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[M] (2) Stolen Graves

Forum Index > SC2 Maps & Custom Games
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lorestarcraft
Profile Joined April 2011
United States1049 Posts
April 18 2013 05:11 GMT
#1
[image loading]

Stolen Graves
(by Ethan "Lore" Jones)

Tileset: Various
Map Size: 138x116
Published on: [NA] [EU] [SEA] [KR]
Vertical Spawns disabled. Middle bases have High Yield geysers.

(click image for larger version)
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[image loading]

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

This map is the result of my continued infatuation with Kulas Ravine, actually, though not much here looks like it. If you look closely, the bases are in a similar position to Kulas, but the feel of the map is a little more like Shakuras Plateau, though I opened up more attack paths. Whatever map you might compare it to, it is designed to encourage really solid positional play, with a macro focus (though drops and things like that are good on this map as well.) There are no towers on this map, because, quite frankly, they are too strong here and the map plays better without them. This may also help any concerns people may have that the map is "split-mappy." The map can be split, however, this is not always a bad thing. It does take some solid play to force it to split, though, due to sheer distances.

Bottom line is, play it, have fun, and enjoy the post-apocalyptic flavor!

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
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
April 18 2013 05:38 GMT
#2
Quite pretty use of textures.
lorestarcraft
Profile Joined April 2011
United States1049 Posts
April 18 2013 05:40 GMT
#3
On April 18 2013 14:38 decemberscalm wrote:
Quite pretty use of textures.

Thank you!
SC2 Mapmaker
RFDaemoniac
Profile Joined September 2011
United States544 Posts
April 18 2013 06:53 GMT
#4
I can definitely see the Kulas Ravine and Shakuras influences, but this is much cleaner and seems well-suited to today's metagame.

Have you had a chance to see/play any games on it? Would be nice to see some replays of how people play the map.
lorestarcraft
Profile Joined April 2011
United States1049 Posts
April 18 2013 06:56 GMT
#5
On April 18 2013 15:53 RFDaemoniac wrote:
I can definitely see the Kulas Ravine and Shakuras influences, but this is much cleaner and seems well-suited to today's metagame.

Have you had a chance to see/play any games on it? Would be nice to see some replays of how people play the map.

There have been quite a few. I can dig up some replays
SC2 Mapmaker
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2013-04-18 07:16:02
April 18 2013 07:15 GMT
#6
Probably your most solid map yet, I remember seeing this before as wip (when even was that lol?) and really liking the concept of the middle. That said, a few things:

Weird name. Which is not something I usually harp on. But okay.

The 3rd base is incredibly boring. So is the 4th and 5th. Oh well.

Anyway it does look like a Shakuras that is more fair and more interesting and more exciting. Would love to try this out.
Comprehensive strategic intention: DNE
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2013-04-18 07:59:25
April 18 2013 07:42 GMT
#7
i just see no reason for such a 4spawn map because it is small and has disabled spawns.
yet i like the triangular highrounds quite a bit.

CycoDude
Profile Joined November 2010
United States326 Posts
April 18 2013 13:23 GMT
#8
cool looking map!
lorestarcraft
Profile Joined April 2011
United States1049 Posts
April 18 2013 14:06 GMT
#9
@eatthepath

Thanks, I know the third is not exciting, but I really didn't have the intention of experimenting when I made this layout. It's just a third that stretches the defense and opens up the main to air/drops more. The name is kinda funky, yes, but there are it's like the people's graves were stolen due to be being vaporized by nukes. Nay, doesn't make a lot of sense, lol, oh well, it's still sounds cool.

@Samro

Horizontal adds more threat for air and drop play early on, as well as a shorter rush distance. I think it's enough to make the game interestingly different horizontal vs. cross. Thanks about the high grounds, I like those too.
SC2 Mapmaker
KingCorwin
Profile Joined February 2013
United States134 Posts
April 18 2013 14:13 GMT
#10
Maybe this map could use a green texture since theres green lighting? :3
I love the little high ground area near the thirds, they look very neat with all the doodads

Lay out wise, i feel the middle low ground should be blocked off with rocks, forcing players up one of the ramps until they have a large enough army to break down the middle. And maybe add a small level of high ground in the back of the mains so that one or two reapers can make their way up? There isnt alot of room to sneak a reaper in an out (most of the time reapers look to make a full circle). However this isnt too important and really doesnt matter unless youre biased towards/against reapers
Corwin#12780
a176
Profile Blog Joined August 2009
Canada6688 Posts
April 18 2013 14:57 GMT
#11
small map is small? i mean, those two middle bases are like a pebble's throw away from each other.

also you might want to somehow retexture the N/S cardinal ramps because I sure as hell cant differentiate the N ramp at all because of the lighting.
starleague forever
lorestarcraft
Profile Joined April 2011
United States1049 Posts
April 18 2013 15:35 GMT
#12
@KingCorwin

Reapers will not be as good as some maps, for sure. Since they normally pop out before the natural is established though they can use all the cliff that is against the natural, kind of similar to daybreak in terms of space for reapers. Rush distances are fine though, the maps doesn't seem too short in game to make rocks necessary. Some maps have really long rush distances, but I wanted something a little more moderate.

@a176

The only thing small about it vertical dimension. There is almost no wasted space so the playable area is quit large and the long dimension is the one the rush distance is based on. The middle bases are supposed to be that tug-of-war late-game area. They can also make a 4th base option if you dedicate to controlling that high-ground. It's a great place for PFs and static defense.
SC2 Mapmaker
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2013-04-18 15:51:53
April 18 2013 15:42 GMT
#13
On April 18 2013 23:57 a176 wrote:
small map is small? i mean, those two middle bases are like a pebble's throw away from each other.


I don't think most people will take the middle bases until their sixth (occasionally earlier).. so that's fine that they're close. It's kind of like the antiga middle bases. But unlike the middle antiga bases they aren't a bad thing because they aren't winner's bases here. Reason being is there are 2 options for you to choose from which require two different highground positions to deny, rather than the middle of antiga where the middle bases can be dominated from one position.
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
neozxa
Profile Joined August 2011
Indonesia545 Posts
April 18 2013 16:20 GMT
#14
Map design seems very similiar to the old version of Shakuras Plateau, only that the high ground cliffs has been moved next to the middle expansions. I cannot say much about how the gameplay will turn out since I havent tried it out yet, but I'm looking forward on trying this map anytime soon.

Nice aestethics and texturing though. I hope this map makes it to the ladder as a worthy successor to Shakuras Plateau.
Keep moving forward
Whiplash
Profile Blog Joined October 2008
United States2928 Posts
April 18 2013 18:28 GMT
#15
Love the terrain, wish it was a 2 player map though with vertical symmetry.
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
Ragoo
Profile Joined March 2010
Germany2773 Posts
April 18 2013 19:17 GMT
#16
First I looked at top centre and then at the two top mains and thought 'hm this could be a decent 2p mirrored'. Then I looked at the bottom part of the map... and realized it was a 4p mirrored.
Come on, this map just has a really boring expansion pattern for 5 bases! That makes the more interesting middle bases almost meaningless for most games anyway. At least it's not as split map-ish as Shakuras but that's the best I can say about it.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
April 18 2013 20:47 GMT
#17
On April 19 2013 04:17 Ragoo wrote:
First I looked at top centre and then at the two top mains and thought 'hm this could be a decent 2p mirrored'. Then I looked at the bottom part of the map... and realized it was a 4p mirrored.
Come on, this map just has a really boring expansion pattern for 5 bases! That makes the more interesting middle bases almost meaningless for most games anyway. At least it's not as split map-ish as Shakuras but that's the best I can say about it.

If Ragoo's worst complaint is that a map has a boring 5 base expansion pattern, I'd say you've got yourself a pretty solid map, Lore.
Twitter: @iamcaustic
Mistakes
Profile Joined February 2011
United States1102 Posts
April 18 2013 20:58 GMT
#18
This map looks really cool. I'm excited to go try it out. ^__^
StarCraft | www.psistorm.com | www.twitter.com/MistakesSC | www.twitch.tv/MistakesSC | Seattle
Ragoo
Profile Joined March 2010
Germany2773 Posts
April 18 2013 21:23 GMT
#19
On April 19 2013 05:47 iamcaustic wrote:
Show nested quote +
On April 19 2013 04:17 Ragoo wrote:
First I looked at top centre and then at the two top mains and thought 'hm this could be a decent 2p mirrored'. Then I looked at the bottom part of the map... and realized it was a 4p mirrored.
Come on, this map just has a really boring expansion pattern for 5 bases! That makes the more interesting middle bases almost meaningless for most games anyway. At least it's not as split map-ish as Shakuras but that's the best I can say about it.

If Ragoo's worst complaint is that a map has a boring 5 base expansion pattern, I'd say you've got yourself a pretty solid map, Lore.


I think my worst complaint would be that after the third it gets really turtly as well, but I think that's obvious.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Callynn
Profile Joined December 2010
Netherlands917 Posts
April 19 2013 16:51 GMT
#20
Very elegant execution of a clear concept. I like the open spaces - I think this is definitly a version of Shakuras Plateau. And in my opinion, maybe even a better one.
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.
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