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[M] (8) The Last Garden

Forum Index > SC2 Maps & Custom Games
Post a Reply
moskonia
Profile Joined January 2011
Israel1448 Posts
Last Edited: 2012-06-23 23:41:26
June 21 2012 02:16 GMT
#1
[image loading]

Hello everyone! Today I bring you a map which I worked on quite a bit, it is a 2v2 map made for macro play, or for aggressive back and fourth, depending on the starting position. It can be compared to my previous map which focused on macro heavy play: http://www.teamliquid.net/forum/viewmessage.php?topic_id=341996

I give you, The Last Garden (of Tarsonis):
[image loading]
tilted:
+ Show Spoiler +
[image loading]


Pretty pic (yes there is only one, I am not good with aesthetics): + Show Spoiler +
[image loading]


Description: "2v2 macro map. The last hope of Tarsonis settlement lies in a small crater full of life. Only the ones who manage to take control over the crater have a chance of taking control over Tarsonis."

I might have to make it cross only if the short rush distance between close spawns becomes an issue, but right now I think it is OK. (I only played one game on it so I can't really tell though).

There is a total of 24 normal expansions (8m2g) and 1 in the middle with 16m4g. I don't think that is to much since there will be at least 4 expansions that almost can't be taken. About the middle I think it is cool, it makes for a unique feature, instead of the normal gold base.

Map bounds: 180 x 176. Actually the rush distances are not that big, close position they are really low, like 30, and I think cross is 50 or so (time for worker).

About no analyzer pics, well I tried many times, but I just can't grasp how to do it, if anyone can do it for me or show me how I would be super glad.

I am looking forward to any criticism and for someone who likes the layout enough to maybe help me with the aesthetics, cause I am a total noob about that

Changelog: + Show Spoiler +
1.2 - changed the direction of the man-made expo's ramp, to allow for easier expanding path, and made holes to make rush distance a tad longer
1.3 - changed the mineral lines so they are more even with each other (and give normal income) and made a few high ground point in the middle for overlords to rest peacefully


The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
June 21 2012 02:55 GMT
#2
Not bad, some positional imbalance occurs because the clockwise spawns can take a third much more easily than the counter-clock-wise.
ModeratorI am still alive, somehow
TL+ Member
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2012-06-21 06:10:55
June 21 2012 06:09 GMT
#3
i really like the layout of the first three bases. but you need to work it a bit and fix the base spacing, theres alot of empty space. maybe consider turning it into a '2 spawn' rather than a '4 spawn' map?

for map analyzer, just drop the map file (preferably a copy of your map file) into the map analyzer folder and run just it, it will do the rest. if you want, you can edit the output.txt file to control whats generated, my config:+ Show Spoiler +
#renderTerrain
#renderPathing
#renderBases
#renderOpenness
renderShortest
#renderInfluence
renderSummary
#writeCSVpermap
starleague forever
moskonia
Profile Joined January 2011
Israel1448 Posts
Last Edited: 2012-06-21 11:01:53
June 21 2012 10:53 GMT
#4
On June 21 2012 11:55 TehTemplar wrote:
Not bad, some positional imbalance occurs because the clockwise spawns can take a third much more easily than the counter-clock-wise.

Thanks for the replay, but how can the imbalance occur? is it cause of the direction of the ramps? if so I can just change one of the ramps to the other side, but I am not if it'll do more good then bad, since it will shorten the rush distance.


On June 21 2012 15:09 a176 wrote:
i really like the layout of the first three bases. but you need to work it a bit and fix the base spacing, theres alot of empty space. maybe consider turning it into a '2 spawn' rather than a '4 spawn' map?

for map analyzer, just drop the map file (preferably a copy of your map file) into the map analyzer folder and run just it, it will do the rest. if you want, you can edit the output.txt file to control whats generated, my config:+ Show Spoiler +
#renderTerrain
#renderPathing
#renderBases
#renderOpenness
renderShortest
#renderInfluence
renderSummary
#writeCSVpermap

Thanks to you too but what do you mean exactly by your comment? I presume you mean 3base per player, and the empty space is the space surrounding the middle? If so I don;t really see the problem going past 3bases per player, is it to hard? If so it can be fixed with the same solution as the problem TehTemplasr raised, and about the empty space, I think it is important to have large amounts of empty space, so there is room for 400/400 battles, if the game reaches there, but maybe I should add a couple of holes so there will be some chokes along the way.

Oh, and I still can't make that damned thing to work, but w/e I will just have to live with analyzer
moskonia
Profile Joined January 2011
Israel1448 Posts
June 22 2012 16:19 GMT
#5
Ok, I have upgdated my map and have played a couple of games on it. From what I can see it is a bit Zerg favored, since it is pretty large and has many expansions which can be hidden, but since normmaly in team games Zerg is weak I don't see a big of an issue, but id it would become one I will consider maybe removing 1base per team.

So, what are your opinions?
Guardian85
Profile Joined May 2012
162 Posts
June 22 2012 17:10 GMT
#6
If i were you, id add some LOS blockers somewhere around middle ramp 1-2 o'clock. and same for other side middle ramp 6-7 o'clock.
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