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[M] (2) Thunderstorm

Forum Index > SC2 Maps & Custom Games
Post a Reply
Hawk
Profile Joined September 2012
Germany3 Posts
September 06 2012 19:55 GMT
#1
[image loading]

Thunderstorm version 1.7
Made by Hawk
Published on [EU]

Hi, it's my first map i made and its also my first topic here on TL i hope i did everything right.

Details:
Bases: 12 + 2 Bases with 5 only Minerals and one rich Gas
Spawns: 2
Playable Bounds: 146x138
2 Xel'Naga tower

Overview:
+ Show Spoiler +
[image loading]


Center of the map:
+ Show Spoiler +
[image loading]


Main and Nat:
+ Show Spoiler +
[image loading]


Aesthetics:
+ Show Spoiler +
[image loading]

[image loading]

[image loading]


I would be happy if you give me some feedback what you think about the balance and the look of the map.

Thanks for reading and you help!
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2012-09-06 20:13:50
September 06 2012 20:11 GMT
#2
The 3rd is a little too easy and so is the 4th subsequently, in my opinion. Along with the half base, that makes 4.5 very close and relatively easily defended bases.

However, looking at the spacing and the arrangement of chokes and open space, this is similar to Entombed Valley (at least for the first 3-4 bases), which has a less awful balance record than you might expect. So this is probably "okay" (but not perfect) in terms of balance.

I do like the vulnerability of the 4th base with the cliff above it that the attacker can access by breaking the rocks. This partially makes up for how easy it is to take that base. I think by arranging the ramps into and out of the 3rd a little differently, you could increase the ground distance between the bases and thereby make it more difficult/dangerous to start those bases. Perhaps an additional small ramp to access the 3rd, or enlarging one of the present ramps, would add more vulnerability and preserve the closeness which I guess you have intentionally.

I like the watchtower platforms, in a vacuum. But on this map they allow a deathball player to be very turtley. Moreover, the difficulty of attacking past the other player's tower vision + deathball means both players will favor passive play more than they would if, for example, the map had no towers. For this reason I recommend thinking about other options for tower arrangements that promote struggling over one or more towers for map control, rather than camping on your own side to protect your bases.

Overall definitely a nice map. Most of these critiques are style observations, not balance problems, which is always good for a first pass. I think a few minor adjustments can change these things anyway if you see fit.

Edit: I would add a drop pod or some other increased harass liability at the corner bases, because they are so far removed by ground and are protected by a convenient choke point near to the 4th base. They already favour air based harass for this reason, which is good in terms of base diversity, but I think it should be emphasized more for fairness and interest.
Comprehensive strategic intention: DNE
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
September 06 2012 20:24 GMT
#3
If the 3rd seems too easy you could just change it to a 6m1hyg base to discourage 3 base turtling. Also it's hard to tell how it would work without observing games, but some areas might be slightly too open, such as the space outside the nat/3rd.

This is an extremely good first map btw, keep up the good work.
vibeo gane,
Hawk
Profile Joined September 2012
Germany3 Posts
September 09 2012 08:29 GMT
#4
Thank you for the feedback, i will change the rap to the 3rd a little bit.
The second point is the watchtower, maybe i put only one into the center of the map.
Do you think i should let the cliffs with the tower as they are now but without the tower or change them too?
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