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[M] (2) Dream's Strand

Forum Index > SC2 Maps & Custom Games
Post a Reply
SunlethWaterscape
Profile Joined July 2012
17 Posts
Last Edited: 2012-08-23 23:21:51
August 23 2012 21:54 GMT
#1
Hi Team Liquid community, here is another 1v1 melee map. I wanted to make a caribbean themed map, especially because I like Atlantis resort.

[image loading]
Larger Map Overview:
http://i.imgur.com/Cdm21.jpg

For the gameplay, I wanted to make the natural secure with destructible barricades. However, there are two entrances to the main. There is also an option for taking two types of third expansions. One is to leave your natural secure and take the third next to the main where it is more open to assault. The other option is to break one of the destructible debris at the natural and take the third expansion across the tri-direction ramps.

Bases:
+ Show Spoiler +

Main:
http://i.imgur.com/3xKkV.jpg
Natural:
http://i.imgur.com/ZW1dc.jpg
Third (2 options, untaken becomes fourth):
http://i.imgur.com/fHQlM.jpg
or
http://i.imgur.com/l8pkZ.jpg

Fourth (Whatever is next to third which then become 2 options):
http://i.imgur.com/LOp6F.jpg
or
http://i.imgur.com/Kjotl.jpg

Fifth
http://i.imgur.com/fHQlM.jpg
or
http://i.imgur.com/l8pkZ.jpg

Sixth:
http://i.imgur.com/Kjotl.jpg
or
http://i.imgur.com/LOp6F.jpg


Atmosphere:
+ Show Spoiler +
http://i.imgur.com/afH3g.jpg

http://i.imgur.com/UTciu.jpg

http://i.imgur.com/AzCAP.jpg

http://i.imgur.com/Kff8z.jpg

http://i.imgur.com/oXX9D.jpg

http://i.imgur.com/LwjWR.jpg

The Lagoon (Inspiration from the lagoon from Besaid Island where Tidus and Wakka are swimming towards Besaid Village)
http://i.imgur.com/QkoDm.jpg

Underwater Caves
http://i.imgur.com/3LIRQ.jpg

http://i.imgur.com/OiMWX.png

http://i.imgur.com/NRaz4.jpg

Huge Archway with shallow waters (Inspiration from the Phon Coast from Final Fantasy XII)
http://i.imgur.com/MKo4p.jpg

Camp (Inspiration from Hunter's Camp at Phon Coast from Final Fantasy XII)
http://i.imgur.com/4skof.png

http://i.imgur.com/Ljboz.jpg

http://i.imgur.com/iOG4K.jpg


Map Overview without Doodads. I couldn't get rid of the base textures.

http://i.imgur.com/7B3ZG.jpg
FlaShFTW
Profile Blog Joined February 2010
United States10607 Posts
August 23 2012 22:09 GMT
#2
wait wut. the natural is walled off by rocks? how the hell do you scout?
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Qikz
Profile Blog Joined November 2009
United Kingdom12071 Posts
August 23 2012 22:53 GMT
#3
On August 24 2012 07:09 FlaShFTW wrote:
wait wut. the natural is walled off by rocks? how the hell do you scout?


I think there's two ramps in the main (looks like it anyways) so it's more of an inbase natural.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2012-08-23 22:57:49
August 23 2012 22:57 GMT
#4
Where the aesthetics are neat, they make this map incredibly hard to read as to what's going on with the layout. I know the analyzer is broke, but maybe you could supply us with a picture of just the layout without textures and doodads? Would certainly make it easier to give useful feedback.
Former ESV Mapmaker | @Timetwister22
Coppermantis
Profile Joined June 2012
United States845 Posts
August 23 2012 23:05 GMT
#5
Agreed, it's a gorgeous map but hard to tell what's going on from a top down perspective.

Qikz is correct about the inbase natural though, unless I'm seeing it wrong there are two main ramps. We're seeing a lit more of that kind of natural lately, I should try a map with that layout sometime.
Insomni7
Profile Joined June 2011
667 Posts
August 23 2012 23:12 GMT
#6
Looks like a very interesting map, but remember to make sure you cant warp in to the natural past the rocks, especially since the ramp from nat to main is wider than the standard. Otherwise looks quite nice.
Never Forget.
SunlethWaterscape
Profile Joined July 2012
17 Posts
August 24 2012 04:57 GMT
#7
Hello, I added an image of the map without doodads. Hope that helps. Also, yes, there are two ramps to the main base, one normal size ramp and one is a double size ramp that leads to the safe natural. I can also delete one of the barricades on the ramp closest to the possible third base across it too.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2012-08-24 05:36:49
August 24 2012 05:35 GMT
#8
Beautiful map, and nice name. No one has quite hit this sort of vibe yet. Uniquely awesome. ^^

Two things to make it work as more than an aesthetics showpiece:

Redesign the natural so that you can stay safe when you break some rocks to get your 3rd. There are too many things going on right now with extra entrances to your main and natural. Maybe if the initial opening wasn't so forefront, this would work out better.

The base hugging the main should be more isolated so it can operate as a lategame base if players expand clockwise. Basically, prevent warp-ins directly from the main onto it, and put it out of siege tank range from the main base. If you really don't want to provide for this, it should be made even more defensible for the player starting next to it --- tuck it back even farther against the main.

edit: Very important, as someone already mentioned: it's broken for PvP because you can warp in over the rocks and walk a 4gate into the main base on the big ramp. You can easily fix this with LosB.
Comprehensive strategic intention: DNE
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
August 24 2012 05:50 GMT
#9
The rush distance looks a little short. It might be better to remove the current main ramps, reduce the backdoor nat ramps to 1 width to become the main ramps, and remove the front set of rocks to create a standard natural choke.
vibeo gane,
Callynn
Profile Joined December 2010
Netherlands917 Posts
August 24 2012 05:51 GMT
#10
My first impression was "wow, that's a pretty sand map".

Then I was looking for the way you layed out your natural and third - and they are very strange. Deviating from the norm is fine, but you have to consider the consequences. As a Zerg player, I will destroy litterally every non-zerg on this map, particularly protoss by breaking down that backdoor into the natural and into the main (with that large ramp).

I'm going to go with EathThe Path on this one, and say that this enormous backdoor situation needs to be adressed as well as the line of sight blockers that need to be added for PvP. The natural should only have a single backdoor, not multiple ones as well and you should keep that 'flow' into the third as it is now.

I think you should definitly polish this map, because it looks awesome.

One question, is it published on EU and if not, can you publish it on EU?
Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
Ketch
Profile Joined October 2010
Netherlands7285 Posts
Last Edited: 2012-08-24 06:48:29
August 24 2012 06:47 GMT
#11
Wow, I really like this map and love the main/nat. I concur with already given comments. So remove one backdoor rock. I would also tighten the map up a little bit, moving the third a little bit closer to the nat and the fourth a bit in and a bit to the fourth as well, removing some of the airspace in the overview.

I like the large corner between third and fourth, as it still keeps the base flow nice, but gives the fourth a isolated position somehow, which opens it for harass better imho.
Callynn
Profile Joined December 2010
Netherlands917 Posts
August 24 2012 09:30 GMT
#12
On August 24 2012 15:47 Ketch wrote:
I would also tighten the map up a little bit, moving the third a little bit closer to the nat and the fourth a bit in and a bit to the fourth as well, removing some of the airspace in the overview.


This gets me to thinking there is probably room for two island expansions on this map, that way you can also legitimize the pretty surrounding airspace.
Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
August 24 2012 15:15 GMT
#13
So many rocks, Browder would be proud. I would suggest removing at least 2 of the 4 rocks on each side. Also with the way the map is, there is a hell of a lot of unused space around the edges. This is more of a fundamental problem as the map is diamond shaped but you really want it to be square. To help with this you can try to move the main down and the 4th up but it'll be tricky. The main/nat/3rd layout could be really cool but needs some simplification as it is. Good luck!
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Chargelot
Profile Blog Joined December 2010
2275 Posts
August 24 2012 15:52 GMT
#14
http://www.sc2mapster.com/assets/sc2-map-analyzer/

This should be standard by now, especially on maps more difficult to read than a hieroglyphic text.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
August 24 2012 16:32 GMT
#15
On August 25 2012 00:52 Chargelot wrote:
http://www.sc2mapster.com/assets/sc2-map-analyzer/

This should be standard by now, especially on maps more difficult to read than a hieroglyphic text.

Unfortunately, I do not believe there is a new version of the analyzer that is capable of reading post-patch 1.5.0 map file formats. The last version of the analyzer I had working was 1.4.7 and it did not work on my latest map.
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
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