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[M] (2) Char Base Camp

Forum Index > SC2 Maps & Custom Games
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moskonia
Profile Joined January 2011
Israel1448 Posts
Last Edited: 2013-04-30 17:36:55
April 30 2013 02:06 GMT
#1
I've been working on this baby a lot, and although I am probably not the best map maker out there I think I've made quite a nice map. (142x160 playable bounds)

Uploaded to EU:

[image loading]

+ Show Spoiler [Angled pic] +
[image loading]


The idea here is that you can choose from two possible 3rd bases, one protects the main from drops better, but the other allows to take the gold more easily.

One 3rd: + Show Spoiler +
[image loading]


The other 3rd: + Show Spoiler +
[image loading]


In order to FFE here you will need to get two cannons, or put a cannon in your mineral line (and use a nexus wall), but gate expands are quite easy here:

+ Show Spoiler [FFE] +
[image loading]

+ Show Spoiler [Gate expand] +
[image loading]


Good looking pics:

+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]


Rush distance (from main building to main building) - 55 sec
Rush distance (from nat to nat) - 45 sec

These times are with a worker.

I am going to submit this map to the TLMC, so before I do if anyone has any comments or feedback I would love to hear it, thank you for your time.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
April 30 2013 02:24 GMT
#2
This map seems too open to me, with the natural and especially the third being very difficult to secure. The middle of the map also seems too open, which encourages deathballs a lot. I would definitively add more defensive terrain, to enable easier expansions.
moskonia
Profile Joined January 2011
Israel1448 Posts
April 30 2013 02:34 GMT
#3
How does open terrain encourages deathballs? Easy bases makes turtling easier, and thus you would see more games that have one push on these kind of maps. Because of how much the map is open you will not be able to go super greedy like on other maps, which imo is a good thing. Its possible to make more chokes, but unless there are major gameplay problems I think the map should remain open.
Fatam
Profile Joined June 2012
1986 Posts
April 30 2013 03:42 GMT
#4
Wow, I really love some of the features here. The large pods in each corner w/ large ramp are a really nice idea.

Nat is also pretty interesting although it isn't the first thing to catch your eye. FFE requires about the same # of buildings this way, right?

@ the map as a whole, idk if it works with it being so big and open, but maybe with the central passage and some other features it does.
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
PredatorSC
Profile Joined March 2013
1 Post
April 30 2013 11:05 GMT
#5
I like this map! can be very interesting to play on it, the middle and the 4th can be hard to hold cause it's a little bit open but not much harder than on other maps so Great!)
CloDz
Profile Joined April 2013
Israel1 Post
April 30 2013 16:09 GMT
#6
i think that this map is vary open, and the zerg is more favored, bacause of the big chance of getting through the wall, or just attacking it.
i would like to check it myself, and then i will give you my final opinion.
Deleted User 135096
Profile Blog Joined December 2010
3624 Posts
April 30 2013 16:43 GMT
#7
so basically this is a guaranteed early pool build from zerg in zvp on this map? Your forward FFE seems awfully hard to do if not impossible here as long as lings arrive before the wall is up. Like ~3:22 is the timing for 1st gate down, and ~3:44 for a second in an emergency (no cannon), while the core timing is ~4:28 at the earliest (from forge > nexus)? Awful lot of time there for a zerg to f your shit up.

Honestly I'd remove one of the open ramps so the forward FFE is more manageable.
Administrator
moskonia
Profile Joined January 2011
Israel1448 Posts
April 30 2013 17:01 GMT
#8
On May 01 2013 01:43 wo1fwood wrote:
so basically this is a guaranteed early pool build from zerg in zvp on this map? Your forward FFE seems awfully hard to do if not impossible here as long as lings arrive before the wall is up. Like ~3:22 is the timing for 1st gate down, and ~3:44 for a second in an emergency (no cannon), while the core timing is ~4:28 at the earliest (from forge > nexus)? Awful lot of time there for a zerg to f your shit up.

Honestly I'd remove one of the open ramps so the forward FFE is more manageable.

Or you know, go gate exapnd? FFE is possible although its a bit harder to do. Also I don't get why you list timings, the map is pretty big and requires the same amount of buildings + a cannon, so it should take about the same amount of time to wall off the 2 sides as it is on any other map. If you have in game evidence to why the 2 ramps don't work then I will change it, but at least for PvZ I don't think there is an issue.
gobbledydook
Profile Joined October 2012
Australia2605 Posts
April 30 2013 17:05 GMT
#9
On May 01 2013 02:01 moskonia wrote:
Show nested quote +
On May 01 2013 01:43 wo1fwood wrote:
so basically this is a guaranteed early pool build from zerg in zvp on this map? Your forward FFE seems awfully hard to do if not impossible here as long as lings arrive before the wall is up. Like ~3:22 is the timing for 1st gate down, and ~3:44 for a second in an emergency (no cannon), while the core timing is ~4:28 at the earliest (from forge > nexus)? Awful lot of time there for a zerg to f your shit up.

Honestly I'd remove one of the open ramps so the forward FFE is more manageable.

Or you know, go gate exapnd? FFE is possible although its a bit harder to do. Also I don't get why you list timings, the map is pretty big and requires the same amount of buildings + a cannon, so it should take about the same amount of time to wall off the 2 sides as it is on any other map. If you have in game evidence to why the 2 ramps don't work then I will change it, but at least for PvZ I don't think there is an issue.


The problem with trying to wall 2 ramps is Zerg thrives on being able to hit from multiple sides, and 2 ramps, is by definition 2 sides.
It's not going to work unless you make it like Korhal Floating Island 4/10 o'clock spawns where you have destructible rock towers to wall off.
I am a dirty Protoss bullshit abuser
moskonia
Profile Joined January 2011
Israel1448 Posts
April 30 2013 17:34 GMT
#10
On May 01 2013 02:05 gobbledydook wrote:
Show nested quote +
On May 01 2013 02:01 moskonia wrote:
On May 01 2013 01:43 wo1fwood wrote:
so basically this is a guaranteed early pool build from zerg in zvp on this map? Your forward FFE seems awfully hard to do if not impossible here as long as lings arrive before the wall is up. Like ~3:22 is the timing for 1st gate down, and ~3:44 for a second in an emergency (no cannon), while the core timing is ~4:28 at the earliest (from forge > nexus)? Awful lot of time there for a zerg to f your shit up.

Honestly I'd remove one of the open ramps so the forward FFE is more manageable.

Or you know, go gate exapnd? FFE is possible although its a bit harder to do. Also I don't get why you list timings, the map is pretty big and requires the same amount of buildings + a cannon, so it should take about the same amount of time to wall off the 2 sides as it is on any other map. If you have in game evidence to why the 2 ramps don't work then I will change it, but at least for PvZ I don't think there is an issue.


The problem with trying to wall 2 ramps is Zerg thrives on being able to hit from multiple sides, and 2 ramps, is by definition 2 sides.
It's not going to work unless you make it like Korhal Floating Island 4/10 o'clock spawns where you have destructible rock towers to wall off.

Do you honestly think you can FFE on that map? I did not watch proleague for some time now, but that map is much harder to wall off against early pools, since if I am not mistaken its a 2 width ramp on each side (and you can't kill the rocks in time for early pools)
moskonia
Profile Joined January 2011
Israel1448 Posts
May 04 2013 01:30 GMT
#11
On May 01 2013 01:43 wo1fwood wrote:
so basically this is a guaranteed early pool build from zerg in zvp on this map? Your forward FFE seems awfully hard to do if not impossible here as long as lings arrive before the wall is up. Like ~3:22 is the timing for 1st gate down, and ~3:44 for a second in an emergency (no cannon), while the core timing is ~4:28 at the earliest (from forge > nexus)? Awful lot of time there for a zerg to f your shit up.

Honestly I'd remove one of the open ramps so the forward FFE is more manageable.

I just tested this with a friend, I can stop a 10pool with a 15 forge, and therefore I assume its also possible to stop a 9 pool with a standard 14 forge. 8 pools I think won't be possible to hold with a wall, but that is also the case for normal 3 width ramps. The only thing the second cannon changes is that your nexus will be a bit delayed, but not by much.
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