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[M] (2) Dust Devils

Forum Index > SC2 Maps & Custom Games
Post a Reply
eTcetRa
Profile Joined November 2010
Australia822 Posts
September 10 2012 10:45 GMT
#1
[image loading]



Overview

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Map Details

                  Name DF Dust Devils
                  Version 1.0
                  Bounds 154x112
                  Bases 10
                  Published Privately on SEA

Back with another map for another month! This time I tried to take things in a different direction. The map is noticebly smaller than my last with the vertical bounds being approx 40 units smaller. There are only 5 bases for each player but they are relatively easy to take and hold.

Aesthetics are quite conservative I wanted to make a much less colourful map and I think I achieved that. Player units and fights feel much more vibrant and I and the people I have played this with think it is quite a nice effect.

Natural wall-off is standard but with an additional entrance rocked off behind line of sight blockers.

It takes one creep tumour to connect the main's hatchery to the natural's hatchery, and two to connect the natural and the third. Only takes two to connect the third to the fourth.



Analyzer Image

Not available since patch 1.5.0




Gameplay Images

+ Show Spoiler [Click for image] +

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Eye Candy

+ Show Spoiler [Click for image] +

[image loading]
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Previous Versions

None yet.
Retired Mapmaker™
Aunvilgod
Profile Joined December 2011
2653 Posts
September 10 2012 12:19 GMT
#2
Now thats what I call some fast aesthetics. All in one day or did you submit an older submission yesterday?
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
eTcetRa
Profile Joined November 2010
Australia822 Posts
September 10 2012 12:58 GMT
#3
They took me two weeks. Fast for me
Retired Mapmaker™
Aunvilgod
Profile Joined December 2011
2653 Posts
September 10 2012 13:13 GMT
#4
I just noticed you took out the mineral block. Lovely!
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
September 10 2012 23:19 GMT
#5
Really like how the natural is set up. Good to see something different.

Nice job on the aesthetics as well. I know I have trouble staying as consistent as you were able to.
~ ~ <°)))><~ ~ ~
AssyrianKing
Profile Blog Joined August 2011
Australia2111 Posts
September 25 2012 07:59 GMT
#6
Good job!
John 15:13
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
September 25 2012 08:40 GMT
#7
I think you need to get rid of a ton of the LOS blockers at the rocks at the natural, because at the moment, FFE isn't viable. That's because the zerg player can make nothing but lings on 2 bases and the protoss can't wall off the back door in time. From your pictures it looks like it'll take maybe 6 buildings and a pylon to wall it off, and a zerg player can easily break through that before you have enough units to defend. You should make it so that you can wall behind the LOS blockers more easily.
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
xHadoken
Profile Blog Joined March 2012
United States171 Posts
September 26 2012 01:17 GMT
#8
Looks pretty nice! I like how 3rd is easy to take .
Defeating a sandwich only makes it tastier
DooSan
Profile Joined August 2012
4 Posts
September 26 2012 08:18 GMT
#9
Is there any reason to place 7m2g naturals ?
meatpudding
Profile Joined March 2011
Australia520 Posts
September 26 2012 10:38 GMT
#10
You guys are still having trouble with the Map Analyser?

Have you tried this? http://www.teamliquid.net/forum/viewmessage.php?topic_id=132627&currentpage=13#247

If still having problems you can try PMing me but I'm super busy these days.

Nice looking map though
Be excellent to each other.
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-09-26 21:18:24
September 26 2012 20:22 GMT
#11
Yeah all the versions out there don't work since 1.5 came out.

It's not a huge deal though if you are busy - a mapmaker can get all the information he needs with various methods (it's just an itty bit more work than running a quick program), the easiest being the new distance measure tool that came with the 1.5 editor.
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
FlaShFTW
Profile Blog Joined February 2010
United States10108 Posts
September 26 2012 20:35 GMT
#12
feels too much 3 base play. the 4th bases are soooo far.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
ArcticRaven
Profile Joined August 2011
France1406 Posts
September 26 2012 20:37 GMT
#13
But then they're pretty choked up, and far from the ennemy too. That and if you break the rocks the distance is very manageable.
[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!
Fatam
Profile Joined June 2012
1986 Posts
September 26 2012 21:20 GMT
#14
idk, those 4ths aren't -that- far. It probably wouldn't be an issue at all if there wasn't a ramp coming down into the 4th from the opponent's 5th.
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
eTcetRa
Profile Joined November 2010
Australia822 Posts
October 02 2012 07:31 GMT
#15
On September 25 2012 17:40 Yonnua wrote:
I think you need to get rid of a ton of the LOS blockers at the rocks at the natural, because at the moment, FFE isn't viable. That's because the zerg player can make nothing but lings on 2 bases and the protoss can't wall off the back door in time. From your pictures it looks like it'll take maybe 6 buildings and a pylon to wall it off, and a zerg player can easily break through that before you have enough units to defend. You should make it so that you can wall behind the LOS blockers more easily.


Noted, natural will be changed a bit to compensate for this back door and I will be changing the losbs.

On September 26 2012 17:18 DooSan wrote:
Is there any reason to place 7m2g naturals ?


Mistake. I don't remember what map I copied those minerals from, supposed to be standard 8m bases.

On September 27 2012 05:35 FlaShFTW wrote:
feels too much 3 base play. the 4th bases are soooo far.


Most test games have shown that the fourth is reasonable to take.

----

Also looking into completely changing the midfield, currently it produces terrible engagements for most matchups.
Retired Mapmaker™
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