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Active: 1675 users

[M] (4) Deep Space Alpha

Forum Index > SC2 Maps & Custom Games
Post a Reply
MarcusRife
Profile Joined March 2011
343 Posts
Last Edited: 2012-05-02 19:09:12
April 20 2012 18:37 GMT
#1
[image loading]
Published on NA
Playable size: 166 x 166
Close position spawns are disabled

In space no one can hear you fast expand.

Earlier Version
+ Show Spoiler +
[image loading]


Analyzer
+ Show Spoiler +

[image loading]

[image loading]

[image loading]


Screenshots
+ Show Spoiler +

These are from the old version but it still gives the sense of the aesthetics
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]
Modeled after Daybreak's FFE


Feedback welcome

Changelog
In response to feedback the middle of the map has been reworked
Removed most rocks
Side bases were pushed toward the edges
New bases added to the center
Close position spawns disabled


Another map by me:
Devils Bluff - http://www.teamliquid.net/forum/viewmessage.php?topic_id=326850
AnalyZ
Profile Joined January 2011
France32 Posts
Last Edited: 2012-04-20 18:47:14
April 20 2012 18:46 GMT
#2
Too much rocks, no easy 3rd for the zerg.
alot of expansion but small distance in cross air and close po.
this map may be good if you only allow Cross position
Inside.Out
Profile Blog Joined December 2010
Canada569 Posts
April 20 2012 18:57 GMT
#3
this looks a lot like that 2v2 map that got removed a while ago
PurEDrOnEAgE
Profile Joined April 2012
Germany5 Posts
April 20 2012 19:33 GMT
#4
it looks like the 3rd is easy reacheable from ythe base of your opponent than from your base
Sorry for my bad English!
Aunvilgod
Profile Joined December 2011
2653 Posts
April 20 2012 21:10 GMT
#5
Too many rocks.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
KalWarkov
Profile Blog Joined December 2011
Germany4126 Posts
April 20 2012 21:34 GMT
#6
too many rocks
too little doodads (map looks naked)
impossible to play, no way of taking a 3rd ever on this map.

DiaBoLuS ** Sc2 - Protoss: 16x GM | Dota2 - Offlane Immortal | Wc3 - Undead decent level | Diablo nerd | Chess / Magnus fanboy | BVB | Agnostic***
MarcusRife
Profile Joined March 2011
343 Posts
April 20 2012 22:05 GMT
#7
On April 21 2012 06:34 KalWarkov wrote:
too many rocks
too little doodads (map looks naked)
impossible to play, no way of taking a 3rd ever on this map.



I expected the too many rocks criticism. The doodad thing is subjective but that can be remedied. I don't understand the can't take a third criticism. How is it harder to take a third than it is on Xel'naga Caverns, Shattered Temple, Tal'Darim, or Ohana for that matter?

I think it is similar to Xel'naga caverns or Ohana with respect to the third. There are no rocks blocking you from putting the base down but you need to open the path so that the travel between is easier. Therefore it is easier than Shattered or Tal'Darim. I understand it is not exactly like everything else out there right now but I don't see anything wrong with a little experimentation.
Wroshe
Profile Joined June 2011
Netherlands1051 Posts
April 20 2012 23:22 GMT
#8
On April 21 2012 07:05 MarcusRife wrote:
Show nested quote +
On April 21 2012 06:34 KalWarkov wrote:
too many rocks
too little doodads (map looks naked)
impossible to play, no way of taking a 3rd ever on this map.



I expected the too many rocks criticism. The doodad thing is subjective but that can be remedied. I don't understand the can't take a third criticism. How is it harder to take a third than it is on Xel'naga Caverns, Shattered Temple, Tal'Darim, or Ohana for that matter?

I think it is similar to Xel'naga caverns or Ohana with respect to the third. There are no rocks blocking you from putting the base down but you need to open the path so that the travel between is easier. Therefore it is easier than Shattered or Tal'Darim. I understand it is not exactly like everything else out there right now but I don't see anything wrong with a little experimentation.

The current situation with the 3rd's isn't really comparable with Ohana as you have a very defendable third there and the map is obviously aimed at having more then 3 bases when looking at the layout.

This map actually looks a lot more like Metalopolis or even Slag Pits as you don't really have a third base. I feel that with regards to your third base this map would only really work when you force cross spawns.
moskonia
Profile Joined January 2011
Israel1448 Posts
April 21 2012 00:51 GMT
#9
Personally I think the map looks great, on my first look it seemed you solved the normal close spawn problem, but after seeing the comments I noticed that indeed the 3rd will be hard to take, but I like it! today's maps have such easy 3rds, but if you end up thinking that you should put up to standard hardness of 3rd base I think I got an idea.

To fix the 3rd issue I think you should keep the layout as it is, but simply add a 3rd to each main / natural spot, that will also make this map have more bases, which can make macro games longer, since right now you can only have 5 bases, which seems a pretty small amount for such a big map.
Aunvilgod
Profile Joined December 2011
2653 Posts
Last Edited: 2012-04-21 12:35:51
April 21 2012 12:34 GMT
#10
I am not sure about the 3rd - thing. As he said, it is not harder than on xel naga caverns.

[image loading]

Push the expos to the edges, the space behind them would not ever be used anyway.

Widen the highground paths in the middle.

Delete all rocks.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2012-04-21 17:26:15
April 21 2012 17:22 GMT
#11
I think Aunvilgod has the right idea here. Another solution I might propose is to do what Aunvilgod says, but also slide the ramps on the middle X high ground towards the sides as well. This would create enough space to add 4 expansions on the low ground in the middle around the watchtower.
It would then be kind of like Antiga Shipyard, except with better options for all races to take 3rd, and then even 4th bases. Fighting would still be mostly over the middle, but if you disable close by ground spawns it could be interesting.

This would also facilitate getting rid of the rocks since controlling the middle would become more important, you wouldn't need to force units into the middle using the rocks, and as long as you have no close by ground spawns I dont see a need for rocks at the nat or on the side highgrounds in this configuration
~ ~ <°)))><~ ~ ~
MarcusRife
Profile Joined March 2011
343 Posts
April 24 2012 17:00 GMT
#12
A revision of the map has been posted

Changelog
In response to feedback the middle of the map has been reworked
Removed most rocks
Side bases were pushed toward the edges
New bases added to the center
Close position spawns disabled
Aunvilgod
Profile Joined December 2011
2653 Posts
April 24 2012 17:47 GMT
#13
So far so good.

- increase the size to the 3rds
- you can hardly hold one of the center bases. I would remove them and increase the size of the highground instead.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
April 24 2012 19:37 GMT
#14
I don't see the center bases being too hard to defend as a big issue. I think that a more logical 4th and 5th base would be the bases that are the main / nat close by ground. The bases in the middle should be hard to hold since they would be the last bases to get taken, probably after the map is getting mined out.
~ ~ <°)))><~ ~ ~
Heh_
Profile Blog Joined April 2012
Singapore2712 Posts
April 24 2012 20:07 GMT
#15
The third is still really far away. It looks like it's further than the third in Korhal Compound, which is generally acknowledged to be too far away. The mapmaker sent a revised version to Blizzard, but they ignored it =(

Also, the ground textures are messed up. Take a good look at the black patches of terrain and you'll see what I am.
=Þ
MarcusRife
Profile Joined March 2011
343 Posts
April 24 2012 21:44 GMT
#16
On April 25 2012 02:47 Aunvilgod wrote:
So far so good.

- increase the size to the 3rds
- you can hardly hold one of the center bases. I would remove them and increase the size of the highground instead.


I agree on the 3rd size. Already did it. I agree with thefish about the center bases though that is exactly what I was thinking.
MarcusRife
Profile Joined March 2011
343 Posts
April 24 2012 21:45 GMT
#17
On April 25 2012 05:07 Heh_ wrote:
The third is still really far away. It looks like it's further than the third in Korhal Compound, which is generally acknowledged to be too far away. The mapmaker sent a revised version to Blizzard, but they ignored it =(

Also, the ground textures are messed up. Take a good look at the black patches of terrain and you'll see what I am.


I know what you mean about the textures. The seams don't all line up. Since I'm still moving things around I'm not worried about it at the moment.
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