts
March 01 2012 17:00 GMT
#20
I like this map, no big critism :-)
www.youtube.com/A1mStarcraft
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