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[m] (2) "Remants of Progress"

Forum Index > SC2 Maps & Custom Games
Post a Reply
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
April 22 2013 10:36 GMT
#1
I made this map a while ago, just never got to announcing/completing it. I saw Belly of the Beast and it reminded me of this map. It's on EU and NA.


[image loading]
click for close ups


- spawns: 2.
- main ramp 2 main ramp: 130
- size: 208:148
- texture set: Korhal platform: panels small, panels large light, panels medium, panels large dark, grating; ulaan dirt; castanar small tiles; kaldir snow icy';
- towers: 8 (saying towers are bad without giving a reason is a crime on pain of death)
- doodats: 1332
- expansions: 20; 2 gold; 6 2/3 bases, 2 islands.

Notable features:

- The main features a highly harassable inbase half natural, it can be sieged/fungalled/stormed from the lowground as well as having a droppable ledge. But the twist is, there's a 2000 hp burning CC on it.you can kill it like rocks but it burns down on its own eventually if you don't kill it.

- The main has a 3 width ramp which is blocked by rocks to make it a 1 width one

- There are two island expansions next to your main. Blocking them with creep tumours is a poor man's solution however, these babies are blocked by hostile PF's and turrets.

- There are 2 choices for outward thirds, one is a half base, the other a more forward full base which can be more easily harassed and dropped from the other side

- There are two gold bases, the catch being that both are again blocked by hostile PF's. You can only take a gold if you commit to wrecking the PF.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 22 2013 10:52 GMT
#2
This is my favourite map of yours ever. Now that toss has msc for early air vision cliffable first expo is good to go.

20 bases seems like a bit much. You could easily reorganize things around the edges and cut off 10-15% on both sides and drop the corner expo and the island. All that space just seems like "extra" for only 2 people to be using.
Comprehensive strategic intention: DNE
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
April 22 2013 11:06 GMT
#3
I could cut it and it probably won't change much except that the island expo would be pretty weirdly formed, but ultimately it isn't hurting anyone either so I decided to keep it.

The only race to realistically be able to take the inbase as their natural is Terran anyway who could always lift a production building for air vision. P and Z need to start their natural before they can dps down the neutral CC. It's more a third than anything.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
KingCorwin
Profile Joined February 2013
United States134 Posts
April 22 2013 18:48 GMT
#4
I love the hostile PF and turrets on the island bases, it not only looks sweet but it gives the island a true feel of being hard to take (which it should be otherwise terrain can exploit).
On another note, too bad there isnt infested CC's anymore lol

But most importantly, this map needs 5 more doodads please.
Corwin#12780
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 22 2013 19:09 GMT
#5
Oh I didn't even see the neutral CC. Why block that expo so hard? If you really don't want people to town hall first, maybe just put some unbuildable plates instead, much less of a dps requirement.

When was the last time 20 bases were required? imo it might actually produce a degenerate lategame. If you assume both players get a stable 200/200 composition without much trading going on (this has happened in real games before, with some reticence on both sides), and then the map is mined out, this heavily favours protoss and zerg vs terran, and probably protoss a bit vs zerg too. This is because protoss can make 100 warpgates and instantaneously remax. Zerg larvae banking also good but not quite as strong. Is terrran supposed to make that many production and sit for 30-50 seconds for their units? Seems imba.
Comprehensive strategic intention: DNE
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
April 22 2013 19:44 GMT
#6
On April 23 2013 04:09 EatThePath wrote:
Oh I didn't even see the neutral CC. Why block that expo so hard? If you really don't want people to town hall first, maybe just put some unbuildable plates instead, much less of a dps requirement.
Because I more or less envisioned it as a third opposed to a natural. Like I said, it' s burning, so it will burn down on its own, but it has 2000 hp.

When was the last time 20 bases were required?[/quote]It' s not required, but does it hurt in any way?

imo it might actually produce a degenerate lategame. If you assume both players get a stable 200/200 composition without much trading going on (this has happened in real games before, with some reticence on both sides), and then the map is mined out, this heavily favours protoss and zerg vs terran, and probably protoss a bit vs zerg too. This is because protoss can make 100 warpgates and instantaneously remax. Zerg larvae banking also good but not quite as strong. Is terrran supposed to make that many production and sit for 30-50 seconds for their units? Seems imba.
I doubt this map is ever going to get mined out. Turtling is pretty hard here.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
April 22 2013 21:05 GMT
#7
Epic map. Neutral enemies blocking expands, ocean, winter, some sci-fi stylized landscape aka platform or station.

Blizzard must introduce it to ladder!!
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
April 22 2013 21:10 GMT
#8
Like blizz is ever going to introduce a neutral burning CC and hostile PF's into the ladder. Even if they're willing to consider the half bases.

It's not suitable for all skill levels, new players would be extremely confused by a neutral burning CC in their own base and would assume the opponent had expanded to the gold.

It would be great if on the map loading screen this stuff could be explained though. A nice little infographic about the peculiarties of a map.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 23 2013 02:54 GMT
#9
You can make a custom image if you want, to explain the features, like a lot of custom games use.
Comprehensive strategic intention: DNE
Acertos
Profile Joined February 2012
France852 Posts
Last Edited: 2013-04-23 20:15:17
April 23 2013 10:28 GMT
#10
This map makes me think of COD lol.
Did you instead of PF try to add neutral agressive units? That would be seriously cool.
Just like in Wc3 some kind of creeps that are hard to kill but give money.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
April 23 2013 13:47 GMT
#11
Map is really big but all the features seem designed to mitigate that. The middle looks like a fun place to have large army battles.

Man that Island makes me wish Corsairs were still in the game

On April 23 2013 19:28 Acertos wrote:
This map makes me think of COD lol.

ya me too lol
+ Show Spoiler +
[image loading]
~ ~ <°)))><~ ~ ~
lil emo
Profile Blog Joined December 2012
France109 Posts
May 03 2013 11:20 GMT
#12
I hate grey .. how come I like this map

should be a specter vs ghost ums hahahahahhahahahahahahahahaha
never was so much owed by so many to so few (W Churchil)
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