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[M] (3v3) Island Settlement

Forum Index > SC2 Maps & Custom Games
Post a Reply
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
August 12 2012 23:57 GMT
#1
Island Settlement v0.1
Made by: NegativeZero
Published on: NA
Playable bounds: 148x184

[image loading]

This is my second SC2 map, and I thought making a team map would be a good way to mess around with the editor without worrying too much about balance - plus, non-Blizzard 3v3 maps are pretty rare. This map is actually a very close copy of a BW map I made a while ago. The aesthetics aren't great since I'm still figuring stuff out, but they're definitely slightly better than my first map.

Additional images: (slightly outdated version)
+ Show Spoiler +
Angled overview:
[image loading]

Main:
[image loading]

Nat:
[image loading]

Third:
[image loading]

Center/gold:
[image loading]

random1
[image loading]

random2
[image loading]

random3
[image loading]


Textures/Cliffs:
+ Show Spoiler +
-Agria Grass Green
-Xil Dirt
-Xil Sand
-Meinhoff Concrete
-Castanar Mesh

-Xil Organic Cliffs
-Agria Manmade Cliffs
vibeo gane,
Infidler
Profile Joined June 2012
Norway49 Posts
August 13 2012 00:11 GMT
#2
3v3 macro map! YEAH! nice work! Blizzard needs more of these in 3v3!
Eggs Dee
Bobnoble
Profile Joined October 2011
Luxembourg52 Posts
August 13 2012 00:27 GMT
#3
Great to see more team maps coming up

I actually have no idea about 3v3 so don't take this for granted, but here I go^^ :

The main could be a little bigger I think, just a little though. I just think 3 twobase allins won't have enough space. 2 base allins are realistic since you provide a quite defendable natural (I think) and this is exactly my taste.

Another thing you might consider is making the area between the natural and the 3rd second base a bit wider, I would position myself there and max out on colo or mech off two bases since this area is really easy to defend.
Now this may have been intentional: It is pretty simple to inch yourself forward and to take base by base because there are always two attack paths to defend once you take a base further out. Provides for pretty turtly playstyle. I don't know 3v3 maps could need that.

I love your aesthetics actually, very clean look. Maybe too clean though. You might either add another few textures on your "sand area" and concrete area or the other way around, like really clean: Every single piece of grass beeing sepreated from sand by a decal or another feature to give it sort of a golf course look.

Again I'm neither an experienced mapper myself nor have I ever played a 3v3 in my life so don't take my balance suggestions too seriously.
Favorite caster: ST Legend
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
August 13 2012 02:15 GMT
#4
Looks very nice!

imo some of the chokes might be a bit small, considering there will be 6 players in the game at any given time. I think your backdoor could be double wide, and the chokes at the 2/8 o clock base and the 3/9 o clock bases could be slightly bigger. The 3/9 o clock bases seem awkward and cramped up with the half base so close to the full one. If it was me I'd probably make the 3/9 oclock double base bigger and more open, but also make it two full bases. Then I'd get rid of the nearby lowground half base.
~ ~ <°)))><~ ~ ~
HamzasSister
Profile Joined February 2011
United States26 Posts
August 13 2012 04:56 GMT
#5
Very impressive negativezero! I hope blizzard starts taking your maps into consideration. This could use a little help but I would love playing a 3v3 on here.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
August 15 2012 01:13 GMT
#6
On August 13 2012 11:15 TheFish7 wrote:
Looks very nice!

imo some of the chokes might be a bit small, considering there will be 6 players in the game at any given time. I think your backdoor could be double wide, and the chokes at the 2/8 o clock base and the 3/9 o clock bases could be slightly bigger. The 3/9 o clock bases seem awkward and cramped up with the half base so close to the full one. If it was me I'd probably make the 3/9 oclock double base bigger and more open, but also make it two full bases. Then I'd get rid of the nearby lowground half base.

What if I moved the gold bases to the center - basically on the opposite side of the path from where they are? That was originally where they were, but others suggested that they would be too exposed/vulnerable there.
vibeo gane,
PMACProspekt
Profile Joined June 2012
5 Posts
August 15 2012 01:29 GMT
#7
This looks very nice...VERY nice. Love the naturals but I would consider widening the ramp going down to them. And possibly the destructible rock one too.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2012-08-15 04:36:07
August 15 2012 04:33 GMT
#8
On August 15 2012 10:13 -NegativeZero- wrote:
Show nested quote +
On August 13 2012 11:15 TheFish7 wrote:
Looks very nice!

imo some of the chokes might be a bit small, considering there will be 6 players in the game at any given time. I think your backdoor could be double wide, and the chokes at the 2/8 o clock base and the 3/9 o clock bases could be slightly bigger. The 3/9 o clock bases seem awkward and cramped up with the half base so close to the full one. If it was me I'd probably make the 3/9 oclock double base bigger and more open, but also make it two full bases. Then I'd get rid of the nearby lowground half base.

What if I moved the gold bases to the center - basically on the opposite side of the path from where they are? That was originally where they were, but others suggested that they would be too exposed/vulnerable there.


I think you could do this, but I would rework the terrain in the middle a bit if you do. (Looking at the gold base on the left side) I'd move the dome doodad next to the water, and tuck the gold minerals and gas just to the north of it. I'd still say that the double base with the half base and the regular base should be opened up more, since I think its too easy to defend right now to be a double base.
~ ~ <°)))><~ ~ ~
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