Name Orbit Brutus Version 0.2 Bounds 150x166 Bases 12 Published Privately; soon on US and SEA
Map of the month update! Aesthetics have been mostly completed and the lighting has been updated. Notable changes include: Bounds decreased. Chokes created and removed in certain areas. Third Base significantly tighter. Orientation of LOSB's changed outside third. High ground between natural and fifth made into low ground (path from natural still exists via ramp. LOSB's added between path from middle to fourth. Destructible debris added to ramps from center to high ground near natural (not blocking). Rocks removed from small path to fifth. High ground pod (with ramp) behind sixth base. Mid ground pods between low ground and high ground main, to allow cliff-walking in places. Added three hidden crows to be found. Enjoy that one :D
It takes 1 creep tumour to connect a Zerg's main to it's natural, 2 to connect that natural to the third, and another 3 to connect the third to the fourth. The choke at the natural can be blocked in multiple ways, either with three 3x3 buildings, or you can leave a gap. Also behind the third is a small high ground pod that a Terran can drop onto to harass the mineral line, but the pod is not too large.
Name Orbit Brutus Version 0.1 Bounds 160x162 Bases 12 Published Privately; soon on US and SEA
This map originally started out a lot smaller but had a lot of issues with CS and having your fifth directly under the main, so it became necessary to increase the bounds and space out the map, overall I believe the map has turned out fairly well but I need your feedback to make it great! Currently I do not have any huge concerns but i am a little blind so help me out! Thanks for checking out my map and hope to hear from you all! Aesthetics Incomplete
It takes 1 creep tumour to connect a Zerg's main to it's natural, 2 to connect that natural to the third, and another 3 to connect the third to the fourth. The choke at the natural can be blocked in multiple ways, either with three 3x3 buildings, or you can leave a gap. Also behind the third is a small high ground pod that a Terran can drop onto to harass the mineral line, but the pod is not too large.
Nice texturing. I think the 4th etc. bases are fine, I´d rather bother with the 3rd. I´d cut the center, small path leading to the natural. Unless your testing proved it to be fine. The problem is that Zerg can split up their forces much more effectively.
The map looks slightly cramped and I have to go with templar on this one, theres no way to have a big engage in an open area since its too easy to control the chokes now (specially T and P)
Aesthetics are yumyum tho!
Maps like these wanna make me install my sc2 and make maps again
1. Widen ramp to base on low ground 2. Widen the path leading from fourth to sixth and remove dead space behind fifth. 3. Same as 2. 4. Move ramp towards low ground (increasing space on high ground). 5. Add rocks between third and fourth to create a defensible choke (really not sure about this).
Would love some solid feedback before I go further
All above changes have been made, work on the aesthetics are well under way. Not quite sure if I should keep those rocks on the ramp to the centre bases or not. Also made the centre less chokey.
Im not sure, you are really forcing all the plays to happen in mid with those rocks. Theres alternative routes but they are waaaaay far away, not to mention they are spotted by the xelnagatowers
Map looks good. I like it. Too many choke points though. I'd take the dead space out of the middle and replace it with sight blockers and really widen the choke leading to the open space in front of the naturals and thirds.
On June 22 2012 22:29 MQM5K wrote: Map looks good. I like it. Too many choke points though. I'd take the dead space out of the middle and replace it with sight blockers and really widen the choke leading to the open space in front of the naturals and thirds.
Funny you mention that part about the middle I was thinking that myself!!
This is a very well made standard 2p map, both layout and aesthetics. Congrats you don't suck as a mapmaker at all!
It's sad that there is quite some wasted space next to the mains and third. I guess you could at least use some of it to extend main size to 35 CCs. Also you could make some of the space next to third highground to make air harrass easier. I expect extraordinary aesthetics work in these areas to make up for how shitty they are
Both middle options are fine. I think I prefer the open one cos all the bases are kinda choky already.
I prefer option B, less choky, even though its only applied to one area. I think you still need to make everything less choky, because it's basically guaranteed for big fights for one army to be sandwiched into one choke or with one always having the high ground.
Zergs bitch too much about chokes imo. This map is pretty damn big 160x162 which only favors zerg that much more. The 3rd is easily defendable and open enough that we'll see the good ol' 3 base zerg all the time. I think most map makers now a day are stuck in the past where they feel if the map isn't completely open zerg can't win. Which isn't the case at all now a day especially since infestor play is becoming much more popular. Mutas, Infestors, Banelings, Brood Lords all work extremely fine with chokes.
If anything, the more chokes you have the less good Roach play is which only makes ZvZ and ZvP better because we already see enough Roach vs Roach wars in ZvZ and 3 base Roach against Toss is I swear 75% of the games.
I think you should make the choke in the nat-to-fifth direct path pathable ; forward chokes and additional paths are always cool to have around. Also the nat choke looks linda weir and somewhat inelegant. Couldn't you enlarge it and make it be in the the middle of the wider main-to-third area so it's nicer ?