March 5th: published v.1.0 on EU by Baumvieh
March 3rd: published v.0.8 on SEA and NA by Akinokaze (as 0.9 on NA due to technical issue / next public version will be 1.0)
March 2nd: published v.0.8 on EU by Baumvieh
Oceanic Mountain (1.0)
Made by: Dennis Busch (Baumvieh here and on battle.net EU)
and the teamliquid.net community (in this thread after v.0.5)
Published on: [EU] (by Baumvieh) / [SEA] [NA] (by Akinokaze)
+ Show Spoiler [Overview] +
+ Show Spoiler [Annotated Overview] +
+ Show Spoiler [Replays] +
If you've played the map, I'd love to see your replays. Please send them to: baumvieh@googlemail.com Subject "SC2 Replay" (if you do not wish for the replays to be made public please state so in your mail otherwise I assume you agree to having them added here)
+ Show Spoiler [Low Level Play Warning] +
Akinokaze asked me to include that warning in the spoiler heading and he also would like to note he does not wish for the thread to turn into a discussion about his play. Please respect that.
Oceanic Mountain v0.6 Akinokaze v HgZRyo PvT (test 1)
Oceanic Mountain v.0.8 Akinokaze v chobosniper ZvP (offrace)
Oceanic Mountain v0.6 Akinokaze v HgZRyo PvT (test 1)
Oceanic Mountain v.0.8 Akinokaze v chobosniper ZvP (offrace)
In-Game Description:
Starting locations are on high ground with possible early expansions on middle ground. Many different paths lead to the enemy through the open low ground where two rich resource fields and two Xel' Naga towers are located.
Introduction/Inspiration:
Hi, my name is Dennis and I love games (and I'm new to this wonderful board). I've played the campaign of SC2 in 2010 and recently got hooked on multiplayer on battle.net after watching quite a few of the livestreams. I'm currently still struggling to get out of bronze and found the information found on this site and on the wiki very helpful so far.
My goal for this map is(was) to make one that is both aesthetically pleasing to the eye and well balanced to allow for a vast variety of early/mid/late game strategies (as observed by me watching pro players(live streams) on other maps) for all races. Hopefully with your feedback and maybe even replays of you playing it, I can make this a solid map for some interesting 1V1 matches.
Pictures (Aesthetics):
+ Show Spoiler +
Data (Aesthetics):
- Texture Set: Xil
- Cliff Type: Xil Organic
- Lighting: Custom
- Fog: No
- Clouds: White
- Water: modified Xil water
- Number of Doodads: 624
Pictures (Gameplay):
+ Show Spoiler [Analyzer] +
+ Show Spoiler [Angled Overview] +
+ Show Spoiler [Grid/Pathing Overview] +
Data (Gameplay):
- Playable Bounds: 142x142
Number of Starting Positions: 2
Number of Bases: 12 in total, 2 of them witch rich resources
Number of XWT's: 2, see annotated overview
Number of Rocks: 4, 2 rich resource blockers and 2 defenders optional army path blockers
Main Choke <-> Main Choke Distance(s): to be measured
Nat Choke <-> Nat Choke Distance(s): to be measured
Mineral/Gas Counts: 8 standard mineral patches plus two standard geysers per base / 2 rich mineral fields a 8 patches with one rich geyser and one normal geyser
Number of Resources / (Map Width * Map Height): 204000 / 142^2 = 10.12
Changed Data: Lighting
Further Balance Comments / todo:
- play a lot of games on the map, watch replays, evaluate, adjust
+ Show Spoiler +
v.1.0
- fixed aesthetics/cliffs near fourth base ramps
- thinned out and untangled clumped doodads
- cleaned up and improved textures under 'low' settings
- modified height-map for ocean floor
- readded overlord pedestal near 7 and 1 o'clock bases
- changed lighting to make it look more like blazing hot sunlight
- added more clouds
- widened gap between main and third more to prevent early warp-in/blink into main
- added custom lighting
- added more decorative cliffs and doodads
- increased map bounds from 140 squared to 142 squared
- widened gap between main and third to prevent early pylon based warp-ins into main
- increased map bounds from 132 squared to 140 squared
- increased build space in main and natural
- fixed pathing (in fact completely repainted the whole pathing (to improve/allow near diagonal cliff pathing))
- made unwalkable areas visually obvious (more doodads)
- cosmetic texture fixes here and there and a couple of doodad changes
- fixed minor asymmetries
- rearranged minerals in all bases to improve pathing for bigger units
- added two small lakes near the gold bases
- removed destructible rocks from gold bases
- added line of sight blocked dropzone in main (attached to reaper/colossus entrance)
- non-ramp choke in main removed
- blocked main backdoor removed
- main space slightly increased
- positions of natural/third changed (one is now on very high ground like the main)
- removed center Xel'Naga Tower
- slightly changed other Xel'Naga Tower positioning (both on high ground now)
- curved flank change path is now blocked initially (near the closest expansion to the main, to favor defender scouting and defender army proximity to incoming attack)
- some ramps widened, some ramps narrowed, some removed
- curved middle ground path which separated the low ground removed
- low ground is more open now offering more movement paths for bigger armies and easier flanking possibilities
- changed gold base and gold base block rock positioning
- removed line of sight blocker around Xel'Naga Towers
- removed line of sight blocker inside tower vision range
- slightly increased space in far corner bases (still planning for more changes with those bases to make them more useful/desirable to have)
- mineral field and geyser positions adjusted in some bases
- removed asymmetrical stray doodad (took quite some time to find that one, heh :D)
- changed water level
- lots of cosmetic changes (on textures/doodads and on decorative cliffs)
- natural+resources+main ramp changed to improve protoss walling possibilites
- corner bases updated to allow engaging aggressor from two flanks
- fixed reaper pathing problems on 2x2 cliff spires
- initial version for this thread
- fixed mineral patch/geyser positioning in all bases for resource to base distances to match those in blizzard melee maps
Animated Change Log:
+ Show Spoiler +