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Eureka (3.4) Created by Quidios Specifications
- 4 Spawning Points
- 160x160 Bounds
- 16 Bases (8m 2g)
- 4 Collapsible Rock Towers
- 4 2x4 Destructible Rocks
- 4 small droppable high grounds in the center
- 49 in game seconds natural to natural cross positions
- 39 in game seconds natural to natural close positions
Gallery Updated 130929
Idea / Concept
I wanted to create a true 4 player map with a familiar base layout but with a different take on pathing and focus points. Usually 4 player maps have paths leading straight to the center and along the edges of the map. The focus points are often in those areas with terrain to emphasize it. Eureka's focus is between those areas. You could say the map consists of 3 parts. The outer frame with all the bases, the constricted center and the middle surrounding it with the major paths. Controlling these middle spaces is emphasized by favourable terrain for the attacker. The center of the map is de-emphasized by pathing and terrain and being able to avoid it. The middle paths are open, adequate for maxed-out engagements, but there are also nooks and crannies for early-game situations, supported by line-of-sight blockers.
The scenery is set on the planet Mar Sara at a Xel'Naga excavation site at night. As the operation seems to be coming close to discovering what it's searching for, Zerg have been awoken in the gorges below.
Published on EU, NA, KR and SEA* *as "Eureka by Quidios"
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Russian Federation4295 Posts
Finally non-day desert map. Looks epic
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You have a little bit of an imbalance with the thirds. To defend one of them, you have to defend two entrances, but for the other one, you have to cover three. Maybe you could utilize some rocks and whatnot to improve it somewhat.
That's the only real issue here. I think it's kinda simple, but nice.
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It looks quite decent.
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On May 13 2013 04:30 Existor wrote:Finally non-day desert map. Looks epic
On May 13 2013 21:29 Zax19 wrote:It looks quite decent.  Thank you! I have been working on it for a long time, I hope it shows 
On May 13 2013 04:57 Gfire wrote: You have a little bit of an imbalance with the thirds. To defend one of them, you have to defend two entrances, but for the other one, you have to cover three. Maybe you could utilize some rocks and whatnot to improve it somewhat.
That's the only real issue here. I think it's kinda simple, but nice. Thank you for pointing this out, I hadn't really thought about it clear-cut like that and you have a good point. But I think other elements factors in aswell, such as size and location of the chokes, how fast the attacker can bounce between one choke and another, and terrain. Also I think in some matchups and situations it can be reasonable to take the clockwise base as a forward third. I actually had a rock on the smaller ramp to the counter clockwise third, but I came the conclusion that it would be too easy to take it as a forward third in clockwise spawns, and taking it as a fourth in the other direction would be too much of a hassle. However, I have another idea to help with the issue you pointed out. Please tell me your opinion on it. (removed pic)
On the point of being simple, I agree that it gives a simple impression, but it's different from the other true 4p maps that are out there and it has features to supplement it and make it interesting in it's own way.
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Yep, I’m trying to go through various scenarios in my head but it’s probably ok to have slight differences due to positioning, barring that people might simply veto the map because of the relative randomness. About the additional rocks, usually maps have rocks somewhere to slow down the third, this way it defends the natural for counter clockwise third and it limits fast clockwise third by zerg. Although I’m not sure if the rocks don’t give advantage to a clockwise third for protoss against zerg.
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The lighting on this map is sick. Love the tileset - but ONCE again:
The XNG feels useless - as if it was just put there out of respect for "tradition." I would really love to see it removed. The map doesn't need it at all - it's one of those things that is either (if I underestimated the range and it actually covers the circular pathway) a herp/derp catchall to proper scouting and map control, or completely unnecessary. Would also like to see the center ramps mirrored on all four sides.
Other than that the visuals are quite refreshing.
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On May 16 2013 13:47 Qwyn wrote: The lighting on this map is sick. Love the tileset - but ONCE again:
The XNG feels useless - as if it was just put there out of respect for "tradition." I would really love to see it removed. The map doesn't need it at all - it's one of those things that is either (if I underestimated the range and it actually covers the circular pathway) a herp/derp catchall to proper scouting and map control, or completely unnecessary. Would also like to see the center ramps mirrored on all four sides.
Other than that the visuals are quite refreshing. Thanks! It's actually just the Mar Sara Night Test lighting, it just works really well with the textures.
I agree that features such as Xel'Naga Towers should be implemented with good thought out reasons depending on the map. It does cover the rock archs exactly and my reason for it was because of the high grounds and pathing. But I've been thinking and I've made an alternative center which I think might work better without a Xel'Naga Tower, as you suggested. Please post your opinions and vote in the polls.
![[image loading]](http://i.imgur.com/LgHUZk2.jpg)
Poll: Best Alternative?New Center (4) 80% Old Center (1) 20% Other (explain) (0) 0% 5 total votes Your vote: Best Alternative? (Vote): Old Center (Vote): New Center (Vote): Other (explain)
Poll: Remove Xel'Naga Tower?Yes (3) 60% No (2) 40% Other (explain) (0) 0% 5 total votes Your vote: Remove Xel'Naga Tower? (Vote): Yes (Vote): No (Vote): Other (explain)
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New version published! Here are the new changes:
- Reworked the center by adding paths and removing the Xel'Naga Tower
Flanks and counterattacks are now more potent. Also the line-of-sight blockers are always useful.
- Made the ramps at the 8/11/2/5 bases wider
Expanding pattern circumstances are more fair.
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Version 3.3 published!
- Improved the lighting by making it darker and less bloom effect
Less straining on your eyes and refreshing night feel
- Added Destructible Debris to the ramps of the clockwise thirds
- Narrowed the chokes between the naturals and the counter clockwise thirds
Helps Protoss midgame
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Russian Federation4295 Posts
Yay, finally desert map with night!
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