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[M] (4) Lush Jungle

Forum Index > StarCraft 2 Maps & Custom Games
 
 ScorpSCII   Denmark. May 01 2012 01:18. Posts 293
Profile # 
[image loading]

Version 0.2
Uploaded to EU as Lush Jungle


Presentation
I have recently started melee map making (I used to (and still) make custom maps), and I am now proud to present my second map. I decided to go for a somewhat standard 2v2 map, but with a few new concepts. As always, I am very open to suggestions, weather it's visual or layout-wise.

Map Information
Spawns: 4 (1v1)
Bases: 16 (2 HY)
Map Bounds: 158 x 117
Crossed Nat2Nat: 138.9


Author's Notes
The map promotes great map control, which is something I think is very interesting, and often makes the good players stand out from the masses.

  • The highground expansion offers great map control, but is very open to cliff, blink and air harrasment.
  • Watchtowers play an important role, and fights will often revolve around them.
  • The fourth's gas is siegable from the highground
  • Destroying rocks from the lowground puts you in a weak position
  • Air units can sneak around the Watchtowers in the center area
  • Natural is quite open, but is not much of a problem with this layout


Author's Concerns

  • Should the highground expansions be gold or not?
  • Are the current Watchtower positions too powerful?


Change Log
+ Show Spoiler +

Images
Rightclick and select View Image

+ Show Spoiler [Overview] +
+ Show Spoiler [Analyzer Summary] +
+ Show Spoiler [Aesthetics - Slightly outdated] +
Last edit: 2012-05-04 01:52:09
Author of Atlas | Dreamforge Mapmaking Team
Old Post

 
 Caviar   May 01 2012 01:58. Posts 57
Profile # 
Pretty solid for a second map. I have a few suggestions though that I think would greatly improve the feel and flow of the map.
The first would be to avoid the vertical/horizontal ramps. Visually they arent to appealing and can be dificult for players to judge. It would of been alot easier to manage had you made the entire map angled bottom-left to top-right instead of left to right but its unctrollable now. The second thing I would do is instead of a horizontal ramp leading to the expansion in between the top and bottom spawns i would do two angled ramps at the top and bottom. It makes it a little less chokey and a more legitament 3rd.

Overall though decent map. Very similar to metropolis as far as expansion progression goes but I actually like the general middle design, a little chokey, but if you made the map angled you could of opened it up more.
Last edit: 2012-05-01 01:59:57
Old Post

 
 ScorpSCII   Denmark. May 01 2012 02:16. Posts 293
Profile # 

On May 01 2012 01:58 Caviar wrote:
Pretty solid for a second map. I have a few suggestions though that I think would greatly improve the feel and flow of the map.
The first would be to avoid the vertical/horizontal ramps. Visually they arent to appealing and can be dificult for players to judge. It would of been alot easier to manage had you made the entire map angled bottom-left to top-right instead of left to right but its unctrollable now. The second thing I would do is instead of a horizontal ramp leading to the expansion in between the top and bottom spawns i would do two angled ramps at the top and bottom. It makes it a little less chokey and a more legitament 3rd.

Overall though decent map. Very similar to metropolis as far as expansion progression goes but I actually like the general middle design, a little chokey, but if you made the map angled you could of opened it up more.


Thanks for your feedback. The changes to the lowground expansion between the players is something that I have considered myself, but will wait a bit until I have heard some more opinions. As for the angle of the map, it's pretty much impossible to rotate it now, but I will definately keep this in mind for my future projects.
Last edit: 2012-05-01 02:17:19
Author of Atlas | Dreamforge Mapmaking Team
Old Post

 
 TheFish7   United States. May 01 2012 02:17. Posts 1207
Profile # 
Pretty nice layout, although I would avoid using cardinal ramps wherever possible. Other things that jump out at me are the ease with which one can take the gold base - It is easier to defend than the naturals, and that the middle is a little bit cramped. I definately like the aesthetics although I think adding some trees / foliage /rocks around the main bases could benefit. Good work - its nice to see some good team play maps here.
 
Old Post

 
 IronManSC   United States. May 01 2012 03:16. Posts 1649
Profile # 
It's like a jungle version of Metropolis.
ESV Map Maker. || twitter: @ESVironManSC || Author of Ohana, Khalis, Ravage, Khaydaria, Spring
Old Post

 
 ScorpSCII   Denmark. May 01 2012 04:26. Posts 293
Profile # 
Thanks for the sweet words from both of you (I guess a jungle version of Metropolis is good). Wether the gold should be gold or not has been one of my biggest concerns and still is. I would like to hear a few more opinions, and perhaps some high level players playing the map too, before I make any changes.
Author of Atlas | Dreamforge Mapmaking Team
Old Post

 
 IronManSC   United States. May 01 2012 04:29. Posts 1649
Profile # 
It's really to take the gold in ZvP when protoss goes FFE.
ESV Map Maker. || twitter: @ESVironManSC || Author of Ohana, Khalis, Ravage, Khaydaria, Spring
Old Post

 
 Yonnua   United Kingdom. May 01 2012 04:40. Posts 1039
Profile Blog # 

On May 01 2012 04:29 IronManSC wrote:
It's really to take the gold in ZvP when protoss goes FFE.


This is a 2v2 map. Why is the protoss going FFE?
PartinG | NaNiwa | Creator | Mvp | Bomber | Oz | FanTaSy | JangBi
Old Post

 
 moskonia   Israel. May 01 2012 06:40. Posts 932
Profile # 
The distance between mains of allies is to big, you wont be able to help your partner if an attack comes, this looks much more like a 1v1 map then a 2v2 map. If you want the allies to be in separate bases like in scorched haven you should try and make the bases closer, maybe do something like this: + Show Spoiler +

This will let you defend your partner more easily, but it still might be problematic since there is still a pretty big walk distance, but I am sure you will figure it out

When I think about it another cool thing you can do is put a backdoor that leads to the 3rd, you do it with double rocks,since there are 2 ramps anyways, and that might make the backdoor ok and of course the purpose of that backdoor would be to allow you to take a third, since if you put the ramp so far back, taking the third without backdoor would be extremely hard.
Last edit: 2012-05-01 06:46:09
"He who learns to walk, should never crawl again"
Old Post

 
 thurst0n   United States. May 01 2012 06:49. Posts 573
Profile Blog # 
Ah ok, this map looks awesome. I did not realize it was a 2v2 map at first, until i looked closer, but i think this could be a very viable 1v1 map. I was thinking to myself when i'm looking "this is a mix between metropolis, metalapolis, and shakuras"

I agree tho bases should be closer if it's meant for 2v2.. this would be a great 1v1 map with very few tweaks.
P.S. I'm nub. If you'd like you can follow me @xthurst but its not worth it ill be honest
Old Post

 
 ScorpSCII   Denmark. May 02 2012 02:05. Posts 293
Profile # 
I have taken your comments into consideration, and might turn it into a 1v1 map. I have also done a few changes to the third and high ground expansion. What's your opinions?

[image loading]
Last edit: 2012-05-02 03:04:18
Author of Atlas | Dreamforge Mapmaking Team
Old Post

 
 TheFish7   United States. May 02 2012 02:45. Posts 1207
Profile # 
I do in general like the changes whether its 1v1 or 2v2, but I don't like it as a 1v1 map - you can defend 6 bases with 2 chokes. It just becomes Metropolis with an extra base thrown in. I may be biased because I dislike Metropolis.
 
Old Post

 
 moskonia   Israel. May 02 2012 04:05. Posts 932
Profile # 
If the middle is not gold you should make the space behind it unpathable, so it is more defendable.
"He who learns to walk, should never crawl again"
Old Post

 
 Acritter   May 02 2012 04:45. Posts 1562
Profile # 
I think it's too hard for each team to hold off pressure. Mobile armies look to be VERY strong on this map, because of how far away each ally is from one another. That means that it'll be next to impossible to secure an expansion for any player.
Old Post

 
 ScorpSCII   Denmark. May 04 2012 01:47. Posts 293
Profile # 
New version is out
Please check first post for more information.
Author of Atlas | Dreamforge Mapmaking Team
Old Post

 
 iGrok   United States. May 04 2012 02:47. Posts 4220
Profile Blog # 
This jungle doesn't look very Lush lol.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | Samurai Champloo | Maker's Mark | Gangnam Style! | Nunu
Old Post

 
 ScorpSCII   Denmark. May 04 2012 04:10. Posts 293
Profile # 

On May 04 2012 02:47 iGrok wrote:
This jungle doesn't look very Lush lol.

Feel free to suggest a better fitting name
Author of Atlas | Dreamforge Mapmaking Team
Old Post

 
 DYEAlabaster   Canada. May 04 2012 05:10. Posts 992
Profile Blog # 
This is not a 1v1 map, and as a 2v2 map, I believe that the general trend is moving towards having maps that have shared or very proximate bases- otherwise you have a 1v2 senario.

As a 1v1 map, the influence from metal and Shakuras is obvious, but there are certain problems-

1- The open natural prevents safe fast expands (as in metal)
2- The choked off centre encourages heavy map splitting (shakuras)
3- what is the point of the pods above the rocks/watchtowers?
4- The foreward highground base will only be taken if a player is in a hugely advantageous position (metal)
 
Old Post

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