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Cuzco (by Ethan "Lore" Jones)
Tileset: Various Map Size: 140x132 Published on: [NA] [EU] [SEA] [KR]
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Other images: + Show Spoiler +
Introduction / Map Concept:
In cuzco, I wanted a map with a different main and natural dynamic, as well as optional fourth bases. The other thing I wanted to do was to create a sort of side-to-side play with the expansions playing off of one another. Players can choose to take fourths that are far away from their opponents fourth or close to them, allowing different play styles. The many paths on this map allow the use of mobile armies, but strategic chokes make slower, more powerful armies good too. Anyway, hope you enjoy!
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You can contact me at lore@galaxyesports.com
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United States9876 Posts
actually a pretty interesting concept. you made the map small but make some barrier between to increase rush distance. the third is solid. the two 4ths are also solid. very solid map.
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Quite enjoyed the games Fatam and I played on the map.
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Agreed w Flash, solid concept. I like how players get the choice to expand in either direction, that should lead to positional play. If I had to come up with a complaint it would be to open up the middle a bit since the map is already on the small side.
The main choke lacking a ramp I feel is something we mapmakers can experiment with some more. I'm not sure if the old 4gate problem with PvP still holds true in HotS or not. If it is, one thing we might be able to do is to put an "overlord pod" right by the main choke, this way a mothership core could "hide" above it and help defend. Although that might be kinda OP in the other PvX matchups.
Are those rocks at the main choke unbuildable?
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On March 26 2013 02:57 TheFish7 wrote: Agreed w Flash, solid concept. I like how players get the choice to expand in either direction, that should lead to positional play. If I had to come up with a complaint it would be to open up the middle a bit since the map is already on the small side.
The main choke lacking a ramp I feel is something we mapmakers can experiment with some more. I'm not sure if the old 4gate problem with PvP still holds true in HotS or not. If it is, one thing we might be able to do is to put an "overlord pod" right by the main choke, this way a mothership core could "hide" above it and help defend. Although that might be kinda OP in the other PvX matchups.
Are those rocks at the main choke unbuildable? Attacking air units are not hidden via high ground, so not really sure what use a pod would be for a Mothership Core. If I recall correctly, the rocks at the main chokes are the new unbuildable neutral structures you see at the bottom of main base ramps. They can be destroyed.
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On March 26 2013 02:57 TheFish7 wrote: Agreed w Flash, solid concept. I like how players get the choice to expand in either direction, that should lead to positional play. If I had to come up with a complaint it would be to open up the middle a bit since the map is already on the small side.
The main choke lacking a ramp I feel is something we mapmakers can experiment with some more. I'm not sure if the old 4gate problem with PvP still holds true in HotS or not. If it is, one thing we might be able to do is to put an "overlord pod" right by the main choke, this way a mothership core could "hide" above it and help defend. Although that might be kinda OP in the other PvX matchups.
Are those rocks at the main choke unbuildable? The 4 gate doesnt work because the pylons dont warp in on high ground anymore. So 1 FF keeps units out if need be.
Yes the unbuildable rocks can be destroyed. They make it require 4 pylons to block its off from the outside.
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Oh I didn't know that air units on highground get revealed when attacking, guess that kinda shoots that idea out of the water! Speaking generally about maps with no ramp at the main choke, the rocks are a good idea for an anti-cheese measure.
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This reminds me so much of Bel'Shir Beach, except with less circle syndrome. As you fine-tune the map, compare and contrast it with Bel'Shir Beach. Honestly, Bel'Shir Beach was one of my favorite maps to watch games on. I really loved the fluidity of it and how the opposing armies would dance around each other in the center of the map each trying to get the more favorable engagement. It was just so exciting, despite its imbalances. I hope that you can recreate the gameplay that was on that map without the imbalances that came with it.
I'd like to see a more open middle, but I really like the thought that went into the middle structures. I'm not sure what I would change. I'd consider leaving it the way it is for a while. If it's really imbalanced or doesn't play the way you envisioned it, then go ahead and change it.
I'm still theorycrafting as though this is a WoL map and not a HotS map because I'm thinking of Bel'Shir Beach and I haven't played HotS, so I think my opinions may be a bit off as far as balance goes and what I'd lie the map to become. It's hard for me to really gauge what would be good feedback.
Good luck!
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On March 26 2013 06:23 Antares777 wrote:This reminds me so much of Bel'Shir Beach, except with less circle syndrome. As you fine-tune the map, compare and contrast it with Bel'Shir Beach. Honestly, Bel'Shir Beach was one of my favorite maps to watch games on. I really loved the fluidity of it and how the opposing armies would dance around each other in the center of the map each trying to get the more favorable engagement. It was just so exciting, despite its imbalances. I hope that you can recreate the gameplay that was on that map without the imbalances that came with it. I'd like to see a more open middle, but I really like the thought that went into the middle structures. I'm not sure what I would change. I'd consider leaving it the way it is for a while. If it's really imbalanced or doesn't play the way you envisioned it, then go ahead and change it. I'm still theorycrafting as though this is a WoL map and not a HotS map because I'm thinking of Bel'Shir Beach and I haven't played HotS, so I think my opinions may be a bit off as far as balance goes and what I'd lie the map to become. It's hard for me to really gauge what would be good feedback. Good luck!
Hmm.. I kinda see what you mean about this being similar to Belshir Beach. I, too, liked that map a lot. I will certainly keep a close eye on this for balance.
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Map just oozes solidness. Something like this could be a "Cloud Kingdom" of HOTS, where there's no flashy features but there's optional 4ths and an interesting middle, with good proportions everywhere.
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Love the look of this map, especially those flashy lights in the cracks .
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On March 28 2013 09:32 Tosster wrote:Love the look of this map, especially those flashy lights in the cracks . I agree, the golden treasure is a nice touch.
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Thanks for all the feedback guys. I really appreciate it!
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