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[M] (2) Dissociative Identity Disorder

Forum Index > SC2 Maps & Custom Games
Post a Reply
R3mnant
Profile Joined August 2011
United Kingdom51 Posts
February 14 2013 16:44 GMT
#1
Dissociative Identity Disorder
by R3mnant

Version 0.1



[image loading]
Overview

Size: 164 x 132
Starting positions: 2
Bases: 8 full bases, 4 half bases
Towers: 2


Hello again, mapmaking community!

After a long time since posting my first map, I have decided to make another! – here is my next map, Dissociative Identity Disorder.

A lot of people have been going for really boring designs recently, so I am going to spice things up.


- half base thirds mean you have to go for your fourth earlier, encouraging positional play

- Ovaltastic™ design promotes aggressive play, leading to more exciting games

- lots of attack paths mean you always have to watch your back

Other notable features:
+ Show Spoiler [features] +

+ Show Spoiler [natural choke] +

[image loading]
Natural choke has two entrances



Close Ups:
+ Show Spoiler [closeups] +

[image loading]
[image loading]
[image loading]
[image loading]



Changelog:
+ Show Spoiler [changelog] +

No changes yet


Any feedback is welcome, but positive feedback is more welcome!

This map is dedicated to those who suffer from dissociative identity disorder. Many of us know someone who struggles with this mysterious mental condition. Some of us even have personalities that lack empathy for school shooting victims.

If you have not seen my first map yet, please check it out!
Judgement Day

R3mnant
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
Last Edited: 2013-02-14 17:19:00
February 14 2013 17:17 GMT
#2
Map looks really good in both looks and layout. No doubt some people will complain about a FFE supposedly being impossible though.

It interestingly enough really looks like it could've been made by an alter of mine. The looks and layout are uncannily something I'd have spewn out.

Edit: Where is it published? I really want to play it.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Unsane
Profile Joined September 2010
Canada170 Posts
February 14 2013 17:45 GMT
#3
When i read the name i thought that it had to be a siskos map, guess i was wrong. Good looking layout though. Any thought put into gold nodes or XNTs?

On February 15 2013 02:17 SiskosGoatee wrote:
+ Show Spoiler +
Map looks really good in both looks and layout. No doubt some people will complain about a FFE supposedly being impossible though.

It interestingly enough really looks like it could've been made by an alter of mine. The looks and layout are uncannily something I'd have spewn out.
+ Show Spoiler +

Edit: Where is it published? I really want to play it.


Something i sort of thought about too
"What is the plural of y'all? All y'all." -Day9
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
Last Edited: 2013-02-14 17:48:07
February 14 2013 17:47 GMT
#4
Please, I would have named it after the middle name of character from some arthouse film which has DID if I were going that road.

edit: THis map is ridiculously inspiring to me by the way, everything about it, layout and looks.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Timetwister22
Profile Joined March 2011
United States538 Posts
February 14 2013 20:05 GMT
#5
This type of glowy lighting really kills the eyes when playing on the maps. Cloud Kingdom had very similar lighting to this back when it was first released, and SO many people complained including pros. Many still complain today. I recommend you just use a default lighting setting.

As far as the layout, this map does have spacing issues. Many low ground bases are unnecessarily open while some of more central areas that should be open are very cramped. Where the utilization of chokes can be cool, this map is WAY too chokey.

This layout also does not have much of a flow to it. The bases are very spread, and the fifths are very poorly designed. The full base fifths that are along the mains should either be pushed closer toward the natural or further from the main depending on who you intend to take that base.

Finally, half base thirds will not work. I meant to make a thread on this a while back when I was messing with them. Half base thirds in theory are really fucking awesome. Less resources lead to a longer midgame and focus more attention on things like micro and good tech decisions. I have done some serious testing with half base thirds about 5 months ago. While the metagame has certainly changed, the key reasons as to why these will not work most likely have not. I did testing with a friend's clan consisting of a dozen high masters and a single GM at the time. After such testing, it became clear that half base thirds could not work well. Here's what I found:
+ Show Spoiler +

- Encouraging two base all-ins is the biggest issue. If the third is designed like a normal third with less resources, you bet many players are going to do some sort of 1 or 2 base play. Should be a no-brainer as to why.

-Zergs like 6 gases. Whether the gas at the third is high yield or not, many Zerg players will either attempt to take another base or do some 2 base play. Both can lead to bad gameplay. One solution I did come up with was to create a full base third that only a Zerg could really take. However, this also lead to problems since the Terran or Protoss was working off of a half base, while the Zerg was working off a full base. Lead to some imbalances.

There is one semi-solution to all of this though. That is to add a 6m1hyg in-base expansion with rocks on it, then proceed to design the rest of the map as if such a base wasn't there. Players will take the natural outside their main, and then generally take their third at the in-base expo. Where this does let the concept theoretically work, Zerg would usually take the full base third before the P or T have taken their third. Thus, many P and T players felt they were forced to also take the full base third even though they wanted to take the half base. This lead to the midgame actually being shorter because players were then able to take a much quicker fourth and tech up faster. This is a bad thing imo.

I could not find a way to make half bases work, but maybe if you do something crazy with them, you can.


Overall, I feel the map is unplayable at the moment. If the thirds were full bases, it would be...playable. Even then however the fourths and fifths are so far and the map is so chokey that it will have loads of issues. Additionally, there isn't really any sort of concept to this map, which does make it quite boring.

Former ESV Mapmaker | @Timetwister22
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
Last Edited: 2013-02-14 20:27:53
February 14 2013 20:27 GMT
#6
On February 15 2013 05:05 Timetwister22 wrote:
As far as the layout, this map does have spacing issues. Many low ground bases are unnecessarily open while some of more central areas that should be open are very cramped. Where the utilization of chokes can be cool, this map is WAY too chokey.
Why is it uneccesary? The only real problem I see is that it's possible to go from nat 2 nat largely through chokes, making it potentially hard for Z to stop this, but the counter attack possibilities are huge on this map.

This layout also does not have much of a flow to it. The bases are very spread, and the fifths are very poorly designed. The full base fifths that are along the mains should either be pushed closer toward the natural or further from the main depending on who you intend to take that base.
Why? to what end? You realize that they are fifths as much as they are thirds right? They are the only full base thirds you can take on this map and therefore some people might elect to take them as thirds. I probably would in some cases.

I'm pretty sure these bases can be taken by either player, which is a good thing as it stops split maps from happening.

- Encouraging two base all-ins is the biggest issue. If the third is designed like a normal third with less resources, you bet many players are going to do some sort of 1 or 2 base play. Should be a no-brainer as to why.
So? Compensate, make 2 base all ins hard to execute and succeed in another way. You can compensate anything by changing the layout you know. They did it on Bel'shir Vestige. The third was too hard to defend so they added rocks, it's pretty easy.

-Zergs like 6 gases. Whether the gas at the third is high yield or not, many Zerg players will either attempt to take another base or do some 2 base play. Both can lead to bad gameplay. One solution I did come up with was to create a full base third that only a Zerg could really take. However, this also lead to problems since the Terran or Protoss was working off of a half base, while the Zerg was working off a full base. Lead to some imbalances.
You get 89% of the gas income you would normally get while expending less drones on it. Come on...

I could not find a way to make half bases work, but maybe if you do something crazy with them, you can.
For every reason something doesn't work you can adjust something of the map to make it work. If something leads to too many 2base all ins you can adjust the map to make those harder to pull off. If something encourages turtly play you can open up more pathways with varying degrees.

Overall, I feel the map is unplayable at the moment. If the thirds were full bases, it would be...playable. Even then however the fourths and fifths are so far and the map is so chokey that it will have loads of issues. Additionally, there isn't really any sort of concept to this map, which does make it quite boring.
I beg to differ, I want to play this map right now.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
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