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[M] (4) Hellholt

Forum Index > SC2 Maps & Custom Games
Post a Reply
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2012-07-18 18:16:22
July 11 2012 22:03 GMT
#1
Hellholt
by TheFish

Published on NA

[image loading]

Introduction/Inspiration:

The intent behind this map was to minimize positional imbalance in close spawns while retaining short rush distances. To accomplish this, I gave each player a choice for their third base - players will always have the option to expand away from their opponent. there are short rush distances in close spawns but mostly that is due to the size 1 ramps leading from the naturals to the lowground thirds. The name comes from A song of Ice and Fire; its the name of a castle in Dorne where prisoners are burned to death. The aesthetics are pretty basic as I needed to finish in time for the proam, but I think the texturing came out pretty decent.

Pictures (Aesthetics):

+ Show Spoiler +
[image loading]

[image loading]

[image loading]


Pictures (Gameplay/Analyzer):

+ Show Spoiler +
[image loading]

[image loading]

[image loading]


Data (Gameplay)
Playable Bounds: 152x152
Number of Starting Positions: 4
Number of Bases: 16
Number of XWT's: 4
Number of Rocks: 8
Mineral/Gas Counts: all standard

Thanks for any feedback!

changelog:

+ Show Spoiler +
rotated main base mineral lines so they are less exposed.
~ ~ <°)))><~ ~ ~
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2012-07-11 22:46:49
July 11 2012 22:46 GMT
#2
Holy foliage dude.

Sweet layout though. Just one weeee question, is there any possibility of siege tanks hitting the main mineral line from the 3rd? I don't think so, but if so then it's a simple fix.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
WhiteKnight
Profile Joined December 2009
New Zealand134 Posts
July 11 2012 22:51 GMT
#3
I really like the way this map is laid out, for the life of me, I can't really remember what 3rds are like in most map but I love the fact players get a choice for their third which makes scouting all the more important.
Semmo
Profile Joined June 2011
Korea (South)627 Posts
July 12 2012 00:06 GMT
#4
Remember hurricane harbor? This isn't the same but its very similar (it circles the other way) as someone said it there if rocks drastically change the rush distance, its interesting, but not a really good feature of a map, which I think as well. The thirds on the highroad and the low ground are kinda imbalanced as well because one third has a different line of attacks than the other. Keep working on it though it looks good
Mapmaker of Frost, Fruitland and Bridgehead
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
July 12 2012 17:47 GMT
#5
Good call on the siege tank range, Newsunshine. One of the geysers was in range. Updated the overview with the rotated mineral lines.
~ ~ <°)))><~ ~ ~
FlaShFTW
Profile Blog Joined February 2010
United States10238 Posts
July 12 2012 17:55 GMT
#6
love the optional thirds. more rotational maps should have them. sick map. very well done.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
NewSunshine
Profile Joined July 2011
United States5938 Posts
July 12 2012 17:56 GMT
#7
On July 13 2012 02:47 TheFish7 wrote:
Good call on the siege tank range, Newsunshine. One of the geysers was in range. Updated the overview with the rotated mineral lines.

Looks good now.

I'm just nitpicking here, but I notice the mineral placement in the bottom-right main is slightly off(and upper-left as well), you could take the middle 4 patches and push them down 1 more hex(or up for upper-left), which would make all the main mineral lines close to identical.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Scurvy
Profile Joined March 2012
United States117 Posts
July 13 2012 05:43 GMT
#8
This is a very cool looking map. The choice offered between aggressive and defensive third is very intriguing.
With it or on it.
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