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[M] (2) Sidekicks

Forum Index > SC2 Maps & Custom Games
Post a Reply
Johanaz
Profile Joined September 2010
Denmark363 Posts
August 03 2012 00:55 GMT
#1
Sidekicks

Created by Chuky & Johanaz





It's time to show you guys the abomination that is the offspring of the clash of two twisted minds. Chuky created Back to Back during the spring of 2010, back in beta, and since then he has continually improved and refined it. So, as you can imagine it was not easy to see it molested by another map maker.
Equally, it was not easy to obtain a sense of shared ownership make have both of us love this bastard child, especially as Chuky has a very deep knowledge of the game and how it correlates to map architecture, where I tend to follow my intuition and focus on aesthetics. As eloquently put by Chuky: "I feel you are learning more from this than I am", to which I agree 100%.
But we managed to work together nonetheless, and now, we are proud to present the fruit of our loins:



Original map:+ Show Spoiler +
[image loading]


[image loading]

142x136ish
2 spawns
12 bases (2 islands)
Rush distance 130ish (40 second'ish)

Screenshots:

+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


Feedback is very welcome (as long as it is positive!).
The map is not yet published.
TPW Map Maker - theplanetaryworkshop.com
Praetorial
Profile Blog Joined May 2011
United States4241 Posts
August 03 2012 01:01 GMT
#2
I gotta say, this is the improvement that Back to Back has always needed.

Nice work!
FOR GREAT JUSTICE! Bans for the ban gods!
monitor
Profile Blog Joined June 2010
United States2404 Posts
August 03 2012 01:29 GMT
#3
You've made it MUCH more playable and it looks much better. I'll be totally honest though, the map layout is still not very good. The fifth bases are somewhat winners bases like Daybreak. The islands seem to function as space fillers, but I don't see any other reason to have them except zerg can't get past 4 bases... but its only 1 gas so it doesn't help that much. Protoss/Terran are still going to have a difficult time taking them vs Zerg. The nat to nat distance is on the short side and the middle is tiny which doesn't allow for runbies or surrounds very easily against a player who is scouting well.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
ArcticRaven
Profile Joined August 2011
France1406 Posts
August 03 2012 02:16 GMT
#4
Just a question. Hwy the name ?
[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!
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2012-08-03 03:57:34
August 03 2012 03:57 GMT
#5
On August 03 2012 11:16 ArcticRaven wrote:
Just a question. Hwy the name ?

Look at the main and nat, duh. They're no longer back to back, they're sidekicks.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
monitor
Profile Blog Joined June 2010
United States2404 Posts
August 03 2012 04:28 GMT
#6
On August 03 2012 12:57 NewSunshine wrote:
Show nested quote +
On August 03 2012 11:16 ArcticRaven wrote:
Just a question. Hwy the name ?

Look at the main and nat, duh. They're no longer back to back, they're sidekicks.


I heard Johanaz and Chuky are now sidekicks too :p
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
August 03 2012 06:15 GMT
#7
I see HUGE improvements. Layout has improved, and the aesthetics have been refined. Great job both of you.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
WniO
Profile Blog Joined April 2010
United States2706 Posts
August 03 2012 06:20 GMT
#8
Honestly it looks like an old golf course the textures that is, I like the dark green.
Areith
Profile Joined May 2012
Germany19 Posts
August 03 2012 08:58 GMT
#9
*vote* for new ladder map
looks really fun to play and balanced
:)
Superouman
Profile Blog Joined August 2007
France2195 Posts
August 03 2012 09:44 GMT
#10
Are you still alive johanaz?
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
Semmo
Profile Joined June 2011
Korea (South)627 Posts
August 03 2012 10:01 GMT
#11
If you use the space efficiently on a map, most of the time it will come out as good quality

(Alright, Autumn Woods was not, but it's 3 player map)

Anyways, this map is.... has... many problems.
Firstly it's really bad to make the main and the natural feel isolated from everything else, it makes the third really awkward and also doesn't use space efficiently.
Mapmaker of Frost, Fruitland and Bridgehead
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
August 03 2012 10:57 GMT
#12
On August 03 2012 19:01 kim9067 wrote:
Firstly it's really bad to make the main and the natural feel isolated from everything else, it makes the third really awkward and also doesn't use space efficiently.


I don't think the third is too bad. The choke looks like it's around 14 blocks (a full pylon radius) and if it is then that's fine for a third base because you can sim-city it as any race. I think the maps problems come in later when you take the fourth. Assuming you take the vertical fourth the watchtower makes it really tough to defend because either you position your army there and they can run round to the main or you position your army up above and they can take the watchtower to cut off any reinforcements to the fourth. Assuming you take the horizontal fourth, you need to pull yourself way out of position to that watchtower if you want a hope of defending the fourth and your main, nat and third become way to vulnerable. I don't see fourth bases being entirely takeable on this map without a significant advantage.

Also, can you blink and warp in to the main from the fifth base (and vise-versa), how far does tank fire cut in to the main from there? Finally the aesthetics on the main cliff look slightly bugged in the OP (the bit where it's randomly a manmade cliff) but I can't tell without seeing it in game.
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
August 03 2012 13:21 GMT
#13
Big improvement over the original. The aesthetics are simple but very well done. I should think both mappers learnt a lot from this one
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Fatam
Profile Joined June 2012
1986 Posts
August 04 2012 03:08 GMT
#14
Pretty cool map. I like that the tank ledges in the middle (I'm assuming that's what those are) are good but not too good - it looks like you are able to go around the radius of them if you have to. Some people might rage about it being within range of the watchtowers; not sure if that's a problem or not.

@ the island bases being 1 gas. Don't you think the player should get full resources if they're going to the trouble of setting up an island expo? Or is the tradeoff for there not being a creep tumor blocking it is that you get a partial base?
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
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