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[M] (2) oZz Vaha

Forum Index > StarCraft 2 Maps & Custom Games 1 2 All
 
 eTcetRa   Australia. May 02 2012 18:50. Posts 435
Profile # 
Overview:
[image loading]

Map Name oZz Vaha v1.5
Map Bounds: 156x156
Bases: 16 (4-player rotational symmetry)
Published on: SEA ONLY
If anyone can instruct me in how to upload to different servers (I also have a NA account), it would be appreciated. Thanks!!

Images (more images in older versions below)
+ Show Spoiler +

Each "Quadrant"
+ Show Spoiler +


Older Versions

+ Show Spoiler [Version 1.4] +
+ Show Spoiler [Version 1.3] +

Notes
This is my first attempt at a four player rotational symmetry, I've tried to stay away from it for as long as I could (what with rampant positional imbalances and whatnot). But here it is at any rate. Enjoy.
Last edit: 2012-05-14 21:25:20
Electra the Fabulous! DreamForge Mapmaker - Latest Map: DF Yeonsu (SEA/US)
Old Post

 
 Inside.Out   Canada. May 02 2012 19:05. Posts 552
Profile Blog # 
i think you need to widen the main ramp to the natural 3rd, or take out the rocks on the secondary. It looks a little too easy to hold the 3rd atm, but other than that very cool
Old Post

 
 DYEAlabaster   Canada. May 02 2012 19:07. Posts 992
Profile Blog # 
This map smacks alot of Entombed Valley in the initial first 3 base layout and 'central' fourth.

The rush distance looks tiny though, would you happen to have the travel time? It just seems like nat-third is WAY too close in most positions
 
Old Post

 
 eTcetRa   Australia. May 02 2012 19:18. Posts 435
Profile # 
With the current rock set up it tested cross positions being 50 seconds from main ramp to main ramp.

Edit: That is with a worker unit.
Last edit: 2012-05-02 19:19:15
Electra the Fabulous! DreamForge Mapmaker - Latest Map: DF Yeonsu (SEA/US)
Old Post

  Aunvilgod   May 02 2012 19:53. Posts 2031Profile # 
The only criticism I have is that you should make the ramp leading up to the 3rd bigger. Other than that this is a solid, quite pretty map. I like the highgrounds reachhing far into the middle.
Incredible Miracle
Old Post

 
 acgFork   Canada. May 02 2012 19:53. Posts 395
Profile Blog # 
Seems a little too small. And you could use blink stalkers to really abuse the back of the main base. Harrassing seems really easy on this map.
acgFork 208
Old Post

 
 eTcetRa   Australia. May 02 2012 21:07. Posts 435
Profile # 
I agree that it feels a bit too small and will probably be spreading out the four spawns further, increasing the openness between the thirds.

Also will likely move the mains mineral lines away from the open cliff, figured it will be too abusable by tanks and the like aswell.
Electra the Fabulous! DreamForge Mapmaker - Latest Map: DF Yeonsu (SEA/US)
Old Post

  Aunvilgod   May 02 2012 21:27. Posts 2031Profile # 

On May 02 2012 21:07 eTcetRa wrote:
I agree that it feels a bit too small and will probably be spreading out the four spawns further, increasing the openness between the thirds.

Also will likely move the mains mineral lines away from the open cliff, figured it will be too abusable by tanks and the like aswell.


In my opinion the map is big enough. Moving the minerals away from the edge seems to be a good idea though.
Incredible Miracle
Old Post

 
 RumbleBadger   May 02 2012 22:23. Posts 322
Profile # 
Right now a third for a counter-clockwise spawning player is much easier than a clockwise spawning player due to the rocks to the left of the natural. Have you considered deleting those ones? Or making the ramp a little wider than the rocks to let units get a better surround on the rocks?
Games before dames.
Old Post

 
 Hayang   United States. May 03 2012 00:10. Posts 22
Profile # 
I hope a map like this gets into circulation, it's BEAUTIFUL.
Old Post

 
 ArcticRaven   France. May 03 2012 05:33. Posts 1165
Profile # 

On May 02 2012 22:23 RumbleBadger wrote:
Right now a third for a counter-clockwise spawning player is much easier than a clockwise spawning player due to the rocks to the left of the natural. Have you considered deleting those ones? Or making the ramp a little wider than the rocks to let units get a better surround on the rocks?



This. Also i think there should be a gap between this base and the main above as to avoid pylon abuse by the other player, as well as reduce the effectiveness of blink stalkers.

An excellent map overall. Well played. Why no analyser pics ? I'd like to know the rush distances especially.
Last edit: 2012-05-03 05:36:30
[EatThePath] I call assassins as my faction. Please tell me we can all agree that in the version of history, Steppes of War will be Jerusalem.
Old Post

 
 DYEAlabaster   Canada. May 03 2012 05:37. Posts 992
Profile Blog # 

On May 02 2012 19:18 eTcetRa wrote:
With the current rock set up it tested cross positions being 50 seconds from main ramp to main ramp.

Edit: That is with a worker unit.


The main-main distance is fine. What is the nat-third distance. That is what seems too small.
 
Old Post

 
 lindn   Sweden. May 03 2012 06:59. Posts 830
Profile # 
playing vs mech on this map .__.

Just depressing, you have no movement area, 2 steps left and he's sieging your 3rd unless it's cross spawn only. this is even worse than entombed valley. To pull something like this off the map has to be a lot bigger
Old Post

 
 eTcetRa   Australia. May 08 2012 22:29. Posts 435
Profile # 
Increased the bounds of the map and spread the four spawns out, which increased the gaps between each spawn by 5 squares.

Some pictures outside the natural/third to show the difference. Before and After.
[image loading]
[image loading]

Also rearranged the rocks and moved the main's mineral lines. Will update OP once I've fixed the aesthetics on the map.
Electra the Fabulous! DreamForge Mapmaker - Latest Map: DF Yeonsu (SEA/US)
Old Post

 
 ArcticRaven   France. May 09 2012 00:24. Posts 1165
Profile # 
I'll wait to see what it gives (: don't forget to remove the rocks and fix the alternate third !
[EatThePath] I call assassins as my faction. Please tell me we can all agree that in the version of history, Steppes of War will be Jerusalem.
Old Post

 
 Leviance   Germany. May 09 2012 01:52. Posts 3207
Profile # 
I really like the looks of this map
"Blizzard is never gonna nerf Terran because of those American and European fuck" - Korean Netizen
Old Post

  WniO   United States. May 09 2012 03:33. Posts 2704Profile Blog # 
oh wow, this is the best map ive seen in a long time. kickass textures and finally someone makes a natural setup thats not a ripoff of funcomodes sanct map, seriously the last 30 maps have had that same split natural ramp deal.
Old Post

 
 ArcticRaven   France. May 09 2012 04:04. Posts 1165
Profile # 
Just saw something that rprobably shouldn't have taken me this long.

The whole main mineral line is siegeable from the third underneath ^^
[EatThePath] I call assassins as my faction. Please tell me we can all agree that in the version of history, Steppes of War will be Jerusalem.
Old Post

 
 eTcetRa   Australia. May 09 2012 15:07. Posts 435
Profile # 
Updated to version 1.4.

Notable changes are:
- Map bounds increased with each "quadrant" spread apart.
- The main mineral line has been moved.
- Rocks outside natural have been moved.
- Central ramp to third has had its width increased.

With these changes I hoped to open the map out beyond your "fortress" which I consider to be the main-nat-centralthird in this map. And make it easier for a player spawning counter-clockwise from the enemy.


Thanks for the feedback so far
Last edit: 2012-05-09 15:08:46
Electra the Fabulous! DreamForge Mapmaker - Latest Map: DF Yeonsu (SEA/US)
Old Post

 
 shredster   Sweden. May 09 2012 15:53. Posts 21
Profile # 
Looks good, love the aesthetics. But is that a swastika in the middle? :o
I'm probably just seeing things.
MarineKing <3
Old Post

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