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[M] (2) Azura Bridge

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 3 Next All
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2012-05-10 22:09:00
May 10 2012 19:19 GMT
#1
Map preview: (720x640)
[image loading]
High quality image (1440x1280)

Players: 2
Size: 144x128

Money
Main: 8 minerals, 2 gas
Natural: 8 minerals, 2 gas
3rd: 8 minerals, 2 gas
4th: 5 minerals, 1 rich gas
5th: 8 minerals, 2 gas
6th: 8 minerals, 2 gas

Concept
2 player map that emphasizes on space controlling with bridges as well as open areas. Expansions follows one after the other but each one is original and defended and attacked differently. Natural expansion has 2 exits (inspired by Blue Storm).

The area outside the natural is unbuildable. Which means creep spreading or hard pushing is impossible in that area. Bridges are also unbuildable but the larger bridges has small buildable dots on them so creep spreading is still possible.

The rocks: Opens up the natural ramp choke. Takes only 2 buildings to wall off but after the rocks are destroyed 3 are required.

Natural backdoor: Allows for a shorter passage to the center as well as your opponent. Only small units can pass through.
List of units that can/cant pass.
+ Show Spoiler +
Yes
zergling
drone
baneling
hydralisk
changeling
scv
marine
reaper
ghost
marauder
viking (ground)
probe
sentry
zealot
high templar
dark templar

No
hellion
tank
thor
roach
infestor
queen
ultralisk
stalker
immortal
archon


Snap Previews
Natural
Natural Backdoor
Main to 3rd
4th Base
5th and 6th Base
Center

Placement Grid (Wallins, Bridges, Unbuildable Areas)

Line of sight blocker (los): LOS surrounding the center watch tower.
Watch Tower: 1 placed in the center.
Destructible debris/rocks: 1500hp 3armor rocks placed in both naturals.

----------------------------------------------------------------------------------------------

Update 1.1
-Added unbuildable walkable 1x1 hex next to main base ramps to prevent 2 bunker blocks.
-Added unbuildable walkable 1x1 hex by inside part off the backdoor preventing blocking with large buildings (walling with a small building is still possible) [Image]
-Moved the the main base ramps slightly closer to the natural minerals.
-Changed some mineral positions in the natural.
Progamerpls no copy pasterino
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2012-05-10 19:29:57
May 10 2012 19:29 GMT
#2
There is some really cool stuff on this map that quite frankly I have no idea how it would play out. I am concerned about the natural for protoss, as they would need two pylons to wall off both entrances to protect themselves vs a 10-12 pool. However, it looks as if a single zealot might be able to block the small entrance, which I find to be kinda cool. Aside that though, I will need to try it out to see how the other features play out.
Former ESV Mapmaker | @Timetwister22
MorroW
Profile Joined August 2008
Sweden3522 Posts
May 10 2012 20:35 GMT
#3
On May 11 2012 04:29 Timetwister22 wrote:
There is some really cool stuff on this map that quite frankly I have no idea how it would play out. I am concerned about the natural for protoss, as they would need two pylons to wall off both entrances to protect themselves vs a 10-12 pool. However, it looks as if a single zealot might be able to block the small entrance, which I find to be kinda cool. Aside that though, I will need to try it out to see how the other features play out.

yes that was for sure a concern and is also a reason i compensated with the rocks

if it turns out too difficult protoss can still always wall with their nexus anyway so i dont see it as a big issue.

if you happen to have opened by walling on the ramp and notices its 10pool or something you can still wall off with 2 buildings and make a second pylon in the backdoor entrance and wall that off and only 1 zergling can attack that pylon which is enough time to put down a second cannon or get a zealot out
Progamerpls no copy pasterino
MorroW
Profile Joined August 2008
Sweden3522 Posts
May 10 2012 22:09 GMT
#4
2rax would been broken without this change )

Update 1.1
-Added unbuildable walkable 1x1 hex next to main base ramps to prevent 2 bunker blocks.
-Added unbuildable walkable 1x1 hex by inside part off the backdoor preventing blocking with large buildings (walling with a small building is still possible) [Image]
-Moved the the main base ramps slightly closer to the natural minerals.
-Changed some mineral positions in the natural.
Progamerpls no copy pasterino
Fluffet
Profile Joined August 2010
Sweden47 Posts
May 10 2012 22:38 GMT
#5
I must say it looks very good. It's not 100% symmetrical though! I can't unsee that there are differences with the green decal stuff, but this is only my subjective opinion.

Strategy-wise I see some really interesting things happening with the small choke. Just make sure it doesn't turn into a cheese map just because of that, it's way too pretty!

I am also a bit worried of Zergs spinecrawlerspamming, because that kind of location control is really powerful. Even though you said the map focuses on that, it makes lategame hard for protosses or terrans. I think spine pushing throughout the center can be a real problem, but let's see how it pans out first.

It's so great that you pros make maps. Thumbs up, I hope for some really awesome games :D
More fluff to the people
mangoloid
Profile Joined September 2010
100 Posts
May 10 2012 22:39 GMT
#6
I like this map a lot. Questions: Can stalkers blink across the ramp into natural? (I assume they can.) Also: What role does the high ground behind the natural play? Is it to make air harrass easier? Or is it to prevent tanks &c. seiging from the 6th without vision? (Can seige tanks hit the natural gas from the 6th?) Finally: In testing this map, has it played out at all like Blue Storm? How have people used the bridge to the natural? Which match-ups does it play the biggest role in? (My instinct tells me ZvZ.)

Overall, good work. This may be the most viable map I've seen you make.
MorroW
Profile Joined August 2008
Sweden3522 Posts
May 10 2012 22:46 GMT
#7
On May 11 2012 07:39 mangoloid wrote:
I like this map a lot. Questions: Can stalkers blink across the ramp into natural? (I assume they can.) Also: What role does the high ground behind the natural play? Is it to make air harrass easier? Or is it to prevent tanks &c. seiging from the 6th without vision? (Can seige tanks hit the natural gas from the 6th?) Finally: In testing this map, has it played out at all like Blue Storm? How have people used the bridge to the natural? Which match-ups does it play the biggest role in? (My instinct tells me ZvZ.)

Overall, good work. This may be the most viable map I've seen you make.

thank you very much

i havent actually played the map (or anyone i think)
when i make maps i just look at them and check them out in single player to kind of get a feel for everything. to actually play the map and see how it plays out and do changes because of it takes over 1000 games. so the way you go about it is just to throw it out there and let people see and talk about it and play it if they want to. and later on if the map is to go into a tournament its usually played quite a bit in beforehand

how the bridge will play out i have some rough ideas but not sure of yet exactly. i dont think its a huge part of this map that everything revolves around it or anything i like to think it more as a cool addition thats also very convenient compensation for what would originally been very long nat to nat distances

the cliffs behind the natural is just pretty standard stuff, its mostly for overlord spots but also to help harassing a bit like you said. almost all maps have some sort of overlord spot close to the natural to help zerg scouting
Progamerpls no copy pasterino
Fearlezz
Profile Joined April 2010
Croatia176 Posts
May 10 2012 22:53 GMT
#8
Hard to go into specifics since the map is somewhat hard to read. I can see what kind of look you are going for, but as it is now it's really all over the place, your texturing could use a lot of work. Also, the Protos decals are doing more harm than good imho.

Always nice to see creativity in your maps, but the lack of experience with "texturing for gameplay" is obvious. Maybe ask somebody for some help in that department?

Any chance of getting analyzer pics up btw?
JoeAWESOME
Profile Joined February 2011
Sweden1080 Posts
May 10 2012 22:53 GMT
#9
Hmm, by just looking at it. Is it not a problem if a terran gets a siege tank in position at the small choke? It feels so easy to do... haven't played a real game on it just checked it out.
Simply Awesome! - Liquid'Ret - NSHoSeo_Seal - coLMVP_DRG - EG_Idra - Fnatic.NightEnd
MorroW
Profile Joined August 2008
Sweden3522 Posts
May 10 2012 23:02 GMT
#10
On May 11 2012 07:53 JoeAWESOME wrote:
Hmm, by just looking at it. Is it not a problem if a terran gets a siege tank in position at the small choke? It feels so easy to do... haven't played a real game on it just checked it out.

i dont think so.
sure he can get a siege tank there but then what? all he can destroy is a geyser
Progamerpls no copy pasterino
monitor
Profile Blog Joined June 2010
United States2404 Posts
Last Edited: 2012-05-10 23:09:39
May 10 2012 23:08 GMT
#11
I like the design. I'm a bit concerned that the small path is too much shorter than the long path, but it might not be a problem.

I think the biggest "issue" with the small pathways in maps is that in TvP, complete Terran armies (marine, marauder, ghost, medivac) can fit through the chokes but Protoss has to go around. It might be an interesting twist, but I don't really like it. I wish marauders were a tiny bit bigger

[edit]
Back when we tried a similar feature on an early iCCup map, we tried put invincible DTs so that marines could fit but marauders couldn't. It didn't work haha.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Natespank
Profile Joined November 2011
Canada449 Posts
May 11 2012 00:58 GMT
#12
Keep making maps man, love em so far. Just make sure they all get published in NA!
FlaShFTW
Profile Blog Joined February 2010
United States10151 Posts
May 11 2012 01:18 GMT
#13
amazing map. so beautifully done.

questioning the timing of a 6 pool by using that small backdoor.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
VoirDire
Profile Joined February 2009
Sweden1923 Posts
May 11 2012 23:29 GMT
#14
I think it may be to narrow. If you control the watch tower you'll be very hard to break.
Azaryah
Profile Joined September 2010
United States55 Posts
May 12 2012 01:07 GMT
#15
Morrow how are you so good at map making?
'Be water, my friend"
Cyro
Profile Blog Joined June 2011
United Kingdom20285 Posts
Last Edited: 2012-05-12 02:38:48
May 12 2012 01:43 GMT
#16
I feel disadvantaged with FFE, you would have to wall against nexus because of the backdoor, leaving you much more vunerable to roach busts etc, or even something like the fast lair creep drop from overlords for spine crawlers, etc. It feels like game balance has evolved around a standard safe wall off, not against nexus, every map on ladder aside from metalopolis allows for such, but im not sure how to pull it off with this weird backdoor.

Perhaps you could place second pylon and cannon there, but vs 11pool on Shakuras for example you can barely get cannon and forge/gate/gate wall up in time to fend off lings, feels like they would walk straight through your backdoor and kill your cannon here, or something. Im not sure of the timings, not really sure of any timings, but it seems like a massive vunerability in FFE in general.

You may only need forge/gate/cannon to secure the main ramp, and a pylon or cannon to block off the backdoor, but id much rather FFE on other maps, dont even want to go into all of the shit that can happen with early pools, all ins and abusive drone control etc to block buildings
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Kennigit *
Profile Blog Joined October 2006
Canada19447 Posts
May 12 2012 02:11 GMT
#17
On May 12 2012 10:07 Azaryah wrote:
Morrow how are you so good at map making?

Playing a game at a professional level tends to make you better at things like casting, map design and analysis.
Biopower
Profile Joined September 2011
United States79 Posts
Last Edited: 2012-05-12 02:39:19
May 12 2012 02:38 GMT
#18
High quality image (1440x1280)


The image linked is 1073x954
SolHeiM
Profile Blog Joined April 2010
Sweden1264 Posts
May 12 2012 02:52 GMT
#19
On May 12 2012 11:11 Kennigit wrote:
Show nested quote +
On May 12 2012 10:07 Azaryah wrote:
Morrow how are you so good at map making?

Playing a game at a professional level tends to make you better at things like casting, map design and analysis.


I don't agree that it makes you a better map designer by just being a top level gamer, because some people just can't for the life of them make something up from scratch. I would say being a pro or a top level gamer makes you a better map design critic, but not necessarily a good designer, as you would know what types of maps are good or bad.
di3alot
Profile Joined December 2011
172 Posts
May 12 2012 02:58 GMT
#20
weird map.

as far as i can tell you need 2 pylons behind the minerals to block and only one drone/zergling can attack them.
a cannon on the high ground and the hatch goes down.maybe im to one dimensional but this looks very exploitable for me.
and you definitively can not defend a drop with zerglings but i guess thats not that big of deal.

its not a mainstream map i get it. but what exactly is the purpose of the bridge?
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