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Active: 706 users

[M] (4) Bazaar

Forum Index > SC2 Maps & Custom Games
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1 2 3 Next All
SigmaFiE
Profile Blog Joined October 2011
United States333 Posts
Last Edited: 2012-08-16 05:03:33
July 11 2012 01:42 GMT
#1
Created by the fastest ProAm team in the land: NullCurrent and SigmaFiE

Uploaded to NA as "DF Bazaar"

Version: 1.2

Will soon be available on EU


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Aesthetics
+ Show Spoiler +
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Old Version
+ Show Spoiler +
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Bazaar
Ver: 1.0
By: SigmaFiE (aka Odysseus)

Uploaded: [NA]


Overview
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Various Shots
+ Show Spoiler +
Watchtower
+ Show Spoiler +
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Main
+ Show Spoiler +
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Stuff
+ Show Spoiler +
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Special Pathing Note
+ Show Spoiler +
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Special Drop Pod (clear one is usable)
+ Show Spoiler +
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Analyzer
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Change Log

1.2
+ Show Spoiler +
- Lyote removed
- Watchtower refined
- Map Info/Arcade Info updated


Playable Bounds: 152 x 152
Textures: Aiur Small Bricks, Aiur Dirt, Aiur Tiles, Aiur Rock, Aiur Grass, Aiur Large Bricks, Monlyth Tiles, Mar Sara Dirt Cracked

Comments and Criticisms Welcome.
https://johnemerson.artstation.com/
iGrok
Profile Blog Joined October 2010
United States5142 Posts
July 11 2012 01:45 GMT
#2
There's no room to build things :/

Feels like you need to increase the size of either the mains or the natural
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Gfire
Profile Joined March 2011
United States1699 Posts
Last Edited: 2012-07-11 01:50:22
July 11 2012 01:49 GMT
#3
Seems pretty solid. I think the area around the thirds could use some work. You need a good bit of space right around the base itself so you have some area to move around the base. I think the two elevated blocks should be merged and moved to the middle between the two bases, making the whole thing a bit simpler and giving a bit more room to make defending those bases a bit more comfortable.

Also you should make sure that the chokes leading into each of the thirds from the outside are the same size, and that the thirds are equidistant. At least it seems like you are going for equal thirds. As is it feels quite a bit easier to take the third tucked up against the main than the other one.

Edit: You could increase the size of the main like iGrok suggested, and in doing so you could push that third a bit further away to help balance it.
all's fair in love and melodies
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 11 2012 01:58 GMT
#4
It's really pretty, and it has cool paths. It's a little too choked around the 3rd bases. I don't think the mains are too small, but making them bigger would be fine. If you tear it apart to rebuild it slightly larger, you might consider adding more substantial negative space to separate the areas of the map more, instead of little islands and strips of cliffs. I understand why you don't have them here, because there's no room. Kudos for making such a promising compact 4player rotational.
Comprehensive strategic intention: DNE
iGrok
Profile Blog Joined October 2010
United States5142 Posts
July 11 2012 01:59 GMT
#5
I really like the paths from the thirds into the mid. Cool design there
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
RFDaemoniac
Profile Joined September 2011
United States544 Posts
July 11 2012 02:05 GMT
#6
I like the middle and the thirds

I also agree that the mains should be a little bigger, and that having the third connected to the main is annoying because of marine/medivac stuff. Gfire's got the right idea

However I don't think the thirds have to be equidistant (the definitely aren't), but without spawn restrictions it might be a little unfair for a player who spawns clockwise to another player.
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
July 11 2012 10:59 GMT
#7
shouldn't the title be '[M] (4) Bazaar'?

Solid map. I think the whole map could do with being a bit bigger so open up some of those chokes and agree with the other's suggestions. Aesthetics look good, but fairly standard. Overall, a very nice map. Would be interesting to see how close positions plays out.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
PandaZerg
Profile Joined April 2012
Canada148 Posts
July 11 2012 19:36 GMT
#8
best new map for the moment. Congrats!
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
July 11 2012 20:07 GMT
#9
There's just too much grass/brick variation.... I think all the high grounds should have grass/brick, and the low ground should be grass/dirt
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
FlaShFTW
Profile Blog Joined February 2010
United States10182 Posts
July 11 2012 20:57 GMT
#10
absolutely love this map. great optional thirds with 4ths right next to them. it sucks when people make optional thirds, which is great, but then they dont have a reasonable 4th. no problem here. absolutely amazing map.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Melty Butter
Profile Joined March 2011
Ireland52 Posts
July 11 2012 21:05 GMT
#11
we already have this, it's called whirlwind
Ass
NewSunshine
Profile Joined July 2011
United States5938 Posts
July 11 2012 21:35 GMT
#12
On July 12 2012 06:05 Melty Butter wrote:
we already have this, it's called whirlwind

It's quite similar, but there is a fundamental difference with the 3rd's and 4th's here, which have more choke points next to them. That is perhaps something to change, which is up for debate, but even so, it's a solid map that shows a good deal of progress for the mapmaker. All that aside, I tend to be against calling 2 maps identical, as the details can make all the difference. Just as 2 build orders in the game can be very similar yet have different strategies to them, 2 maps can be very similar, but still play entirely differently.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
July 11 2012 21:36 GMT
#13
On July 12 2012 06:05 Melty Butter wrote:
we already have this, it's called whirlwind


What an ignorant thing to say. You can't see the obvious differences?
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Melty Butter
Profile Joined March 2011
Ireland52 Posts
July 11 2012 22:09 GMT
#14
Yeah it's definitely a great map and all but apart from the additional little obstacles between the 4th and 3rd of each spawn quarter it's identical to Crux Whirlwind. And I don't think that all the other little minor differences like the main ramp being rotated 90 degrees or the 4ths having grouped gasses instead of separated ones is going to have any impact at all. That said, it's an excellent map, I'm just saying it should be called Whirlwind 1.1.
Ass
NewSunshine
Profile Joined July 2011
United States5938 Posts
July 11 2012 22:15 GMT
#15
On July 12 2012 07:09 Melty Butter wrote:
Yeah it's definitely a great map and all but apart from the additional little obstacles between the 4th and 3rd of each spawn quarter it's identical to Crux Whirlwind. And I don't think that all the other little minor differences like the main ramp being rotated 90 degrees or the 4ths having grouped gasses instead of separated ones is going to have any impact at all. That said, it's an excellent map, I'm just saying it should be called Whirlwind 1.1.

Look closer. The gaps in terrain next to the 3rd's completely change how you'd go about defending them. Honestly try and tell me holding off an attack on Whirlwind's 3rd base is just the same as it is here. Aside from that, all the differences add up. If we shut down every map that's similar to another map, the mapping community would dry up fast.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Gfire
Profile Joined March 2011
United States1699 Posts
July 11 2012 22:16 GMT
#16
The pathing on this map is totally different from Whirlwind. The only similarities are than it is a 4p rotational map with a ramp down from the nat and ramps up to the thirds. But the rest is completely different.
all's fair in love and melodies
Melty Butter
Profile Joined March 2011
Ireland52 Posts
July 11 2012 23:45 GMT
#17
On July 12 2012 07:15 NewSunshine wrote:
Look closer. The gaps in terrain next to the 3rd's completely change how you'd go about defending them. Honestly try and tell me holding off an attack on Whirlwind's 3rd base is just the same as it is here. Aside from that, all the differences add up. If we shut down every map that's similar to another map, the mapping community would dry up fast.


hold the phones guys, on this version of whirlwind the place where you defend your third is slightly closer to the nexus! I think we're onto a winner here!

On July 12 2012 07:16 Gfire wrote:
The pathing on this map is totally different from Whirlwind. The only similarities are than it is a 4p rotational map with a ramp down from the nat and ramps up to the thirds. But the rest is completely different.


+ Show Spoiler +
[image loading]

[image loading]


oh wow THE DIFFERENCES! Some of the lines are even shorter than on the other version, wtf?

I bet you guys thought I wouldn't go to this much trouble to prove you wrong. Who's stupid now.


Ass
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2012-07-11 23:51:23
July 11 2012 23:48 GMT
#18
On July 12 2012 08:45 Melty Butter wrote:
Show nested quote +
On July 12 2012 07:15 NewSunshine wrote:
Look closer. The gaps in terrain next to the 3rd's completely change how you'd go about defending them. Honestly try and tell me holding off an attack on Whirlwind's 3rd base is just the same as it is here. Aside from that, all the differences add up. If we shut down every map that's similar to another map, the mapping community would dry up fast.


hold the phones guys, on this version of whirlwind the place where you defend your third is slightly closer to the nexus! I think we're onto a winner here!

Show nested quote +
On July 12 2012 07:16 Gfire wrote:
The pathing on this map is totally different from Whirlwind. The only similarities are than it is a 4p rotational map with a ramp down from the nat and ramps up to the thirds. But the rest is completely different.


+ Show Spoiler +
[image loading]

[image loading]


oh wow THE DIFFERENCES! Some of the lines are even shorter than on the other version, wtf?

I bet you guys thought I wouldn't go to this much trouble to prove you wrong. Who's stupid now.



You. The minute differences in the lines you've so thoughtfully drawn all affect the gameplay. A map is not just an overview, contrary to popular belief, everything that appears small and insignificant in an overview becomes important once it's being used in-game. Pointing out similar shapes isn't going to win you any points in a community that strives to create better and better maps, but rather makes you sound like you've come from BNet to complain some more.

Please try to keep any further comments directed towards potential improvements upon the map's design. No map is perfect, that's not why we post here.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Semmo
Profile Joined June 2011
Korea (South)627 Posts
July 12 2012 00:17 GMT
#19
If this map is a thing that the map maker made to experiment with whirlwind then I would be ok. But I don't think its drastically different to whirlwind. For a starter these maps would never be used in the same ornament same as golden valley. Also even if maps are considerably different you have to knowledge the other map such as Mobs Marshall Area by team crux by eastwindy. The maps are quite different but at least he admitted that the maps are similar and will play out similarly.

That being said I don't think this map will have MAJOR differences in play.
Sorry, its what I think from my opinion.
Mapmaker of Frost, Fruitland and Bridgehead
Semmo
Profile Joined June 2011
Korea (South)627 Posts
Last Edited: 2012-07-12 00:19:19
July 12 2012 00:18 GMT
#20
On July 12 2012 09:17 kim9067 wrote:
If this map is a thing that the map maker made to experiment with whirlwind then I would be ok. But I don't think its drastically different to whirlwind. For a starter these maps would never be used in the same tournament same as golden valley. Also even if maps are considerably different you have to knowledge the other map such as Mobs Marshall Area by team crux by eastwindy. The maps are quite different but at least he admitted that the maps are similar and will play out similarly.

That being said I don't think this map will have MAJOR differences in play.
Sorry, its what I think from my opinion.



Crap sorry quoted instead of editing
Mapmaker of Frost, Fruitland and Bridgehead
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