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[M] (4) Sacred Sands

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
Last Edited: 2012-07-31 15:40:12
July 22 2012 20:50 GMT
#1
Sacred Sands 0.2
Created by Scorp

[EU] [NA] [SEA] [KR]

Featured in Starbow Mod and Mapper's Monthly Tournament

[image loading]

+ Show Spoiler [Analyzer] +
[image loading]


I decided to give 4p rotational symmetry an attempt, and here's the outcome. Aesthetics are inspired by Timetwister's Serpent Sands.

Aesthetics
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]


Details
Spawns: 4
Playable Bounds: 140x140
Main2Main Close: 152.4
Main2Main Cross: 171.9
All positions enabled

Please leave a comment, all feedback is appreciated.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
Duvon
Profile Joined October 2011
Sweden2360 Posts
July 22 2012 21:27 GMT
#2
Looks good, textures a bit incoherent but meh, that'll come I'm sure.
Nothing is impossible, only some things for some people.
ArcticRaven
Profile Joined August 2011
France1406 Posts
July 22 2012 21:30 GMT
#3
What do you mean incoherent ?
[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!
Duvon
Profile Joined October 2011
Sweden2360 Posts
July 22 2012 21:47 GMT
#4
Hmm, might be inconsistent I mean. Sacred Sands, with the majority of the map dominated by what looks like metal or concrete floors.
Nothing is impossible, only some things for some people.
ArcticRaven
Profile Joined August 2011
France1406 Posts
July 22 2012 21:48 GMT
#5
Oh. That's very true ^^.
[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!
qiza
Profile Joined April 2011
Germany37 Posts
July 22 2012 22:07 GMT
#6
very tight. to small, dont think u can paly a long macrogame. favours toss really hard. ff will be really good.
Zergrush!
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2012-07-22 22:29:06
July 22 2012 22:28 GMT
#7
Very nice! The proportions are good (very nicely placed ramps, given your space restrictions) for this kind of design, and the expansions flow nicely in both directions. You could remove the tower to make the middle feel more open and dangerous, but it's okay as is. The path outside tower vision is quite long. The different pathways encourage map presence.

You should put some rocks, a doodad clump, or raised ground/hole in order to make the natural choke smaller, 9-10 squares is "standard" and on this map I don't think you should have more than 11-12.

edit: Sands? The whole ground floor in the middle is sand. Which is apparently sacred. Makes sense to me. ^^
Comprehensive strategic intention: DNE
ArcticRaven
Profile Joined August 2011
France1406 Posts
July 22 2012 23:00 GMT
#8
Just took a second look - main 2 main rush distance isn't high enough.

[image loading]

I think rocks in those places should help.
[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!
FlaShFTW
Profile Blog Joined February 2010
United States10163 Posts
July 22 2012 23:07 GMT
#9
On July 23 2012 08:00 ArcticRaven wrote:
Just took a second look - main 2 main rush distance isn't high enough.

[image loading]

I think rocks in those places should help.

i feel like rocks there would increase it too much. maybe, maybe not.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
algue
Profile Joined July 2011
France1436 Posts
Last Edited: 2012-07-22 23:19:33
July 22 2012 23:19 GMT
#10
On July 23 2012 08:07 FlaShFTW wrote:
Show nested quote +
On July 23 2012 08:00 ArcticRaven wrote:
Just took a second look - main 2 main rush distance isn't high enough.

[image loading]

I think rocks in those places should help.

i feel like rocks there would increase it too much. maybe, maybe not.


what about only cross spawn ? Problem solved
rly ?
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
Last Edited: 2012-07-23 07:48:04
July 23 2012 07:46 GMT
#11
Thanks for all of the nice feedback, guys.

The name is meh, but I couldn't come up with anything better. Feel free to suggest a replacement.

I have played around with the nat and rocks that you have suggested, and these are the results.

+ Show Spoiler [FFE] +
Protoss can now cover the nat with 3x3 buildings. A tiny obstacle can be destroyed to create a path.
[image loading]


+ Show Spoiler [Rocks] +
Increases close position distance, but still allow attacks at the thirds by taking a slightly longer path. Distance increases from 142.0 to 152.4.
[image loading]


I'll be working on the aesthetics in the next couple of days as well as the suggestions you guys come up with. Keep 'em rollin in
Mapmaker | Author of Atlas, Rao Mesa & Paralda
Apoo
Profile Joined January 2011
413 Posts
July 23 2012 10:33 GMT
#12
Great map, i really like it. I think the rocks would work great!
The aesthetics are fine, it looks really clean (a bit Metropolis-like), so it doesnt distract from the gameplay. Great!
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
July 23 2012 10:37 GMT
#13
This map is really nice. I like ArcticRaven's suggestion for the rocks, that helps balance it symmetrically whilst not making the 3rds too easy.

I would love to see some high level games on it. Maybe it could be picked up by Mappers monthly or something. Once the aesthetics are finished of course.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Aunvilgod
Profile Joined December 2011
2653 Posts
July 23 2012 13:46 GMT
#14
I like your aesthetics, especially your water. Could you tell me the settings?

The layout of your bases however is super standard. Not specifically about this map, I would love to see more variations in the layout of the first 3 bases.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
Last Edited: 2012-07-23 15:03:51
July 23 2012 15:01 GMT
#15
Update
I have updated first post with the new version. Rocks have been added, as suggested by ArticRaven, and aesthetic changes have been made.

On July 23 2012 19:33 Apoo wrote:
Great map, i really like it. I think the rocks would work great!
The aesthetics are fine, it looks really clean (a bit Metropolis-like), so it doesnt distract from the gameplay. Great!
On July 23 2012 19:37 OxyGenesis wrote:
This map is really nice. I like ArcticRaven's suggestion for the rocks, that helps balance it symmetrically whilst not making the 3rds too easy.

I would love to see some high level games on it. Maybe it could be picked up by Mappers monthly or something. Once the aesthetics are finished of course.

Thanks!

On July 23 2012 22:46 Aunvilgod wrote:
I like your aesthetics, especially your water. Could you tell me the settings?

The layout of your bases however is super standard. Not specifically about this map, I would love to see more variations in the layout of the first 3 bases.

I use a modifed Shakuras water with 0 alpha, 1.0 mesh roughness and full texture roughness. I also gave it full reflective effect and disabled shadows.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
July 23 2012 22:01 GMT
#16
Update
Aesthetics have been finished, and lighting has been standardized (no pretty night theme anymore )
Mapmaker | Author of Atlas, Rao Mesa & Paralda
ChaosRefined
Profile Joined July 2011
United States52 Posts
July 24 2012 00:30 GMT
#17
I'm not entirely sure about this, but 30 cc's seems pretty small for the mains. Also, the ramps seem to choke it up a little too much for me. I would widen one of the two ramps by the high ground third, probably the middle-r one of the two. Otherwise it looks pretty good! I really like the middleground, I feel like it could lead to a lot of flanks and tip-toe dance kind of battles. Maybe I'll steal it(;
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 24 2012 03:54 GMT
#18
Ha I like the little destructible doodad. It lets you wall at first, and a cannon can protect it, but is easily opened like a pylon self-kill or the enemy can. Nifty little uniqueness.

Personally the nat2nat is fine without rocks, it's at least as long as xelnaga caverns (the ollllld standard). But adding them is great suggestion for adjusting the map without changing its character. Also it forces to walk past tower for early attacks, which means walking to middle to tag there first is important, creating more interesting midmap dynamics at all stages of the game. Also the rocks make the towards-opponent expansions a little more useful. All in all great change, good suggestion.
Comprehensive strategic intention: DNE
Fatam
Profile Joined June 2012
1986 Posts
July 25 2012 01:09 GMT
#19
30 CCs is about the minimum acceptable size. I think 30 is ok as long as you have a decently roomy natural. If you have a small natural it is problematic though.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
thurst0n
Profile Blog Joined December 2010
United States611 Posts
Last Edited: 2012-07-25 02:13:54
July 25 2012 02:13 GMT
#20
I like this map, A LOT.
I love how there are options to expand, but it doesn't seem too big.
It also seems to have chokes but a reasonable amount. I'm very interested to see how this plays out..
P.S. I'm nub. If you'd like you can follow me @xthurst but its not worth it ill be honest
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