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[M] (2) Scorched Highland

Forum Index > StarCraft 2 Maps & Custom Games
 
 Wiss   United Kingdom. March 20 2012 07:33. Posts 23
Profile # 
[image loading]


Scorched Highland (v0.5)
Made by: Wiss (WissUK)
Published on: [EU]
Playable Map Size: 134 x 142
Bases: 12

Map Overview:
+ Show Spoiler +




In-Game Description:

The map is a 1v1 map set on a fire grazed highland.

The bases are located in the 1 and 7 o'clock locations.

The level has 12 mineral patches, 6 on either side. The middle mineral fields bot have 6 mineral patches each with rich vespene.

It is wide open on either side with a choke down the centre of the entire map.

Two xel'naga watchtowers cover either side on the centre of the map.

The playable map size is 134 x 142.


Analyzer:
+ Show Spoiler +


Asthetics:
+ Show Spoiler +

If you need any information, more images uploading or anything, just feel free to ask. Thanks in advance to all that comment.
Last edit: 2012-04-21 01:20:45
Old Post

 
 SigmaFiE   United States. March 20 2012 07:57. Posts 287
Profile Blog # 
I dig it. This is looking very nice and I want to try it.

General Criticisms
- Remove the rocks at the very least on the smaller ramps -- All they are doing right now is to prevent lateral movement (East/West) of armies making it so that it is very easy to protect 3 bases (a player has a lot of response time as it stands right now because of the watch towers) -- this would also lead to base races quite easily.

- Optimize the resource lines on the lowground 3rds (11 and 5 o'clock) (do a copy and paste from any blizzard ladder map or a good and well known map such as daybreak). You don't want any funky harvesting behaviors that will throw a player off. (Although I think I see what you were trying to do -- which was to make the geysers more vulnerable to air and less vulnerable to land, is that correct?).

- Also, on the open land areas -- I'm fine with the watch towers where they are, I do suggest breaking that area up a little bit so that it is not suicide to move into that area against an aggressive zerg (this suggestion also coincides with the complete removal of the rocks, where one of the other would work I think -- I think doing both however would put zerg at the disadvantage).

- As an aesthetic comment - nice texturing, It's really clean. For the barriers at 11 and 5 o'clock, I suggest you remove the cliff, and simply use trees with LOS blocker doodads there (should get the same effect). I think it will go better with how your aesthetics are looking thus far as well (Course I know you're not finished -- take this as you will).

Can't wait to see how this ends up looking finished.
Dream Forge Maps -- http://dreamforgemaps.net/ -- admin@dreamforgemaps.net -- Team Leader -- Twitter: @SigmaFiE
Old Post

 
 EatThePath   United States. March 20 2012 09:00. Posts 2437
Profile Blog # 
The split path is ridiculous before the center rocks are down. I think you should use two rocks there with a very narrow passage between them. (One unit at a time, perhaps tanks/thors etc could not pass.)

The third bases are a little on the difficult end. You might want to pull the corner 3rd a little closer, but it might be okay. Needs testing.
Comprehensive strategic intention: DNE
Old Post

  Sea_Food   Finland. March 20 2012 17:04. Posts 1612Profile Blog # 
Remove the rocks in the middle. They serve no real purpose, but they make early game more tedius.
Old Post

 
 Wiss   United Kingdom. April 15 2012 08:46. Posts 23
Profile # 
So I should be cracking down on this in the next week or two now I have gotten a single player level out of the way for university. As bad as it may be I would like to keep the rocks along the middle if possible, saying that I'm still open to suggestions of how to improve the level.

Here's a rough image of how I could break up the open space on either side with the Xel'naga towers. Either side is different as I'm not 100% sure as to what would be best. The red lines indicate where a larger ramp is now with no rocks. All and any help welcome.

[image loading]
Old Post

 
 Meltage   Sweden. April 15 2012 09:07. Posts 560
Profile # 
This is the aesthetic theme Dual Sight has, but executed as it should
TPW - The Planetary Workshop - map making team
Old Post

 
 Wiss   United Kingdom. April 16 2012 01:18. Posts 23
Profile # 
To me Dual Sight is one of most aesthetically pleasing maps I've seen in SC2 and LSPrimes work is some of the best out there, so it would be a lie if I didn't say there was a little influence there. I wanted to do the opposite to that though and have the lava throughout the map as if an earthquake took place and the earth parted leaving these wounds on the map.
Old Post

 
 redoxx   United States. April 16 2012 02:28. Posts 333
Profile Blog # 
I think the rocks are interesting, but what about using smaller rocks, so that the pathway is constricted to movement, but not completely blocked off? That way, lateral movement around the map is possible, making for more interesting play, but players will still have to be very conscious about not getting armies trapped around there. Nice map overall though!
The horror...the horror
Old Post

 
 Wiss   United Kingdom. April 16 2012 09:39. Posts 23
Profile # 
The middle has been altered so that there is a small gap two squares wide. I have left the rocks on the other ramps in the middle to potentially force the players to use more of the map in the early game? I don't know, so please tell me what you think. This is still in an extremely early stage all feedback will be appreciated.
Last edit: 2012-04-21 01:09:07
Old Post

 
 Wiss   United Kingdom. April 21 2012 01:10. Posts 23
Profile # 
Map/thread updated, any more feedback if possible?
[image loading]
Old Post

 
 DYEAlabaster   Canada. April 21 2012 03:10. Posts 992
Profile Blog # 
I find the aesthetics incredibly distracting, but that could be me. The third is very far away and inaccessible, so you're gonna see 2 base all ins (and only that) on this map. Also the map has the problem of splitting down the centre heavily, leading to it being wider-than-tall.

Finally, the foreword "fifth/sixth" base is completely useless, as it's position demands your army to be really out of position to defend your main, etc.
 
Old Post

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