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Disperseby Fatam 136x174 Published to All Regions Version 1.0Old (version 0.3): + Show Spoiler +Hello all. This map is experimenting with alternate main/nat/third setups now that these kinds of things are a little more defensible in LotV. Hopefully doing so with some finesse/without being too broken (ahem central protocol). Alternate main opening is 2 squares wide (pylon or depot), initial nat opening is only 4 squares wide (gateway + adept/zealot or 2 depots, etc.). You can do some cute stuff with pylons / cannons / bunkers on the highground overlooking the nat entrance also. With the new version it's exactly 1000 doodads. Honestly didn't plan that. Maybe it's a sign :-O Pictures: + Show Spoiler +
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What an underused tileset. This needs grey techstructures instead of green trees as doodads, maybe add black water to it that looks like oil?
The baselayout looks fancy, yet playable.
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What's with the huge 2p maps these days? Nice map anyway. 3rd base may be a bit too far away
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Wow, that is some seriously non standard map. Could be fun I guess? But its really hard to say.
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Aotearoa39261 Posts
Aesthetic suggestion: perhaps some water that looks like oil would be well placed here. Channeling the old BW desert tileset. example
I like this a lot.
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No one talking about the super crazy second entrance to the main?
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I agree that 174 is considerably 2 big 4 my taste. I am unsure is i like the ideas going on at the main nat 3rd
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On December 01 2015 20:14 Plexa wrote:Aesthetic suggestion: perhaps some water that looks like oil would be well placed here. Channeling the old BW desert tileset. exampleI like this a lot.
Good idea. I made the entire map other than the edges and was struggling a little with what to do w them. It probably shows lol
On December 01 2015 19:25 algue wrote: What's with the huge 2p maps these days? Nice map anyway. 3rd base may be a bit too far away
The idea is that the 6:30? base that is slightly forward from the nat can be taken as a 3rd also. Whether that is feasible or not is up to you, but the nat town hall-3rd town hall distance (when considering that base) is not too bad, even slightly shorter than some standard maps.
Agreed on the comments that the map is definitely on the large side. Given that macro games in LotV are insane and fun (and LotV maps require more bases on top of that) I think I'm ok with it, and also 4p maps are gigantic and get away with it, even though they are of course played as 2 player maps. Idk if I would make anything bigger than this size for 2p though, you would start having tons of pointless space.
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I really love the flat choke into the main, it's a really cool design and could function as not only a backdoor into the main but also into the natural. The center of the map is great, there are many different chokes that are just the right sizes and distances apart for flanking and maneuvering. I especially like how the gold bases are in the direct path from base to base, it really makes them feel like forward expansions.
I think you may be relying on destructible rocks a bit too much. There are ten on the map if I'm counting right, and that seems like a lot to me for a 2 player map. I do see that some of them obstruct the defender once he or she reaches a certain number of bases and aren't just backdoors for the aggressor to exploit.
Reapers are going to be relatively weak on this map because of how the main is set up. You can wall the flat choke and ramp and prevent them from entering your base.
I would love to see how the map plays out.
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Thanks for the comments. I guess maps these days are using rocks more and more freely/commonly. I remember back in WoL the community would heavily criticize maps that used even a few. But more recently even something like Uvantak's Echo which was considered a nice standard map had a similar number, if you count the rock towers as well.
Hopefully as we go forward in LotV, the community will also become more sensible about backdoors. It's similar to rocks in that Blizzard badly misused them several times in SC2, so the community associated them with being bad (rocks on the 3rd on shattered temple.. lol).. but really they just have to be used correctly
@ the oil idea - I just fired up the editor and played with water for about half an hour, it's very hard to get water to look like oil in the SC2 editor because there's no way to get rid of the waves splashing against the shore (that I know of). You can visually reduce it a bit by playing with the advanced options but not remove it. I think I came up with something that rather looks like oil, or maybe just very dark intimidating waters, not sure It's pretty visually striking when placed behind the orange landscape. and completely changes the feeling you get when you look at the map. I would have to completely redo the doodads on the map, along with at the very least doing a swap of the grass texture to something more fitting, possibly going the tech route JWD mentioned. Not sure if the map is legit enough to even warrant that kind of time, but maybe?
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Fatam, you could try to contact basetradeTV, they are open to community maps for their tournaments. If they say they would pick your map up, I think it would be worth to redo the aesthetics. If not, time for a new map.
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Aotearoa39261 Posts
On December 02 2015 18:36 Fatam wrote:Thanks for the comments. I guess maps these days are using rocks more and more freely/commonly. I remember back in WoL the community would heavily criticize maps that used even a few. But more recently even something like Uvantak's Echo which was considered a nice standard map had a similar number, if you count the rock towers as well. Hopefully as we go forward in LotV, the community will also become more sensible about backdoors. It's similar to rocks in that Blizzard badly misused them several times in SC2, so the community associated them with being bad (rocks on the 3rd on shattered temple.. lol).. but really they just have to be used correctly @ the oil idea - I just fired up the editor and played with water for about half an hour, it's very hard to get water to look like oil in the SC2 editor because there's no way to get rid of the waves splashing against the shore (that I know of). You can visually reduce it a bit by playing with the advanced options but not remove it. I think I came up with something that rather looks like oil, or maybe just very dark intimidating waters, not sure It's pretty visually striking when placed behind the orange landscape. and completely changes the feeling you get when you look at the map. I would have to completely redo the doodads on the map, along with at the very least doing a swap of the grass texture to something more fitting, possibly going the tech route JWD mentioned. Not sure if the map is legit enough to even warrant that kind of time, but maybe? You could bug semmo about it, he had a map which used essentially BW desert textures maybe he'd be nice enough to share it haha
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thinking about playing against speedlings on this map is making me feel upset
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It is fairly easy to remove the crashing waves, open the data editor, head up to the Water tab, select mar sara water and mess around in the sub tabs.
You could pm me the file also, it is quite literally a 2 min thing.
btw map looks cool, albeit it may prove to be broken regarding the entrances towards the main. Also there may be issues with creep distance between the nat and main, and a last thing, check for cannon rushes behind the mineral line. LotV Toss cannon rushes are not seen as much, but when you see them they can be a pain in the ass.
Regarding the cardinal ramps, sadly they are as queer looking as always, if it weren't by their visibility they would be so, so useful, a pity really. I can't really suggest to remove them, because that would break the map's concept, but if you could find a way to make these ramps more visible that would be great.
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Thanks for the tips, I only mess around with customizing data in the editor very occasionally (veridian had some recolored textures and another map had a subbed XNT model.. but nothing crazy) so I'm a relative newbie in that area.
I think the horizontal ramps are quite fine but I agree the 4 vertical ramps are hard to see. You more know they are ramps on the overview because you see there is a path and then you see that x is highground and y is lowground. In the reskinning I'll see what I can do to enhance their visibility.
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Hey guys, so I updated this to 1.0, updated OP.
- Reskin. Was going to go with the oil + tech thing but while playing around this kind of theme started looking more appealing, and it let me keep my temple stuff which I liked. Maybe I'll do the oil + tech thing on a future map.
- Changed the vertical ramps to diagonal, for clarity. I think the impact on the layout is fairly minimal. Maybe it is even better in some ways. Made a couple other very minor terrain changes.
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More pictures (lots): + Show Spoiler +
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Aotearoa39261 Posts
Like the changes a lot. Good work.
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Enter it in a contest, I wanna see it on ladder.
The oil Techstructure thingy is because BW nostalgic googels, but the new tileset is a beauty and not too stressful for the eyes either.
It is an intendet option to wall of the small choke leading down the main ramp just above/below the natural and get 3 free bases, yes?
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Russian Federation421 Posts
On January 04 2016 23:41 JWD[9] wrote: Enter it in a contest, I wanna see it on ladder.
The oil Techstructure thingy is because BW nostalgic googels, but the new tileset is a beauty and not too stressful for the eyes either.
It is an intendet option to wall of the small choke leading down the main ramp just above/below the natural and get 3 free bases, yes?
If you don't go up to 3 bases without unit support, your opponent will have enough to break rocks in one of 4(!) attack paths. If you go greedy - you're ahead. But if I scout my opponent starting with a greedy walloff at 2nd base - it's just asking to be all-ined.
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Holy shit those new aesthetics made me wet.
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