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[M] (2) Star Breaker

Forum Index > SC2 Maps & Custom Games
Post a Reply
lorestarcraft
Profile Joined April 2011
United States1049 Posts
Last Edited: 2013-04-04 21:10:23
April 04 2013 21:08 GMT
#1
[image loading]

Star Breaker
(by Ethan "Lore" Jones)

Tileset: Daelaam Ark
Map Size: 140x148
Published on: [NA] [EU] [SEA] [KR]

{NOTICE: SOME DOODADS ON THE GEYSERS DON'T SHOW UP ON THE OVERVIEWS BUT THEY DO IN GAME}
(click image for larger version)
[image loading]

[image loading]

Other images:
+ Show Spoiler +
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Introduction / Map Concept:

This is a map that I actually created the layout to a while back, not long after the HotS Beta came out. After HotS was released I set about polishing everything up and making sure any glitches or bugs were dealt with. In regards to that, I have had some issue with the map loading in "fast" mode, I guess it has something to do with it being a Beta map.

Anyway, gameplay-wise this is a map that utilizes LoS blockers to make the easiest path a little more treacherous and a little more important to scout. The towers cover counter-attack paths and the high grounds in the middle allow for good army positioning. The third is fairly standard, but you have to have units (an army) to defend it well. This map has been played on quite a bit is a fav of some of my practice buddies. GLHF, and enjoy!

About Galaxy eSports:
We're an organization focused on helping build the SC2 mapmaking and North American competitive scenes. Follow us and keep up with our progress!

Twitter: @galaxyesports
Facebook: http://facebook.com/galaxyesports
Website: http://galaxyesports.com

You can contact me at lore@galaxyesports.com
SC2 Mapmaker
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
Last Edited: 2013-04-04 21:43:18
April 04 2013 21:42 GMT
#2
The thing I love about this map layout is although it's pretty easily splittable in the middle, it's large and wide enough to allow even mech and most zerg compositions to punish skytoss' immobility by mass expanding. Was that something you actively looked in to when making the map or was that kind of an afterthought? Either way, cool map, I also like how the "easy" fourth is hittable from the highground too.

One of the things that excites me personally as a mech player is thanks to your middle of the map, you can really punish movement through that center choke if you can make liberous use of positioning to control that with tanks/the ramp with hellbats. ^^
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Kruxxen
Profile Joined April 2010
United States149 Posts
April 04 2013 22:11 GMT
#3
Awesome map. I love the way the middle is like Qikz said. The straight path is very dangerous if your opponent is holding the highground but it should be possible to go around one side depending on which is less fortified. Should lead to interesting positional play. Great job.
lorestarcraft
Profile Joined April 2011
United States1049 Posts
April 04 2013 22:21 GMT
#4
On April 05 2013 06:42 Qikz wrote:
The thing I love about this map layout is although it's pretty easily splittable in the middle, it's large and wide enough to allow even mech and most zerg compositions to punish skytoss' immobility by mass expanding. Was that something you actively looked in to when making the map or was that kind of an afterthought? Either way, cool map, I also like how the "easy" fourth is hittable from the highground too.

One of the things that excites me personally as a mech player is thanks to your middle of the map, you can really punish movement through that center choke if you can make liberous use of positioning to control that with tanks/the ramp with hellbats. ^^


Thanks, first off. As pertaining to your question, I like to take how massive air armies play into most of the maps I make, but I did spend a little extra time how armies like mass air (powerful and slow) work on the terrain here. There are some really powerful positions in and around the middle, but there are things that off-set it at the same time. Longer paths around, fairly open low-grounds and lots of bases round the perimeter. In practice, the player really has 3 tough choices in regards to a 4th. The more natural one has the high ground. The other bases in the "flow of expansion" (i.e. the same expansion direction from your 3rd) is a little further, and the base on the other side benefits from the tower, but may seem as though it splits your defenses. I do think your analysis was pretty correct.
SC2 Mapmaker
Fatam
Profile Joined June 2012
1986 Posts
April 04 2013 22:24 GMT
#5
Yeah the middle path actually works pretty well even though it's a "straight shot" to the enemy. Not only can you get attacked from the highground, but as you enter that middle path the enemy can set up a huge flank/concave for when you come out on his side.
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
KingCorwin
Profile Joined February 2013
United States134 Posts
April 04 2013 23:03 GMT
#6
to me the low ground in the middle may as well be unpathable, no player is going to take their army there when there is a high ground ramp on either side of that pit
Corwin#12780
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
April 04 2013 23:09 GMT
#7
On April 05 2013 08:03 KingCorwin wrote:
to me the low ground in the middle may as well be unpathable, no player is going to take their army there when there is a high ground ramp on either side of that pit


Which if you think about it is why it's really good. It's very positional based and controlling the highground gives you a nice pathway through the map.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Bionicrm
Profile Joined June 2012
United States116 Posts
Last Edited: 2013-04-06 00:52:34
April 06 2013 00:49 GMT
#8
I think there should be a bit extra room in the mains (adding space by the 3rd), which would move the 3rd closer to the ramp. The middle looks too plain and open. In my opinion, I think that a 3×3 structure (for example, a spawning pool) should be able to fit in at least one place behind mineral lines, which I don't think is possible regarding the middle expansions, the 3rd, and maybe the expansions on the side. It may just be the middle that gives the illusion of this: the map looks a little plain, so maybe add some more doodads that really add to the theme of it (again, the boring middle may give the illusion of this).

Overall, I really like the theme and layout. Keep up the good work, and it looks like a fun map to play on! Have fun!

Edit: You should probably add polls to the OP asking if people agree on a change. Otherwise viewers will have to be in the mood to comment if you want their thoughts.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
April 06 2013 01:50 GMT
#9
Hmmm i don't really like the map, dunno if i just aren't in good mood the layout, theme and texture positioning i feel that they just aren't right, i think that the map have a principiant feel to it (maybe coz of these looong straigth cliffs in the middle), there are some really oversized areas around the map.
Overall i think that you could have done a better job with the map (since you do some really kickass maps), but i must say that you had some really good ideas too that i will surely steal, like using the protoss tarmacs for the vespene geisers or using the metalic roads for the ramps :b
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 06 2013 02:27 GMT
#10
Main needs more room, you could easily add this by scooting the 3rd over a 4-8 squares and rotating it. Excellent concept though, your best map yet by far imo. I don't like the towers. They are in a kind of random location that doesn't make sense for really any phase of the game as far as I can tell, and I hate that they shut off the entire flight path into the natural for drops / air harass. This map probably doesn't need them actually, but you might find a better setup if you really want to keep them.

I could see adjusting proportions here and there but nothing major, and easy changes if they become necessary.

Nice work.
Comprehensive strategic intention: DNE
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