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[M] (2) DF Yeonsu

Forum Index > SC2 Maps & Custom Games
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1 2 3 4 5 9 10 11 Next All
eTcetRa
Profile Joined November 2010
Australia822 Posts
Last Edited: 2013-07-30 10:39:36
January 24 2013 13:20 GMT
#1
[image loading]



Overview

Officially uploaded to [SEA] [NA] [EU] [KR]

[image loading]

Officially uploaded to [SEA] [NA] [EU] [KR]



Third Place in TLMC #2

New Map for BNET Ladder Season 5 2013

The greatest honour to be bestowed upon a mapmaker, the Ragoo seal of approval! :D

[image loading]



Map Details

                  Name DF Yeonsu
                  Version 2.2 (07-05-2013)
                  Bounds 132x132
                  Bases 12 Normal Yield
                  Main Rush Distances 58 in-game seconds
                  Natural Rush Distances 40 in-game seconds



Eye Candy

+ Show Spoiler [Click for image (Out of date)] +

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[image loading]



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Change Log



+ Show Spoiler [V 2.2 (07-05-2013)] +

- GENERAL
Bounds increased to 132x132 (from 124x132).
Texturing in mains simplified.
Texturing on islands fixed.

- MIDFIELD & FIFTHS
Area between towers enlarged.
Small chasm added to midfield between both towers.
Area in front of fifth bases enlarged.
Small hole added to enlarged area near fifth.


+ Show Spoiler [V 2.1 (01-05-2013)] +

- BUG FIXES
Fixed some pathing issues near cliffs.
Fixed unit clipping on some doodads.
Forced occlusion on overlord spots.
Forced occlusion on large trees around map border.
Fixed some line of sight blockers.
Refined some texture work on map border and dead space.
Removed no fly zones that were attached to "HotS - Iceworld - Ice Rock Giant: doodads.
Removed duplicated Xel'Naga Towers.
Placed pathing blockers on lower cliff level between island and pathable area.
Mirrored some doodads so that pathing is equal to both spawns.

- GAMEPLAY
Ramp widths with rock towers increased by 1 unit.


+ Show Spoiler [V 2.0 (30-04-2013)] +
- GENERAL
- Overall texturing overhaul.
- Overall doodad overhaul.
- MAINS
- Size increased.
- Supply Depot removed from ramp (and replaced with Unbuildable Rocks).
- NATURAL
- Size increased.
- Adjusted ramp.
- Minerals reoriented.
- THIRD
- Minerals reoriented.
- Pathable area behind the minerals added.
- FOURTH
- Minerals reoriented.
- Rock towers added to ramp.
- Pathway from natural widened.
- FIFTH
- Line of sight blockers added to path from fourth.
- Pathable area behind the minerals added.
- ISLANDS
- Rocks removed.


+ Show Spoiler [v1.3] +

- Main bases enlarged slightly.
- Main ramp changed to require standard wall-of.
- Added overlord hiding spot to top natural to match bottom natural.
- Low ground third moved away from natural slightly (4-5 squares).
- Low ground third minerals and gas reoriented.
- High-ground path above low-ground third widened slightly.
- Ramp from low-ground third to high-ground path moved backward slightly.
- Cliffs surrounding the low-ground paths (3 oclock and 9 oclock) changed to match each other (for overlord purposes).
Retired Mapmaker™
neptunusfisk
Profile Blog Joined July 2012
2286 Posts
Last Edited: 2013-01-24 14:55:27
January 24 2013 14:53 GMT
#2
Wow.. never seen that rock block of minerals before.. are you able to fit a base there before they're gone?

edit: on the islands I mean, perhaps not the most important question, but whatever
maru G5L pls
eTcetRa
Profile Joined November 2010
Australia822 Posts
January 24 2013 15:13 GMT
#3
Yeah you can properly position a main building before the rocks are down
Retired Mapmaker™
moskonia
Profile Joined January 2011
Israel1448 Posts
January 24 2013 15:16 GMT
#4
On January 24 2013 23:53 neptunusfisk wrote:
Wow.. never seen that rock block of minerals before.. are you able to fit a base there before they're gone?

edit: on the islands I mean, perhaps not the most important question, but whatever

It was used on Testbug before, but since then it was never seen I think.
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
Last Edited: 2013-01-24 17:48:37
January 24 2013 15:46 GMT
#5
Oblivion also has it doesn't it?

Anyway, I like this map, the layout is interesting, I like a good map that forces you to consider exactly through what path to engage and allows you to pull you opponent out of position with small attack squads. It's hard to do on a small map and usually I just make maps large to achieve this but you seem to have done an amicable job on a small map.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
digmouse
Profile Blog Joined November 2010
China6329 Posts
January 24 2013 16:26 GMT
#6
My first thought: Dual Sight.
TranslatorIf you want to ask anything about Chinese esports, send me a PM or follow me @nerddigmouse.
NewSunshine
Profile Joined July 2011
United States5938 Posts
January 24 2013 16:31 GMT
#7
On January 25 2013 01:26 digmouse wrote:
My first thought: Dual Sight.

That's a pretty useless first thought.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
January 24 2013 17:15 GMT
#8
Straight to ladder please. ;D

This has its problems, but they're all within the envelope of what a small map has to deal with anyway, and you succeeded mightily in what you set out to do, and these problems are all minimal unlike most small maps which set aside one problem to have in spades while fixing the others. Still, I don't like how much the towers poach on lategame maneuvering. By that I mean, the bases get close together and the towers cover all the rest of the space on the map, making army movements de facto knowledge. And it decreases the stability by decreasing uncertainty, imo, when it is already plenty unstable by short distance and connectivity. I would love if they were destructible or smaller radius or gone.

I love the islands on this map, some of the best fitting-in corner islands. And that style of rocks definitely needs to be used more.

Nice two-tone btw. Great job!
Comprehensive strategic intention: DNE
InfCereal
Profile Joined December 2011
Canada1759 Posts
January 24 2013 17:27 GMT
#9
Love small maps, and this one is absolutely gorgeous.

Sadly I don't have a SEA account to try it out though.
Cereal
Drake Merrwin
Profile Joined July 2012
Canada130 Posts
Last Edited: 2013-01-24 17:36:19
January 24 2013 17:34 GMT
#10
Sick. This is the kind of map that I would call fresh. It's not different enough to make everyone never play it but it explores small things that make it different. Even the aesthetics aren't over the top crazy shit. It's a nice, subtle, gentlemens map. =D Love it. So far you are my favourite map maker on this forum. <3
Fatam
Profile Joined June 2012
1986 Posts
January 24 2013 18:25 GMT
#11
Pretty cool. XNTs need to be destructible/time-limited or removed, I agree. Aesthetics are really good. I like the optional 3rds. Neither is too safe. The left and right LOS blockers don't make any sense to me, but w/e that is like the tiniest of nitpicks. gj
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
Qwyn
Profile Blog Joined December 2010
United States2779 Posts
Last Edited: 2013-01-24 18:49:39
January 24 2013 18:39 GMT
#12
This macro map has a pretty solid layout, yo! I like the texturing and the theme. One small nitpick/suggestion:

Actually, after looking at it some more, I changed my mind! I like the clean look of the snow.

Since the towers are in the middle it still leaves a lot of room to maneuver around them (which I like). However, I question the need for towers at all! I bet you could make a strong map that has no XNTs. Just something to consider.

I also question the need for rocks on the island. If T were to take the island early then they would have to build workers separately anyhow. I think closing off the rocks like that removes some crazy little strats that might occur.

Be sure to post the reason why you used the rocks on the island, as I'm really curious.

Very solid map.
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
Timetwister22
Profile Joined March 2011
United States538 Posts
January 24 2013 19:09 GMT
#13
I REALLY like this map. The natural plays out differently, the third is different, and late game islands sound awesome. However, if the islands don't work out, semi-islands by using rocks or collapse rocks come hots would be very interesting.
Former ESV Mapmaker | @Timetwister22
Fatam
Profile Joined June 2012
1986 Posts
January 24 2013 19:10 GMT
#14
I also question the need for rocks on the island. If T were to take the island early then they would have to build workers separately anyhow.


but mulez yo
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
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
January 25 2013 00:19 GMT
#15
Can you perform a standard terran 2depot 1 rax wall at the main ramp? It is hard to tell but it looks like you dont have enough space up top for them to be flush with the edge of the ramp. The whole shape of that ramp seems tough to defend. I do like the jagged cliffs around the map however.

Both the 3rd and 4ths seem hard to defend as Z, siege tanks look quite strong. Then again there are plenty of lanes for counterattacks and runbys so it may just be a matter of playing out differently, which is good.

Love the aesthetics! It really has that frozen mountain feel to it, like it gets colder as you go north on the map.
~ ~ <°)))><~ ~ ~
Doominator10
Profile Joined August 2012
United States515 Posts
January 25 2013 00:23 GMT
#16
Aight, you've heard the feedback. Nix them xelnaga towers, and we are all set for an awesomov map :D

(Personally I think just 1 smack in the center would be enough with some minor reworks to the previous cliffs)
Your DOOM has arrived,,,, and is handing out cookies
eTcetRa
Profile Joined November 2010
Australia822 Posts
Last Edited: 2013-01-25 00:49:03
January 25 2013 00:37 GMT
#17
On January 25 2013 01:26 digmouse wrote:
My first thought: Dual Sight.


Do you mean the aesthetics with the two tone set? Or some layout similarity?


On January 25 2013 02:15 EatThePath wrote:
Still, I don't like how much the towers poach on lategame maneuvering. By that I mean, the bases get close together and the towers cover all the rest of the space on the map, making army movements de facto knowledge. And it decreases the stability by decreasing uncertainty, imo, when it is already plenty unstable by short distance and connectivity.


Towers were one of my major concerns with the map, I've played with tower radius in previous maps and people didnt like it (don't know why, tower radius should be different for lots of maps) so might make them destructible after 7-10 minutes or some similar setup. If you want your tower, defend it! :D


On January 25 2013 02:27 InfCereal wrote:
Sadly I don't have a SEA account to try it out though.


It will be on NA and EU soon, hopefully.


On January 25 2013 03:39 Qwyn wrote:
I also question the need for rocks on the island. If T were to take the island early then they would have to build workers separately anyhow. I think closing off the rocks like that removes some crazy little strats that might occur.

Be sure to post the reason why you used the rocks on the island, as I'm really curious.

Very solid map.


The rocks are there in that because if a Terran is to land they still can't flood the relatively safe expansion with mules without destroying those rocks, and I adjusted the armour and health of the rocks on a personal preference, I'd like to see air play (void rays, muta, and banshees) not be disadvantaged in taking down rocks compared to those hard-hitting ground units which would take down rocks normally.

I will further adjust the health and armour depending on how long it would take a PF, spine crawler, and nexus attack (hots) to take them down.


On January 25 2013 04:09 Timetwister22 wrote:
I REALLY like this map. The natural plays out differently, the third is different, and late game islands sound awesome. However, if the islands don't work out, semi-islands by using rocks or collapse rocks come hots would be very interesting.


It is my personal belief that air play will become more prevalent in the various match ups, and that islands might play out more
Interestingly than they do now, and I hope we will see some competitive island maps come because of it.


On January 25 2013 09:19 TheFish7 wrote:
Can you perform a standard terran 2depot 1 rax wall at the main ramp? It is hard to tell but it looks like you dont have enough space up top for them to be flush with the edge of the ramp. The whole shape of that ramp seems tough to defend. I do like the jagged cliffs around the map however.

Love the aesthetics! It really has that frozen mountain feel to it, like it gets colder as you go north on the map.


The main is easier to wall than normal, one supply depot and barracks, and can be walled cleanly even if u want to place an addon there, I will post some pictures after work!

The aesthetics were really fun to do, and with a surprisingly low doodad count (less than 500, maybe less than 400 I can't remember the exact amount).


Thanks for all the feedback!

Edit: I'd be sorely tempted to push those towers further out towards the edge of the map, to keep that central path out of tower vision.




Retired Mapmaker™
monitor
Profile Blog Joined June 2010
United States2404 Posts
January 25 2013 01:05 GMT
#18
Beautiful map in terms of design (aesthetics are okay too...). I'd scratch the towers though.

Only thing I notice is that the main's ramp is really awkward and easy to wall. I'd change it to the standard depot+rax+depot wall.

Middle of the map is really boring but works. Could be something more interesting there.

Distances are all a bit short but it looks feasible to play on.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Antares777
Profile Joined June 2010
United States1971 Posts
January 25 2013 02:05 GMT
#19
This map is quite attractive.

I think that the way that those rocks are set up is the best way to balance island expansions in the game. Players can still expand there, but the bases are more or less useless until the rocks are taken down. I especially like how Stalkers can blink up to the islands with sight. It will make games very interesting. Maybe part of the islands could be extended so that it connects to the mainland, allowing Reapers/Colossi to traverse the ledge, and still preventing Siege Tanks from cliffing the expansion because you'd be extending the high ground not the low ground.

It is a little difficult for me to tell based on the images, but it looks like the main ramp can be walled off with just a Barracks and Supply Depot (or the equivalent of such buildings) because of how close the cliff edges are to the building placement. I have to admit that I do not know how it would affect balance, if at all.

The main looks like it is more vulnerable to drops than on other maps due to the distance between the mineral line and the edge of the main. It leaves less space for Stalkers/Hydras/Marines to fend off drops. I'd consider extending the main out a bit to counter-act that if drop play winds up being too powerful.

Regarding the towers, I feel that moving them away from covering the central path would be a poor decision because this map has a shorter attack path than the trend. However, in there current location they reveal a lot of information. You might want to consider either having just one in the center of the map (boring, I know) or play around with decreasing their sight radius.

If you are stressing air play, I'd be very curious as to how late game scenarios would unfold between the island expansions and the low ground ones near them. Taking air play into a larger account than other maps, it's tough to determine which player the low ground expansions belong to. They could go either way. I imagine Tempests from the islands preventing the opposing player from expanding there, but it could happen from both directions. They are just in a rather precarious position and would really force combat between players in the late game.

Overall, I really like Yeonsu and hope it gets into some tournaments for further testing. Maps that stress air play are very important right now because HotS is young, and if they don't catch on early, they'll not do any better than they did in WoL.

Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2013-01-25 02:11:43
January 25 2013 02:11 GMT
#20
The main is easier to wall than normal, one supply depot and barracks


I think this could be a problem because a probe scouting on 9 won't get in :-\ But shifting the ramp a bit shouldn't be very difficult
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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