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[M] (2) DF Deadlands

Forum Index > SC2 Maps & Custom Games
Post a Reply
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
Last Edited: 2013-05-09 12:00:34
May 07 2013 17:43 GMT
#1
[image loading]

DF Deadlands
Uploaded to [NA] [EU]
[image loading]

Analyzer
+ Show Spoiler +
[image loading]



Aesthetics
+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]


I wanted the map to have a great variety of paths all used, offensively or defensively, in different occasions. I managed to incorporate this emphasizis on paths into the bases themselves too, specifically the third, fourth and fifth base. The fourth is intended to be reasonably open to harrassment, but in exchange close to the third. The fifth base is set up in a similar fasion, but with overall more space for movement, as well as pointing towards the center. It is also vulnerable to harrass from the nearby drop zone. Furthermore, it is worth to mention that the drop zone is within XNT range, so controlling the tower allows you to blink up there with Stalkers.


Details
Name DF Deadlands
Bounds 116x140
Bases 12 (2 half)
Nat2Nat 43 seconds (townhall)


Please leave a comment, all feedback is appreciated.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
Timetwister22
Profile Joined March 2011
United States538 Posts
May 07 2013 18:06 GMT
#2
Ok, this is kinda badass. Very solid third layout, fourth is interesting, good use of a half base, fifths are fun....I mean, there is so much going for this map. Though, the mains are quite small, and the towers are really powerful. However, both of those are easy fixes if needs be. Great job, really impressive stuff here.
Former ESV Mapmaker | @Timetwister22
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
May 07 2013 18:19 GMT
#3
On May 08 2013 03:06 Timetwister22 wrote:
Ok, this is kinda badass. Very solid third layout, fourth is interesting, good use of a half base, fifths are fun....I mean, there is so much going for this map. Though, the mains are quite small, and the towers are really powerful. However, both of those are easy fixes if needs be. Great job, really impressive stuff here.

Thanks a lot! Changing the size of the main is easily done if proven needed

On a different note:
Analyzer image has been attached to the first post.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
KingCorwin
Profile Joined February 2013
United States134 Posts
May 07 2013 18:23 GMT
#4
i love that the first three bases are higher grounds, and none of the rest are! well done with this one scorp. now gimmie dat map analyzer
Corwin#12780
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
May 07 2013 18:25 GMT
#5
On May 08 2013 03:23 KingCorwin wrote:
i love that the first three bases are higher grounds, and none of the rest are! well done with this one scorp. now gimmie dat map analyzer

It is still very much a work-in-progress
Mapmaker | Author of Atlas, Rao Mesa & Paralda
IeZaeL
Profile Joined July 2012
Italy991 Posts
May 07 2013 18:32 GMT
#6
Very nice and solid map. Both layout & Aestethics are beautifully done. One thing i do not like is the minerals directly blocking some paths , to me it seems just soo much strange.

How did you get this analyzer , btw ? I'd really need it :D Did You make it ?
Author of Coda and Eastwatch.
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
May 07 2013 18:37 GMT
#7
On May 08 2013 03:32 IeZaeL wrote:
Very nice and solid map. Both layout & Aestethics are beautifully done. One thing i do not like is the minerals directly blocking some paths , to me it seems just soo much strange.

How did you get this analyzer , btw ? I'd really need it :D Did You make it ?

The analyzer is something that I am working on right now. As you can probably tell, it is still lacking a lot ^^
I will release it when it's in an acceptable state. For now it's just for personal use
Mapmaker | Author of Atlas, Rao Mesa & Paralda
IeZaeL
Profile Joined July 2012
Italy991 Posts
May 07 2013 18:42 GMT
#8
Damn , we are not friends anymore. I hate you !!

Just kidding

Again , i just hope one of your maps will get into ladder. It's a shame so much talent isnt used by Blizzard.
Btw , are you planning a HotS restyle for Atlas ? Like IronManSC did for Ohana ...
Author of Coda and Eastwatch.
moskonia
Profile Joined January 2011
Israel1448 Posts
May 07 2013 20:38 GMT
#9
Very standard map, except the 5 and 11 base the map is very similar to a more choked up Daybreak. The cool thing about this map though is that there are many small paths which can be used by a smart player. All these paths does make it a bit Zerg favored, but with the current mindset that Zerg is weak I think its OK.

Personally I don't get why the mid base is halved, unlike for example Daybreak, the middle base is not the center of focus, since there are many paths at the sides that can be used to force someone who is turtling at the mid to get him out of position.

Overall very decent map, and while the differences from the standard are little it has its own special attributes which makes it different from other maps.
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2013-05-07 21:01:20
May 07 2013 21:00 GMT
#10
On May 08 2013 05:38 moskonia wrote:
Very standard map, except the 5 and 11 base the map is very similar to a more choked up Daybreak. The cool thing about this map though is that there are many small paths which can be used by a smart player. All these paths does make it a bit Zerg favored, but with the current mindset that Zerg is weak I think its OK.

Personally I don't get why the mid base is halved, unlike for example Daybreak, the middle base is not the center of focus, since there are many paths at the sides that can be used to force someone who is turtling at the mid to get him out of position.

Overall very decent map, and while the differences from the standard are little it has its own special attributes which makes it different from other maps.


What? Where this map does fall into the "standard" category, it is certainly pushing the limits. The third is cool as hell, the fourth is just as awesome, and the fifth is pretty neat too. Rarely is there something cool about a fifth. The middle of the map is quite different in the fact that it helps promote high aggression. To this day, we have not see a map that encourages high aggression since Dual Sight, and Dual Sight wasn't even executed well. This is really one best and only well executed maps that promotes high aggression that I've ever seen. Thus, I'd like to disqualify your "very standard map" accusation. This map is very different from other 'standard' maps.
Former ESV Mapmaker | @Timetwister22
moskonia
Profile Joined January 2011
Israel1448 Posts
May 07 2013 21:18 GMT
#11
On May 08 2013 06:00 Timetwister22 wrote:
Show nested quote +
On May 08 2013 05:38 moskonia wrote:
Very standard map, except the 5 and 11 base the map is very similar to a more choked up Daybreak. The cool thing about this map though is that there are many small paths which can be used by a smart player. All these paths does make it a bit Zerg favored, but with the current mindset that Zerg is weak I think its OK.

Personally I don't get why the mid base is halved, unlike for example Daybreak, the middle base is not the center of focus, since there are many paths at the sides that can be used to force someone who is turtling at the mid to get him out of position.

Overall very decent map, and while the differences from the standard are little it has its own special attributes which makes it different from other maps.


What? Where this map does fall into the "standard" category, it is certainly pushing the limits. The third is cool as hell, the fourth is just as awesome, and the fifth is pretty neat too. Rarely is there something cool about a fifth. The middle of the map is quite different in the fact that it helps promote high aggression. To this day, we have not see a map that encourages high aggression since Dual Sight, and Dual Sight wasn't even executed well. This is really one best and only well executed maps that promotes high aggression that I've ever seen. Thus, I'd like to disqualify your "very standard map" accusation. This map is very different from other 'standard' maps.

The overall layout is standard, but I did say that there are some unique stuff in this map, and there are. I don't see how does this map encourage aggression, can you elaborate on that?

I think the map is very nice, but there is nothing crazy about it, which is good since people normally don't like crazy things. Its better to throw in one or two things, rather than a completely different kind of map from what we are used to. I might even would have given it a go if someone entered the 'melee map makers' group so I could play a game against them.
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
Last Edited: 2013-05-08 20:42:40
May 08 2013 20:37 GMT
#12
On May 08 2013 06:18 moskonia wrote:
Show nested quote +
On May 08 2013 06:00 Timetwister22 wrote:
On May 08 2013 05:38 moskonia wrote:
Very standard map, except the 5 and 11 base the map is very similar to a more choked up Daybreak. The cool thing about this map though is that there are many small paths which can be used by a smart player. All these paths does make it a bit Zerg favored, but with the current mindset that Zerg is weak I think its OK.

Personally I don't get why the mid base is halved, unlike for example Daybreak, the middle base is not the center of focus, since there are many paths at the sides that can be used to force someone who is turtling at the mid to get him out of position.

Overall very decent map, and while the differences from the standard are little it has its own special attributes which makes it different from other maps.


What? Where this map does fall into the "standard" category, it is certainly pushing the limits. The third is cool as hell, the fourth is just as awesome, and the fifth is pretty neat too. Rarely is there something cool about a fifth. The middle of the map is quite different in the fact that it helps promote high aggression. To this day, we have not see a map that encourages high aggression since Dual Sight, and Dual Sight wasn't even executed well. This is really one best and only well executed maps that promotes high aggression that I've ever seen. Thus, I'd like to disqualify your "very standard map" accusation. This map is very different from other 'standard' maps.

Its better to throw in one or two things, rather than a completely different kind of map from what we are used to.

I totally agree. This map does push the limits, but in a much different way than some other maps, which, imo, is the better way to go - especially with the TLMC's restrictions.

edit:
On May 08 2013 06:18 moskonia wrote:
Show nested quote +
On May 08 2013 06:00 Timetwister22 wrote:
On May 08 2013 05:38 moskonia wrote:
Very standard map, except the 5 and 11 base the map is very similar to a more choked up Daybreak. The cool thing about this map though is that there are many small paths which can be used by a smart player. All these paths does make it a bit Zerg favored, but with the current mindset that Zerg is weak I think its OK.

Personally I don't get why the mid base is halved, unlike for example Daybreak, the middle base is not the center of focus, since there are many paths at the sides that can be used to force someone who is turtling at the mid to get him out of position.

Overall very decent map, and while the differences from the standard are little it has its own special attributes which makes it different from other maps.


What? Where this map does fall into the "standard" category, it is certainly pushing the limits. The third is cool as hell, the fourth is just as awesome, and the fifth is pretty neat too. Rarely is there something cool about a fifth. The middle of the map is quite different in the fact that it helps promote high aggression. To this day, we have not see a map that encourages high aggression since Dual Sight, and Dual Sight wasn't even executed well. This is really one best and only well executed maps that promotes high aggression that I've ever seen. Thus, I'd like to disqualify your "very standard map" accusation. This map is very different from other 'standard' maps.

I don't see how does this map encourage aggression, can you elaborate on that?

Aggression is encouraged in the way all of the bases and (especially) the pathing are set up.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
moskonia
Profile Joined January 2011
Israel1448 Posts
May 08 2013 22:32 GMT
#13
On May 09 2013 05:37 ScorpSCII wrote:
Show nested quote +
On May 08 2013 06:18 moskonia wrote:
On May 08 2013 06:00 Timetwister22 wrote:
On May 08 2013 05:38 moskonia wrote:
Very standard map, except the 5 and 11 base the map is very similar to a more choked up Daybreak. The cool thing about this map though is that there are many small paths which can be used by a smart player. All these paths does make it a bit Zerg favored, but with the current mindset that Zerg is weak I think its OK.

Personally I don't get why the mid base is halved, unlike for example Daybreak, the middle base is not the center of focus, since there are many paths at the sides that can be used to force someone who is turtling at the mid to get him out of position.

Overall very decent map, and while the differences from the standard are little it has its own special attributes which makes it different from other maps.


What? Where this map does fall into the "standard" category, it is certainly pushing the limits. The third is cool as hell, the fourth is just as awesome, and the fifth is pretty neat too. Rarely is there something cool about a fifth. The middle of the map is quite different in the fact that it helps promote high aggression. To this day, we have not see a map that encourages high aggression since Dual Sight, and Dual Sight wasn't even executed well. This is really one best and only well executed maps that promotes high aggression that I've ever seen. Thus, I'd like to disqualify your "very standard map" accusation. This map is very different from other 'standard' maps.

I don't see how does this map encourage aggression, can you elaborate on that?

Aggression is encouraged in the way all of the bases and (especially) the pathing are set up.


That doesn't really tell me anything, you need to be more specific, for example on dual site aggression was stronger because of the open natural. Basically aggression is encouraged on a map that has a low defenders advantage, while this map has nothing of this sort, at least the way I see it. This is why I think the map does not encourage more aggression than any other map. I am not saying this is a bad thing, but I just can't see why this map favors aggression.
Timetwister22
Profile Joined March 2011
United States538 Posts
May 09 2013 04:58 GMT
#14
On May 09 2013 07:32 moskonia wrote:
Show nested quote +
On May 09 2013 05:37 ScorpSCII wrote:
On May 08 2013 06:18 moskonia wrote:
On May 08 2013 06:00 Timetwister22 wrote:
On May 08 2013 05:38 moskonia wrote:
Very standard map, except the 5 and 11 base the map is very similar to a more choked up Daybreak. The cool thing about this map though is that there are many small paths which can be used by a smart player. All these paths does make it a bit Zerg favored, but with the current mindset that Zerg is weak I think its OK.

Personally I don't get why the mid base is halved, unlike for example Daybreak, the middle base is not the center of focus, since there are many paths at the sides that can be used to force someone who is turtling at the mid to get him out of position.

Overall very decent map, and while the differences from the standard are little it has its own special attributes which makes it different from other maps.


What? Where this map does fall into the "standard" category, it is certainly pushing the limits. The third is cool as hell, the fourth is just as awesome, and the fifth is pretty neat too. Rarely is there something cool about a fifth. The middle of the map is quite different in the fact that it helps promote high aggression. To this day, we have not see a map that encourages high aggression since Dual Sight, and Dual Sight wasn't even executed well. This is really one best and only well executed maps that promotes high aggression that I've ever seen. Thus, I'd like to disqualify your "very standard map" accusation. This map is very different from other 'standard' maps.

I don't see how does this map encourage aggression, can you elaborate on that?

Aggression is encouraged in the way all of the bases and (especially) the pathing are set up.


That doesn't really tell me anything, you need to be more specific, for example on dual site aggression was stronger because of the open natural. Basically aggression is encouraged on a map that has a low defenders advantage, while this map has nothing of this sort, at least the way I see it. This is why I think the map does not encourage more aggression than any other map. I am not saying this is a bad thing, but I just can't see why this map favors aggression.


Well, you can if you understand the game well enough. I mean, it's just how the bases themselves are arranged. They're not really more open or have features that allow aggression, it's just how they are arranged that makes it easier to attack. The distances between them, the placement of the mineral lines, the distance between the bases, the distance from opponent bases, air-air distance vs ground-ground distance, etc. These all contribute to the aggressive flow this map has. Yet, you can't really just pin point a particular thing like "an open natural".
Former ESV Mapmaker | @Timetwister22
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
May 09 2013 09:20 GMT
#15
Update
  • Increased main size
  • Rearranged cliffs at fourth
  • Minor aesthetic improvements
Mapmaker | Author of Atlas, Rao Mesa & Paralda
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 09 2013 09:40 GMT
#16
You might want to change the minerals/geysers at the open back bases so ultras and archons can get through. It seems especially important given recent ZvT meta that ultras can defend the back of the minerals at the 4th.
Comprehensive strategic intention: DNE
moskonia
Profile Joined January 2011
Israel1448 Posts
May 09 2013 14:50 GMT
#17
On May 09 2013 13:58 Timetwister22 wrote:
Show nested quote +
On May 09 2013 07:32 moskonia wrote:
On May 09 2013 05:37 ScorpSCII wrote:
On May 08 2013 06:18 moskonia wrote:
On May 08 2013 06:00 Timetwister22 wrote:
On May 08 2013 05:38 moskonia wrote:
Very standard map, except the 5 and 11 base the map is very similar to a more choked up Daybreak. The cool thing about this map though is that there are many small paths which can be used by a smart player. All these paths does make it a bit Zerg favored, but with the current mindset that Zerg is weak I think its OK.

Personally I don't get why the mid base is halved, unlike for example Daybreak, the middle base is not the center of focus, since there are many paths at the sides that can be used to force someone who is turtling at the mid to get him out of position.

Overall very decent map, and while the differences from the standard are little it has its own special attributes which makes it different from other maps.


What? Where this map does fall into the "standard" category, it is certainly pushing the limits. The third is cool as hell, the fourth is just as awesome, and the fifth is pretty neat too. Rarely is there something cool about a fifth. The middle of the map is quite different in the fact that it helps promote high aggression. To this day, we have not see a map that encourages high aggression since Dual Sight, and Dual Sight wasn't even executed well. This is really one best and only well executed maps that promotes high aggression that I've ever seen. Thus, I'd like to disqualify your "very standard map" accusation. This map is very different from other 'standard' maps.

I don't see how does this map encourage aggression, can you elaborate on that?

Aggression is encouraged in the way all of the bases and (especially) the pathing are set up.


That doesn't really tell me anything, you need to be more specific, for example on dual site aggression was stronger because of the open natural. Basically aggression is encouraged on a map that has a low defenders advantage, while this map has nothing of this sort, at least the way I see it. This is why I think the map does not encourage more aggression than any other map. I am not saying this is a bad thing, but I just can't see why this map favors aggression.


Well, you can if you understand the game well enough. I mean, it's just how the bases themselves are arranged. They're not really more open or have features that allow aggression, it's just how they are arranged that makes it easier to attack. The distances between them, the placement of the mineral lines, the distance between the bases, the distance from opponent bases, air-air distance vs ground-ground distance, etc. These all contribute to the aggressive flow this map has. Yet, you can't really just pin point a particular thing like "an open natural".


Saying that in general the map favors aggressive play means nothing, unless you have specific things that indicate why you're right then its just the way you think.

You can't speak generally here, you need to give evidence on this specific map, for example the natural is pretty open (requires a pylon, 3 3x3 buildings and a zealot to block in the case of FFE, which means it is 12 squares wide), the 3rd is a bit far from the nat and there are multiple entrances to the 1st 3 bases. Of course you can also look at more specific kinds of aggression like blink stalkers, drops, and more, and see which is favored and which is not. Basically what I am trying to say that generally speaking is very bad for discussion specific maps.

In my opinion the map does not favor turtling, but I don't think it favors aggression that much either, but I would if you would point specific things that make a specific kind of aggression favorable, or a specific thing that favors aggression in general (like open nat).

I may be too caught up in the idea that this map is standard to notice things that make it non standard, but I don't think there are major things like that. There are a few little things that are not normal and are really interesting, but I doubt they will make for completely different builds and metagame.
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