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[M] (2) Lunar Remnants

Forum Index > StarCraft 2 Maps & Custom Games
 
 ScorpSCII   Denmark. April 11 2012 22:57. Posts 304
Profile # 
[image loading]

Version 0.2
Uploaded to EU as Lunar Remnants


Presentation
I've practiced melee map making for a few weeks, and am now proud to present the release of my first map, Lunar Remnants. I am very open to suggestions, weather it's visual or layout-wise.

Map Information
Players: 2
Bases: 12 (2 HY)
Map Size: 96x144

Description
Your base is easy to defend, and has safe additional resources. Use of the Xel'Naga Towers provides vision of all ground paths. Destroy rocks for additional attack paths.

Change Log
+ Show Spoiler +
Version 0.2
  • Moved main choke towards third
  • Removed destructibles from natural
  • Moved watchtowers towards center


Images
Rightclick and select View Image for full size

+ Show Spoiler [Overview] +
[image loading]

+ Show Spoiler [Analyzer Summary] +
[image loading]

+ Show Spoiler [Analyzer Distance] +
[image loading]

+ Show Spoiler [Aesthetics] +
[image loading][image loading][image loading]
Last edit: 2012-04-13 02:23:07
Author of Atlas | Dreamforge Mapmaking Team
Old Post

 
 Zaphid   Czech Republic. April 11 2012 22:59. Posts 1380
Profile Blog # 
There's no natural to expand to, zergs will lose a lot
I will never ever play Mech against Protoss. - MVP
Old Post

 
 tnud   Sweden. April 11 2012 23:04. Posts 2227
Profile Blog # 

On April 11 2012 22:59 Zaphid wrote:
There's no natural to expand to, zergs will lose a lot

Yep, this map needs a proper expansion (natural... easy to defend) without rocks.
Last edit: 2012-04-11 23:04:56
- ಠ_ಠ - | disinfect wrote: AHAHHAHAHA 2DG FUCK ME ALREADY.
Old Post

 
 Corak   Germany. April 12 2012 00:08. Posts 150
Profile # 
As was said before. There needs to be a natural without rocks.
Also the Watchtowers are way too powerfull for the attacker --> vision to/up the main choke!
Double gold in the middle should be problematic, seeing as one usually already is.
I am also not sure if the other rocks are needed...

But that is all fixable, and other than that i like the layout.
Aesthetics are nice. A bit more work on the sandy parts, they look a bit empty.
Old Post

 
 Ragoo   Germany. April 12 2012 04:05. Posts 2224
Profile # 
I think you didn't open the lighting window when making that overview and thus the color is a bit off, not rly white.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Old Post

 
 KoBlades   Austria. April 12 2012 05:03. Posts 248
Profile # 
generally I don't like inbase expos, kinda boring imo..
my proposition would be to simply switch the "natural" (the one with the rocks) and the main, and make the natural a higher ground, so you would have the classical main into expo design, like this I don't see this map going anywhere, as zergs can't hatch first. additionally you should move the main ramp some spaces up/down so its closer to the third.
"What do you know about fear?" -"Everything."
Old Post

 
 ScorpSCII   Denmark. April 13 2012 02:12. Posts 304
Profile # 
Version 0.2 is out!

Please let me know what you think; I am very open to suggestions.
Author of Atlas | Dreamforge Mapmaking Team
Old Post

 
 jdsowa   April 13 2012 03:47. Posts 373
Profile # 
This is a very nice looking map.

However, the in-base expo is problematic. There should be some sort of risk in taking your 2nd base. Think about playing a ZvT or ZvP on this map. Your opponent will wall off, take 2 bases with absolutely no risk, and it will be 11:00-14:00 until you can even have a hope of attacking them since it is not feasible to attack up a main ramp. KoBlade's suggestion was good. And I would also recommend expanding the general size of the center of the map.
Old Post

 
 RFDaemoniac   United States. April 13 2012 04:23. Posts 351
Profile # 
I agree that the center of the map should not be completely covered by the xel'naga towers, because it gives too much of an advantage to an attacker. Also the layout of the two gold bases in the middle is such that one player or neither player can hold them: it's impossible for two different players to have the two golds, which makes them potentially more unbalanced than they normally are. You might consider expanding the center to fix both of these issues.

This is an awesome first map, though

I'm a fan of back bases because it makes PvP more interesting, I wonder if there's a good handle that while still making ZvT and ZvP reasonable.
Old Post

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