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The Belly of the Beast v 0.5 Uploaded to [NA] [EU] [KR] [SEA] Made by KingCorwin
Delve deep into a frozen cave. Welcome to your nightmare. ![[image loading]](http://i.imgur.com/Atcx68a.jpg)
Stats: Spawns: 2 Playable Bounds: 132x136 10 base, 2 gold base
Concept [Old] + Show Spoiler +I had yet to experiment with an ice map, so I wanted to give it a shot. Of course I am incapable of making a "standard" map, so this map has some interesting features. The natural is inside of your main, but it can be harassed/sieged from the high ground that envelopes it. Each Xel'Naga Watchtower overlooks the main attack path, but alternate paths can be opened by destroying rocks. There is an area behind your main ramp with more bases that can only be reached by destroying rocks. There are two gold bases in this map, which are very open and exposed, and even have a path leading to another base behind the rich mineral line. There is a set of four rocks leading straight from each players main ramp to the other, allowing for a quick heavy push later into the game.
Screenshots+ Show Spoiler +Main Base ![[image loading]](http://i.imgur.com/gcn9X3y.jpg) Natural Expansion ![[image loading]](http://i.imgur.com/NcgOOyO.jpg) Third Base ![[image loading]](http://i.imgur.com/nz6h6iJ.jpg) Middle Area ![[image loading]](http://i.imgur.com/nH2vp9z.jpg) Fourth Base ![[image loading]](http://i.imgur.com/SvUkzhK.jpg) Gold Base and Fifth Base ![[image loading]](http://i.imgur.com/0jhBOpH.jpg)
Changelog + Show Spoiler +Version 0.3 Increased size of each Main Fixed mineral patches of corner bases Recolored fog to make it more appropriate of caves Version 0.4 Removed high ground surrounding natural due to balance Moved rocks outside of main to outside of horizontal expansions Added high ground with rocks in between nat and verticle expansions Touched up aesthetic work Version 0.5 Further aesthetic work done Changed vespene geyesers in gold bases to be normal instead of rich Moved unbuildable rocks at main ramp Removed XNT Removed rocks near 4th Repositioned gold base Widened ramp towards mid near gold bases Pushed fourth away from main Added custom Loading Screen
Please leave comments and feedback below!
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Cool design. That is one long rush distance in the beginning ...
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Some really interesting stuff going on here. Main/nat reminds me a lot of mammoth, although it is pretty different too. I hope there is enough building room in the main, although maybe you can kind of add some buildings along that ridge above your nat as the game progresses. And maybe a few on the lowground inbetween your nat and main. Hopefully enough room.
I guess one has to FFE all the way at the choke in front of your third? Cuz I don't know how to protect your nat mineral line otherwise from roaches/hydras.
Loving the aesthetics btw, that angled view is cool with the rock towers. Hopefully you can see them in-game I do think that the kind of texturing you did (hard lines with natural textures) is something that looks a bit better on the overview than in-game.
The space efficiency is nice here.
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On April 22 2013 15:24 Fatam wrote: Some really interesting stuff going on here. Main/nat reminds me a lot of mammoth, although it is pretty different too. I hope there is enough building room in the main, although maybe you can kind of add some buildings along that ridge above your nat as the game progresses. And maybe a few on the lowground inbetween your nat and main. Hopefully enough room.
I guess one has to FFE all the way at the choke in front of your third? Cuz I don't know how to protect your nat mineral line otherwise from roaches/hydras.
Loving the aesthetics btw, that angled view is cool with the rock towers. Hopefully you can see them in-game I do think that the kind of texturing you did (hard lines with natural textures) is something that looks a bit better on the overview than in-game.
The space efficiency is nice here. yeah im kind of concerned about the size of the main also, since there is virtually no room for production buildings in the natural. i expanded the size of the main once already and may end up doing it again. there is decent room around the third for production buildings but thats assuming games last that long. also you can definatly see the rocks in game! sometimes you just have to move a unit close enough (map boundry black fog covers it), i wanted to give the feel of being inside of a cave. theres also cave reverb going on in the map (which sounds pretty nuts)
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Well, the pathway at the edge of the map at 1 and 7 oclock, that's where map boundary is right? You have like 4-6 more vertical squares there you could use to enlarge the main, which is definitely needed.
I'm a little worried about a lot of things, but the distance helps mitigate most of them. Blink harass is going to be such a pain on this map. If it were in proleague, I think it'd quickly turn into a protoss-only map, because tvp will be so hard to play economically, and pvz is only a matter of not dying to roach ling at first, which should be easy with FFE -> voidray, or even gateway first.
Nevertheless this map is really cool, not sure how to alleviate problems without doing more harm than good.
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Very nice map, with a lot of possibilities for positional play. Space in the main bases seems to be a potential problem, and reapers might be very strong - Imagine proxy rax at the 6/12 o'clock bases.
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Pretty big fan here. the only issue I have is that the space that allows for harassing the nat might be a little too constricted. A mech army there could prove a bit too hard for Z to deal with.
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The mineral lines at the top right/bottom left corner base have an inefficient patch in the back which can only be accessed by walking all the way around the minerals in front of it.
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@EatThePath Yeah that is the boundary, I think ill work on increasing the main size today.
@OneRedBeard Yeah I like allowing for high levels of reaper play, which is why I connected the main to the area in the back, but the rush distance to get from say bottom right spawn to top fourth is pretty dang long, so I dont see it being too incredibly hard to defend. It becomes a larger issue at your nat if you expand fast.
@SiskosGoatee the way the nat is set up, you can really only hit 2 or 3 mineral patches and the gas with units that aren't siege tanks, and there are two ramps up to that area (one from the third and one from near the main) so id have to see some real mech play before I were to change that portion of the map too much.
@NegativeZero thanks for pointing this out! Probably wouldn't have noticed it myself since that is most likely the last base a person is going to expand to, will fix this asap.
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Got an update for you guys! Should be a little more balanced now. Had a couple masters play a few games on it and tell me what they thought. So tell me what you think of the changes! New screenshots are up of course.
Changelog Update + Show Spoiler +Version 0.3 Increased size of each main Fixed mineral patches of corner bases Recolored fog to make it more appropriate of caves Version 0.4 Removed high ground surrounding natural due to balance Moved rocks outside of main to outside of horizontal expansions Added high ground with rocks in between natural and vertical expansions Moved map border rocks further out to not require no-fly zones (pathing balance) Touched up aesthetic work
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Totally gorgeous aesthetics - an organic map in hots at its best.
I have mized feelings about the layout, though. Why are the thirds not only far away but also qide open to the opponent?
I love how the middle works, with rocks and doodad-walls blocking, paths opens up in different states of the game, and all.
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On April 24 2013 06:34 Meltage wrote: Totally gorgeous aesthetics - an organic map in hots at its best.
I have mized feelings about the layout, though. Why are the thirds not only far away but also qide open to the opponent?
I love how the middle works, with rocks and doodad-walls blocking, paths opens up in different states of the game, and all.
I really intended for the third to be complete vertical of each base, but after watching people play, they dont actually expand that way. Maybe I'll make the other base closer in next update. And thank you for the kind words :D
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I like the layout, so I'm not going to comment on that. But, the textures don't look blended enough. Since it's a cave, I'm thinking that it's not very manmade, therefore nobody was probably there to snow blow it . Don't get sloppy though, just sort of "blur" the edges between different textures (the "Blur" tool may work).
Good job, and keep up the good work.
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Nice map. Great looking asthetics, looks like it will be fairly balanced, everything you could ask for! However, i'd suggest moving the unbuildable debris from the front of the main ramp to the back, just so FFE'ing (which I believe will be the only option considering the layout of Main-nat-third) is possible.
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On April 24 2013 10:50 isaachukfan wrote: Nice map. Great looking asthetics, looks like it will be fairly balanced, everything you could ask for! However, i'd suggest moving the unbuildable debris from the front of the main ramp to the back, just so FFE'ing (which I believe will be the only option considering the layout of Main-nat-third) is possible.
a full walloff can be achieved in this map using 2 3x3 buildings and 1 2x2 building further passed that area. 3 3x3 buildings in another position near it
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yeah i started blending the textures together to make the ice parts look better :3
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I won't lie, this one has me floored K.C. As others have stated I think the texture work can be pushed a little further but overall an excellent map!
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New version now published! Here is the changelog: + Show Spoiler +Further aesthetic work done Changed vespene geyesers in gold bases to be normal instead of rich Moved unbuildable rocks at main ramp Removed XNT Removed rocks near 4th Repositioned gold base Widened ramp towards mid near gold bases Pushed fourth away from main Added custom Loading Screen also, happy 100 posts to me :3
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I thought it was a level in WoL first! :D But yes I liked this map.
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