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[M] (4) Crystal-Pool cave

Forum Index > SC2 Maps & Custom Games
Post a Reply
moskonia
Profile Joined January 2011
Israel1448 Posts
Last Edited: 2012-06-21 22:32:50
June 03 2012 13:31 GMT
#1
Hello Team liquid! today I want to present you with a map I worked quite a while now, it is a 2v2 map that is based for macro, it is not exactly symmetrical, but I can't see major imbalance.

Name: Crystal-Pool cave
Made by: Mosko
Published on: [EU]

Overview:
+ Show Spoiler +
[image loading]

Pretty pictures: (taken on gameplay view)
+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


I wanted to make a 2v2 map since I think the 2v2 matchup is underrated and with better maps that are more macro oriented it will produce great games. You can read all about it in my discussion: http://www.teamliquid.net/forum/viewmessage.php?topic_id=334612

This map features 1 inbase expansion which has a backdoor, the inbase expo is the connection between the 2 separate mains, and thus each main has its own ramp. In total there are 8 bases + gold per team for a total for 18 bases in the whole map.

The map is pretty big with playable bounds of 188X165, but I think big distance will further allow macro play, which is what I strive for, so for now the long rush distance is something good.

Any tips, comments and constructive or positive criticism would be nice thank you for you time.

*Oh and one last thing, if anyone is willing to publish my map in any server he can, I would love to give him the map file
Gfire
Profile Joined March 2011
United States1699 Posts
June 03 2012 14:05 GMT
#2
I think it's a lot quicker for the attacker to bounce back and forth between the different entrances to the bases than it is for the defender. It could really cause some problems.

The layout seems pretty cool, though.
all's fair in love and melodies
moskonia
Profile Joined January 2011
Israel1448 Posts
June 03 2012 14:53 GMT
#3
the rocks half blocking the ramp for the 10 and 4 position players used to block it completely, but after play testing it a couple of times it turned out it made the distance between the 2 entrances to long, and it also made it hard to defend each other's expansions, since you had to go through the inner base. If it will clearly show this is to much then I will make small ramps in the hall between the bases to shorten the distance, but I don't think it is that bad.

Right now the distance between the lower part of the ramps is 22 sec for drone and the distance between the upper parts is 28 for drone, not much of a difference, but it could make the game, I'll think about it
Gfire
Profile Joined March 2011
United States1699 Posts
Last Edited: 2012-06-03 15:41:14
June 03 2012 15:41 GMT
#4
It's possibly alright, but also the blocked ramp into the backdoor expo. If those rocks are taken down, you can move from one of the small ramps to that ramp very quickly on the outside. It may be as bad as blistering sands.
all's fair in love and melodies
moskonia
Profile Joined January 2011
Israel1448 Posts
Last Edited: 2012-06-03 17:08:44
June 03 2012 16:44 GMT
#5
Hmm... ok, I will make 2 small ramps to help defending, I hope it wont be to easy after that, but we will see

EDIT: after the change I feel like breaking the backdoor rocks would make it much better position for the attackers then before when they broke the rocks, but that too needs to be tested
moskonia
Profile Joined January 2011
Israel1448 Posts
Last Edited: 2012-06-03 17:36:32
June 03 2012 17:35 GMT
#6
The upload image tool is broken for me at least atm, so I will just say that made 1 width ramps very close to the backdoor, to help shorten the defensive distance between the small ramps. Also, I made a very interesting thing, I put 2 ultralisks blocking the small path that is left on the ramp with the rocks on it, that way workers can go through (so scouting this guy is a bit easier), while other units has to kill the ultralisks first, I think it is quite the feature :D

The ultralisks act sort of like small rocks, but with the added abillity to allow workers in without the need to break the ultralisks.
I wonder if people will use it
Gfire
Profile Joined March 2011
United States1699 Posts
June 03 2012 18:55 GMT
#7
Ultralisks? Why not like some eggs like in BW? They have high armor values so low tier units can't kill them very easily. It would probably be a little more easily accepted if they were eggs, too. Mobile units feels kinda weird.
all's fair in love and melodies
moskonia
Profile Joined January 2011
Israel1448 Posts
June 03 2012 19:06 GMT
#8
Well I tested, and they don't move so they work like a wall, sleeping ultralisk wall , and eggs would really favor Zerg, since roaches break these 10 armor things much faster then any other early game unit so it wont be fair play.
Gfire
Profile Joined March 2011
United States1699 Posts
June 03 2012 19:14 GMT
#9
Well, if it's still faster to take out the rocks than the eggs, even for roaches, then it probably wouldn't really matter. Zerg would be the race that needs open space more to being able to take down the eggs faster would probably be a good thing. If there are enough eggs that it would be more effective to take down the rocks, then I think it would be okay.
all's fair in love and melodies
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
June 03 2012 21:19 GMT
#10
I've been watching this thread trying to think of ways to kind of make the two separate main bases work. The layout is pretty cool and its a very interesting way to approach separate bases, but the way I see it there are two main issues with separate mains-
1. As Gfire pointed out, it is often easier for the attacker to switch back and forth between base entrances
2. It is easy to forcefield one teammate into their base and focus on the other.

All of the ladder maps with separate bases have been removed with the exception of Scorched Haven where the nats are tucked behind the main ramps and players should be able to overlook their ramps and see any units coming. I'm actually having trouble trying to wrap my mind around how a potential engagement might go on this map, with all the attack paths backdoors etc. It does seem difficult to orchestrate a defense of the naturals.

I would suggest trying to simplify things, rather than make them more complicated. I drew some sketches of how I thought a base layout might work with separate mains, just for the sake of brainstorming.

+ Show Spoiler +
[image loading]
~ ~ <°)))><~ ~ ~
moskonia
Profile Joined January 2011
Israel1448 Posts
June 03 2012 21:52 GMT
#11
TheFish, I think you got it wrong, the 2 mains are connected with an inbase expansion, your drawing might be cool to try in a new map, but I think the current design for my map works, especially with the new shorter path from main to main (can't upload new pics for some reason, might work tomorrow).

If the FF one player, then the other will soon come through the inbase expansion to help. If your talking about a situation with 5bases for a team, then it should still be pretty easy to stop incoming attack, since there are 2 entrances, 2 blocked at the start, and with taking atleast the closest tower, you can combine the forces and defend where you need, I really don't want to make major redesigns unless the map turns out to be unplayable, and from what I seen so far its not that bad.

I think the base layouts you drew seem cool, but 5bases with only 2 entrances that are pretty close to each other would make turtle style to strong, and it will make 2v2 much like 1v1 turtle maps, I think at least 3 entrances are needed, maybe 1 with rocks on it.
moskonia
Profile Joined January 2011
Israel1448 Posts
June 04 2012 20:54 GMT
#12
Made a new version and uploaded the aesthetics pics. After some feedback I decided to try something, now instead of the path leading to the inbase expo being blocked, the main ramps are, but only with immortals, so it could be cleared fast, you can still send workers through the main ramps via mineral walk, so scouting is easier at the start.
Callynn
Profile Joined December 2010
Netherlands917 Posts
June 04 2012 21:34 GMT
#13
Always good to see another 2v2 submission, I'm actually working on one myself and taking your points into consideration.
Looks pretty good for a layout, but the aesthetics could use some more polishing after the testing is done.

I test 2v2 maps and submit feedback on them whenever I have the time with my partner, which will start to occur more often when I'm done with my exams and thesis for this year.
Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
moskonia
Profile Joined January 2011
Israel1448 Posts
June 04 2012 22:02 GMT
#14
On June 05 2012 06:34 Callynn wrote:
Always good to see another 2v2 submission, I'm actually working on one myself and taking your points into consideration.
Looks pretty good for a layout, but the aesthetics could use some more polishing after the testing is done.

I test 2v2 maps and submit feedback on them whenever I have the time with my partner, which will start to occur more often when I'm done with my exams and thesis for this year.

I don't really know what to do with the aesthetics, everything is so dark, I have made some pools with crystals in them, plants and trees near those, but for the most of the map there is only dirt. I have tried to play with the hight, made it bumpy and painted some pebbles terrain in some places. But it is still pretty dull, any ideas on what to do?

Anyways I always try to get people to play my map for extra testing and I would love to help test other maps, I remember someone suggesting a channel name MeleeMapTesting, or something similar, I think that would help alot to get map testers.
moskonia
Profile Joined January 2011
Israel1448 Posts
June 14 2012 14:02 GMT
#15
Hey people, I just released a new version and I think I got it what to do with the dull colors, I have a added plenty of crystals around the map to lighten things up, it should be brighter and more colorful now

I have also went back to the original design of 2 normal ramps with a backdoor and no shenanigans like before with natural units
PandaZerg
Profile Joined April 2012
Canada148 Posts
June 14 2012 15:22 GMT
#16
looks good for 2v2
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