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[M] (4) (WIP) Hurricane Harbor

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2012-06-02 19:25:23
May 31 2012 18:21 GMT
#1
Hurricane Harbor v. WIP
by a176
Not Published



[image loading]

[image loading]
Click for larger


4 player rotational map with forward bases. There's no direct inspiration for this map, although there is a high resemblance to terminus and similar maps. This was just an attempt at a fairly solid and competent map, atleast, as far as 4p-r can take you. Many of my maps do have forward bases; these bases are not directly siegable from the middle due to those elevated terrain pieces (unpathable).

Analyzer
+ Show Spoiler +

[image loading]

[image loading]

[image loading]
starleague forever
ArcticRaven
Profile Joined August 2011
France1406 Posts
Last Edited: 2012-05-31 18:45:55
May 31 2012 18:45 GMT
#2
Solid and efficient. Good job ! I think you can add the aesthetics now.
[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!
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 31 2012 19:02 GMT
#3
Cool aesthetic theme, simple but nice.

I like this a lot, it's not drastically different than other solid 4p-r maps but it has some nice touches and is just generally pleasant to behold. The way the farther ramp feeds into the 3rd makes that area very rewarding for attacker/defender whoever can keep positioning better, somewhat like Cloud Kingdom but more fluid. How do you feel about the ability to make a pylon in the main and warp into enemy 3rd if you spawn clockwise from them? I would say remove it, or at least remove the low low ground, to provide only minimum warpin area on that little spit of center ground that connects.

The forward bases are viable more or less throughout the whole game, which is nice. Reminds me of Sidewinder. Center also echoes Carl Sagan. But again, more fluid.

Overall the map is just a little on the dense side resources wise. You could remake this with 110% larger dimensions and it'd be a huge epic lategame jungle gym, but that would curtail aggression to much due to the size (but still better than Calm Before the Storm obv). Comparing this to Terminus, you are doing much better in both respects for keeping the size down and also keeping the players spread apart.

I can't find any major faults and there are lots of things to like. It doesn't strike me as "too standard" at all. Nice one.
Comprehensive strategic intention: DNE
Zurroh
Profile Joined June 2011
Canada12 Posts
May 31 2012 19:28 GMT
#4
Reminds me A LOT of Terminous RE, but i love the textures and the look of the map!
Aunvilgod
Profile Joined December 2011
2653 Posts
May 31 2012 19:30 GMT
#5
I don´t see the grass fitting the theme... just my personal opinion though.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
Syphon8
Profile Joined July 2010
Canada298 Posts
May 31 2012 20:59 GMT
#6
The only change I would make is switching the nat-third ramp and the highground pod next to the nat.

Good work.
',:/
Wroshe
Profile Joined June 2011
Netherlands1051 Posts
May 31 2012 21:52 GMT
#7
Good solid map without any flashy new stuff. Have to compliment you on good usage of Destructible Rocks btw.
monitor
Profile Blog Joined June 2010
United States2409 Posts
June 01 2012 00:23 GMT
#8
Well made and nice proportions.

Pretty boring imo... but good balance for rotational symmetry!

A lot of the map hinges on the fact that the nat-nat isn't too short because of the rocks. But once they're broken, its almost too short imo. The rocks also seem like a cheap way to make postional balance work... but I suppose. I really don't like that there's only 1 entrance into 4 bases until you break rocks.
https://liquipedia.net/starcraft2/Monitor
Fetchystick
Profile Joined November 2011
United States43 Posts
June 01 2012 22:03 GMT
#9
cool map man, easily the best I've seen. Simple to understand yet pretty complex. You can defend the the entrance to your thirds, but then broken rocks allow you to be easily flanked. You can defend at the natural, but then you aren't protecting your easy third and you can be flanked around there.

I also like the air space in the back of the main, this allows for more harassment from air units, and a defense that involves either secure anti-air static defenses or air units to chase the enemy down.

My only concern is that the middle looks a little bit like a swastika. Might want to change that in case someone would get upset playing this map. Make it more circular, more like a hurricane


I hope to see any revisions you make in the future, and I believe this map has more potential than you know.
"He's either really dumb or he's up to no good. Either way, I should probably all-in.
PandaZerg
Profile Joined April 2012
Canada148 Posts
June 02 2012 03:18 GMT
#10
so simple! So nice! I like it

I personally don't like when too much destructible rocks are on the map, but some map design need it to be balanced.

Goodjob!
a176
Profile Blog Joined August 2009
Canada6688 Posts
June 02 2012 19:26 GMT
#11
thanks for comments. im trying hard to resist fixing whats not broken ... in the mean time, i updated some aesthetics. OP is updated.
starleague forever
Fetchystick
Profile Joined November 2011
United States43 Posts
June 05 2012 11:59 GMT
#12
another swastika man. Not a personal beef or anything, just that certain ethnic groups might get very upset at this map should it be used for competitive play/placed on ladder.
"He's either really dumb or he's up to no good. Either way, I should probably all-in.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
June 05 2012 15:48 GMT
#13
On June 05 2012 20:59 Fetchystick wrote:
another swastika man. Not a personal beef or anything, just that certain ethnic groups might get very upset at this map should it be used for competitive play/placed on ladder.

Everyone who reads this should have to take a shot. Just sayin'

I like the aesthetics. Very clean.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
FlaShFTW
Profile Blog Joined February 2010
United States10470 Posts
June 05 2012 16:07 GMT
#14
i absolutely love this map. so clean and beautiful.

deserves a spot on the ladder.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Veloh15
Profile Joined January 2012
United States161 Posts
June 05 2012 16:41 GMT
#15
I really like the design I can tell you put alot of thought into it. My only concern is getting a 4th vs terran. Is it possible to hit the 4th and 5th with siege tanks from high ground. As for aesthetics It doesn't make sense aesthetically that the harbor is surrounded by rocks. I would also like to see some aesthetics below the mains on the waterlines that could be something a boat could dock too :D looks sweet can't wait to give it a run once published :D!
PandaZerg
Profile Joined April 2012
Canada148 Posts
Last Edited: 2012-06-05 19:33:09
June 05 2012 19:27 GMT
#16
At the bottom of the second ramp to access B3 (the farthest ramp of your NAT), the path seems narrow. I think it would be better if you enlarge the bottom of that ramp. Main design also looks a little bit too much rectangular. By modifying the bottom path of the second B3 ramp, maybe you could modify at the same time the main design. Otherwise, it looks very clean!
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2012-06-05 20:18:08
June 05 2012 20:17 GMT
#17
On June 06 2012 04:27 PandaZerg wrote:
At the bottom of the second ramp to access B3 (the farthest ramp of your NAT), the path seems narrow. I think it would be better if you enlarge the bottom of that ramp. Main design also looks a little bit too much rectangular. By modifying the bottom path of the second B3 ramp, maybe you could modify at the same time the main design. Otherwise, it looks very clean!


that piece of terrain is actually very specifically designed. in the following,

[image loading]

there is a certain choke line that lines up with the ramp. this is the safe line, where siege tanks cannot hit the base, but presents the lowest surface area for maximum splash damage for the attacker. the area behind this line, with the ramp area, and the area in the higher terrain, is meant to provide enough area for a siege crawl.
starleague forever
Veloh15
Profile Joined January 2012
United States161 Posts
June 26 2012 16:56 GMT
#18
Hey im organizing a tournament for unused, but good, maps. I would really like to add this to the map pool. Could you publish it?
Syphon8
Profile Joined July 2010
Canada298 Posts
June 26 2012 17:44 GMT
#19
If you're still active you should really submit this to the ProAm, it'd probably win.
',:/
FlaShFTW
Profile Blog Joined February 2010
United States10470 Posts
June 26 2012 17:58 GMT
#20
is this really still a work in progress? submit proam right now. and the force gsl to take this map. simply amazing.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
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