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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)
Other images: + Show Spoiler +
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!
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You can contact me at lore@galaxyesports.com
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Quite pretty use of textures.
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On April 18 2013 14:38 decemberscalm wrote: Quite pretty use of textures. Thank you!
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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.
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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
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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.
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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.
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@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.
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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
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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.
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@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.
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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.
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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.
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Love the terrain, wish it was a 2 player map though with vertical symmetry.
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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.
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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.
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This map looks really cool. I'm excited to go try it out. ^__^
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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.
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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.
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