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▷Maldives
Map size 164 x 164 Suggest 2-4 Players Created by Ovalient
▷Concept 1) Summer, the next season in Korea, map name was borrowed from 'Maldives' the famous vacation spot. 2) Palm trees in everywhere, and 9 islands in center were reminded uninhabited island.
"In this summer, Where are the Terran Dominion's Marines had been going to Planet Maldives in Koprulu Sector on holiday?"
▷Overview + Show Spoiler +
▷Specification 1) Basic frame is 'Backyard' - 'Mainbase' - 'Natural' from elements of 'Dusk Towers'. But, Start Location was increased to 4, therefore, easy to defend expensions, and the stable expansions was increased, too. 2) 'Backyard' is in 'Mainbase', so, Players can take 'Backyard', 'Natural' and more expansions easily. It could brings medium and long term games. 3) In the early games, route to enemy's mainbase is only center. but, if you break destructible rock beside 3rd base, you can make the route to enemy's expansion. Therefore, Players can choose macro game or rush game using timing.
▷The Difference Between The Original Map 'Twilight End' http://www.teamliquid.net/forum/sc2-maps/506725-4-crux-void-of-silence
1) Tile of the original map 'Twilight End', was 'Slayn' like 'Rak'Shir', I change tile of this map, because I want to upgrade my mapmaking skill, 2) Backyard of the original map was 3rd floor like mainbase, but I accept to opinion from Players and Commentator in GSLTV, so I change backyard from 3rd floor to 2rd floor, and make the ramp more larger. 3) Making center expansion close to mainbase, when player defend the center expansion, can defend more easier.
Reference Image + Show Spoiler +파괴 = Destroy
▷Eye Candy + Show Spoiler +
My Map Design Blog! http://ovalient.tistory.com/
+ My translation can be suck :p
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The map could be more dynamic if it had a bridge between main and 9 clock expansion with rocks cutting it of, kinda like central protocal had out from the main only this isn't as vurnable.
* Maybe even a destructible bridge that players could choose to destroy if the defender or attacker want to cut that path of ala c&c.
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Absolutely gorgeous map. Defending 3 bases on it seems too easy perhaps.
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I should warn you ahead of time the massive amount of water will cause a great deal of lag.
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God i wish this map was in the pool.
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On June 15 2016 12:53 Kinshini wrote: I should warn you ahead of time the massive amount of water will cause a great deal of lag.
Unless reflections are turned off.
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idgaf about the layout but nice job on the texturing, especially the orange in the main/nat
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but I accept to opinion from Players and Commentator in GSLTV does that mean this map is being considered for GSL?
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On June 16 2016 16:55 -NegativeZero- wrote:does that mean this map is being considered for GSL?
No, GSLTV is just unofficial online league, but Commentators of GSL have been operating.
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On June 16 2016 03:40 Avexyli wrote:Show nested quote +On June 15 2016 12:53 Kinshini wrote: I should warn you ahead of time the massive amount of water will cause a great deal of lag. Unless reflections are turned off.
Yes! I think lag is not big matter. I already tested.
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On June 15 2016 04:19 BalanceEnforcer wrote:The map could be more dynamic if it had a bridge between main and 9 clock expansion with rocks cutting it of, kinda like central protocal had out from the main only this isn't as vurnable. * Maybe even a destructible bridge that players could choose to destroy if the defender or attacker want to cut that path of ala c&c.
Well... I just wanna make massive macro map like 'Dusk Towers', so I have no plan to change construction of this map. I'm sorry about that... ^^
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I fucking love beaches!
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The difference between this one and dusk towers is that it is VERY easy to hold 4 bases (maybe even 5) on this map. When you watch pro games, the 4th is almost always contested and games are won/lost over the fourth. That would not happen on this map though since the fourth is so defendable, which makes high-econ strategies (skytoss, ultra remax etc) very strong.
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I looovvvee the look of this map. Some of the previous suggestions such as the ability to hold onto thirds/fourths easily could make this map draw out a bit longer.
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Norway839 Posts
I'm usually not a fan of large 4 player maps with more than 16 bases but this layout is pretty good. it's like deadwing but without its quirks. It's even more extreme than dusk towers, for good and for worse. Curious if LOTV's unit array is sufficient to deal with this map properly because it's so easy to 4-base and currently that seems to favor Protoss in most match-ups. As for layout details, I would love to see starting base (base 1) gas positions to be switched to outside, not inside. To help with scouting and attacking gas workers. Either that or 50/50 split. From a Zerg perspective 4th base (green) ramp is too narrow, even for a grand macro map I think it's a bit much. Part of me also wants this base to be lowest ground, like the center base. But it's not bad like it is. I like how well the layout works regardless of spawning position, and rush distances are not overly different thanks to forcing movement through the middle early on. good stuff
edit: i didn't realize the small 'water snakes' in the middle were unpassable. i think this map is too chokey for zerg now T_T
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On June 19 2016 16:04 Liquid`Snute wrote: edit: i didn't realize the small 'water snakes' in the middle were unpassable. i think this map is too chokey for zerg now T_T
Me neither! If the snakes are unpassable then it's wayy too chokey and turtley. Guess you better break out your nydus bro.
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Ooh I didnt even see the deep water snakes. Hmm.. not sure about the pathing now. Basically 4 base under one choke.
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On June 19 2016 16:04 Liquid`Snute wrote:I'm usually not a fan of large 4 player maps with more than 16 bases but this layout is pretty good. it's like deadwing but without its quirks. It's even more extreme than dusk towers, for good and for worse. Curious if LOTV's unit array is sufficient to deal with this map properly because it's so easy to 4-base and currently that seems to favor Protoss in most match-ups. As for layout details, I would love to see starting base (base 1) gas positions to be switched to outside, not inside. To help with scouting and attacking gas workers. Either that or 50/50 split. From a Zerg perspective 4th base (green) ramp is too narrow, even for a grand macro map I think it's a bit much. Part of me also wants this base to be lowest ground, like the center base. But it's not bad like it is. I like how well the layout works regardless of spawning position, and rush distances are not overly different thanks to forcing movement through the middle early on. good stuff edit: i didn't realize the small 'water snakes' in the middle were unpassable. i think this map is too chokey for zerg now T_T The mapping forum would be a wonderful place if more maps got feedback like this.
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I consider that 'Red Circle Expansion' make it lowest ground. And I really what 'Water Snake' gonna make problem to zerg players. Is It 'Blue Line', or 'Green Line'? I really want to be sure about it!
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1001 YEARS KESPAJAIL22271 Posts
YESSS BEACH MAP TEAM CRUX I LOVE U
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