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Active: 1620 users

[M] The Dread Vault

Forum Index > SC2 Maps & Custom Games
Post a Reply
KingCorwin
Profile Joined February 2013
United States134 Posts
Last Edited: 2013-03-22 19:44:07
March 21 2013 16:56 GMT
#1
The Dread Vault
Uploaded to [NA]
Version 0.4
Made by KingCorwin
[image loading]

click for angled view
+ Show Spoiler +
[image loading]


click for pre HOTS version
+ Show Spoiler +
[image loading]


Stats:
Spawns: 2
Playable Bounds: 140x152
10 base, 2 gold base (no high yield gas)


Aesthetics
+ Show Spoiler +

3 Base Set Up
[image loading]

Volcanic Minerals
[image loading]

Gold Base
[image loading]

Mining Gear
[image loading]




Changelog:
+ Show Spoiler +
3/22/2013 - Version 0.4
Removed backdoor rocks at natural.
Widened ramps at third and fourth
Pit in middle sized to be smaller and added no fly zone around doodads
Position LOS blockers at third/fourth changed
Added destructible debris in 5th base
Move golds closer to high ground platform for aesthetics


3/21/2013 - Publish Date.




Please leave comments and feedback below! Send me replays in pm
Corwin#12780
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
March 21 2013 17:39 GMT
#2
Love the aesthetics, nice use of some of the new HotS stuff. Some flaws/suggestions:

-Map overall looks too tight - to start with, try shrinking that huge gap in the center by a significant amount.
-3rds might be too easy once the rocks are down - you can practically park your army at the backdoor nat choke and defend the other entrance to the 3rd from there.
-The orientation of the main ramp might make FFE awkward (though this probably isn't as much of an issue in HotS)
-The high-ground pods overlooking the golds and the nat choke are probably imba if T pushes through the side corridor and sieges up there. Looks like tanks might even be able to hit the main ramp from there - they can definitely at least deny units from exiting the normal nat choke without fear of retaliation until the units can get up the ramp (while being shelled by tanks the entire way).
vibeo gane,
moskonia
Profile Joined January 2011
Israel1448 Posts
March 21 2013 20:07 GMT
#3
I support what negative said and I also wants to say that the map really reminds me of Ohana by the fact that all your bases are very close to each other, which is not a good fact. I think the best way to make the map better would be to widen most paths, make the high ground near the nat so it cannot be dropped on and open up the 3rd in a manner which should also make it possible to take it without breaking the rocks.

Some things I think should make the map better, but are more style oriented are making the gold minerals face the high ground pod, so it can be harassed from there, then make the 5th to be a bit separated from the 4th and thus a bit harder to take.
FlyingBeer
Profile Blog Joined June 2012
United States262 Posts
Last Edited: 2013-03-21 20:50:23
March 21 2013 20:43 GMT
#4
On March 22 2013 02:39 -NegativeZero- wrote:
Love the aesthetics, nice use of some of the new HotS stuff. Some flaws/suggestions:

-Map overall looks too tight - to start with, try shrinking that huge gap in the center by a significant amount.
-3rds might be too easy once the rocks are down - you can practically park your army at the backdoor nat choke and defend the other entrance to the 3rd from there.
-The orientation of the main ramp might make FFE awkward (though this probably isn't as much of an issue in HotS)
-The high-ground pods overlooking the golds and the nat choke are probably imba if T pushes through the side corridor and sieges up there. Looks like tanks might even be able to hit the main ramp from there - they can definitely at least deny units from exiting the normal nat choke without fear of retaliation until the units can get up the ramp (while being shelled by tanks the entire way).


The 2nd and the 4th issue are the only two that I think will cause significant problems in matches. As for overall chokiness, I would widen the ramp into the third, and shrink or eliminate that triangular blocker between the third and the xel'naga tower, so that there's a good place to get a surround.

Three other things I noticed but possibly not serious:
You have the backdoor rocks positioned in such a way that Terran would have to bunker in two different places to defend 1 or 2base Protoss all-ins. This wasn't an issue on Metropolis because of the huge rush distance, but on Ohana, immortal/gateway timings were impossible to defend without falling behind.
The Xel'naga tower are positioned in a spot that makes them not very useful to 2base players.
It looks like siege tanks can attack the third from the high ground of the fourth. There's no real way for zerg to defend that spot. The high ground overlooking the third isn't such a big deal because it's reasonably close to the ramp, and tanks positioned there won't have a retreat path.

Overall though, this looks like a great map. The main seems well-sized. The attack paths are laid out nicely. And there's a very clear expansion path laid out throughout the map. I especially like the 6 gold mineral patches idea in the center.
Qikz
Profile Blog Joined November 2009
United Kingdom12024 Posts
March 21 2013 20:55 GMT
#5
The only issue I have from the overview on this map, is although the expansions are well layed out, it feels with the fact you expand out in a line, there's pretty much going to be little room to punish any kind of bases later on as you can move your army back and fourth fairly quickly along the main pathway to the map.

That and it feels that the third (looks) from the overview that it's a little bit too easy to defend with both the ramps down to it being next to each other and it being nicely tucked back. However, saying that it's got the nice air path to it around the back so maybe that's how you've planned on working it I imagine.

Overall a pretty solid map, it's nice to see another map with this tileset, it doesn't get used enough <3
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Callynn
Profile Joined December 2010
Netherlands917 Posts
March 21 2013 21:37 GMT
#6
I think the curvy shapes are very well done, but I really urge you to reconsider the base layout which (as said before) looks a bit like Ohana - but worse in a sense that it really draws a straight line between north and south.

This will probably create rather boring matches, as it is as easy to expand as it is hard to deny an opponent to expand in extreme senses.
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.
KingCorwin
Profile Joined February 2013
United States134 Posts
March 21 2013 22:42 GMT
#7
originally the map had no ramp from nat to third, which put that base (the third) super exiled from the rest of the map. this was changed to how it is now but if someone could draw up a good suggestion i may change it back.

i intended on the high ground near the main with the ramp to be able to seige the base, as it encourages use of the furthest route away from a player to position an attack. but if it actually is within siege tank range from that highground to the ramp, ill shorten the high ground slightly. if the base is siegeable from that high ground i dont see this really being a problem, you have to build pretty far out of your base in order for things to be hit there

I like the idea of shrinking the middle crystal area, and thats actually in the current unpublished version of the map

im glad that you all like the tileset, i think it looks very indicative of broodwar char and i plan on using the same tileset again


question about the comments; when you say widen the third ramp, do you mean the ramp from the nat to the third, or the third to the high ground?
And would you like to see the xel nagas removed? im not sure i like them in this map at all
Corwin#12780
FlyingBeer
Profile Blog Joined June 2012
United States262 Posts
March 22 2013 00:01 GMT
#8
On March 22 2013 07:42 KingCorwin wrote:when you say widen the third ramp, do you mean the ramp from the nat to the third, or the third to the high ground?

third to the high ground

On March 22 2013 07:42 KingCorwin wrote:And would you like to see the xel nagas removed? im not sure i like them in this map at all

Definitely. Because of where they're positioned, they don't really add to defense in the early game, and in the late game, players have enough scouting units that they shouldn't have to rely on watchtowers to get the information they need, and it turns into a crutch. Players on 2 bases can still get the information they need by positioning their units at only two chokes, which is standard. Daybreak/Cloud Kingdom/Ohana/Whirlwind/etc norms dictate that Xel'naga towers, if included, should cover the primary attack path, but leave one unblocked secondary attack path open.
KingCorwin
Profile Joined February 2013
United States134 Posts
March 22 2013 19:44 GMT
#9
So I did many of the things you guys suggested in the update!

Also added a picture of what this map was pre HOTS... its considerably different.
Corwin#12780
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