| Noza Denmark. June 09 2012 04:18. Posts 16 | Profile # |
![[image loading]](http://i.imgur.com/emmk7.png)
Hey everyone! This is my first ever published melee map, Ruins of Aiur II. The general idea behind this was just to make an all around good map that wouldn't propose any significant imbalances and that would promote different kinds of playstyles. After all this is my first map so I wouldn't want to make anything too fancy and find out that it was completely broken.
The map is still not done but I wanted to post a thread here to help get some feedback on things that might need a fix before the final release, so any constructive feedback is gladly appreciated.
Aestethic-wise the map is not nearly done, partly because I wan't make sure all terrain is finised before going too crazy with doo-dads and stuff and partly because my skills when it comes to decorating in the SC2 Editor are awful. (I'm still bronze level editor [; )
To anyone wondering about the name; I had created a map a while back called Ruins of Aiur, but back then I was even more horrible at the program than now, so the map never made it, but I used the same idea of the wrecked homeworld of the Protoss and even the same Main/Natural lay-out, so it was only natural for me to call it; Ruins of Aiur II.
The Map is released on EU servers as "Ruins of Aiur II".
Map Data: Tileset: Straight up Aiur (Lighting is Braxis though as the default lighting for Aiur is some dark night-y thing) Playable size: 136x136 Players: 2 Bases: 12
Change log: + Show Spoiler +v0.4 Huge lay-out changes: - Added a "step" leading into the main, and LOS blockers at the top; very Antiga-like. - Changed lay-out of 3rd and the once 4th. - Removed 4 base total. Bases at 3, 5, 9 and 11 o' clock. - Updated foliage and textures accordingly ofc.
Entire map: + Show Spoiler +
Details: + Show Spoiler + Outdated Outdated Outdated OutdatedLast edit: 2012-06-10 04:21:59 |
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| Cokefreak Finland. June 09 2012 04:40. Posts 5661 | Profile # |
Look's pretty nice however I don't like the fact that sieging the 3rd and 4th is possible from the same plateau. Also 16 bases is a lot for a 2 player map.
I'm also not sure which way you meant the map to be split: if you take the left side your 5th expansion is really close to your opponent's 6th and if you take the lower part your 7th and 8th are incredibly hard to defend. |
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| Noza Denmark. June 09 2012 05:01. Posts 16 | Profile # |
On June 09 2012 04:40 Cokefreak wrote: Look's pretty nice however I don't like the fact that sieging the 3rd and 4th is possible from the same plateau. Also 16 bases is a lot for a 2 player map.
I'm also not sure which way you meant the map to be split: if you take the left side your 5th expansion is really close to your opponent's 6th and if you take the lower part your 7th and 8th are incredibly hard to defend.
Thanks for the comment! My idea on the plateau was meant more defensively cause if you can defend that position you basically have 4 bases secured, I didn't really think about it the other way around, maybe you are right. hmm.. but still I think to defend 2 chokes to secure 4 bases is fair, maybe its even more important to defend that plateau so that it doesnt get used offensivly by the opponent. Nice notice though!
I tried to lay out the map so it doesn't have to get split the same way every game, but you have to adjust to the way your opponent is expanding, then you can choose to either expand more aggresively of more defensively.
And yee... I know theres alot of bases thats kind of just how the map turned out, but I mean Khaydaria by IronManSC has 16 bases too! XD Thanks alot for the feedback, I will definately take an extra look at that plateau!Last edit: 2012-06-09 05:05:01 |
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Aunvilgod June 09 2012 05:04. Posts 2031 | Profile # |
| I don´t really like the free expos at the bottom right and top left. |
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| Noza Denmark. June 09 2012 05:16. Posts 16 | Profile # |
On June 09 2012 05:04 Aunvilgod wrote: I don´t really like the free expos at the bottom right and top left.
Hmm.. Do you really think they that easy to defend? because they are pretty far away from you and close to your enemy either by air or by ground depending on how you look at things... Any ideas on how to make them more punishable or should they just get removed completely since i already have a surplus of bases?
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| PandaZerg Canada. June 09 2012 05:26. Posts 148 | Profile # |
I suggest you to enlarge path on both side (left and right) See pictures... + Show Spoiler +Last edit: 2012-06-09 05:30:40 |
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| Noza Denmark. June 09 2012 05:37. Posts 16 | Profile # |
On June 09 2012 05:26 PandaZerg wrote:I suggest you to enlarge path on both side (left and right) See pictures... + Show Spoiler +
I appreciate your comment and that you took your time to draw a pic. but.. im a little confused... Is this in response to the above posts? Like you say that this should help make the corner expansions more vulnarable.. or is this just some random input? because then I would really like to hear what the map should gain from this? excuse my confusion. :L |
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| PandaZerg Canada. June 09 2012 05:49. Posts 148 | Profile # |
| Just a overall suggestion. Path (where three different paths are connected) seems too narrow for mid-late game army. Personally, I would enlarge where yellows lines are on pic. Last edit: 2012-06-09 05:50:15 |
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| Noza Denmark. June 09 2012 06:08. Posts 16 | Profile # |
On June 09 2012 05:49 PandaZerg wrote: Just a overall suggestion. Path (where three different paths are connected) seems too narrow for mid-late game army. Personally, I would enlarge where yellows lines are on pic.
That is very true actually, I will make that path a bit wider. Thanks alot for the feedback I just needed som clarification!  |
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| TheFish7 United States. June 09 2012 06:18. Posts 1202 | Profile # |
Its very good for a first published map! In my opinion, the natural, 3rd, and 4th are each just a little too close to the main. I might also bring the base count down to maybe 12 and widen up the bridge in the middle a bit. |
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| Noza Denmark. June 09 2012 07:04. Posts 16 | Profile # |
On June 09 2012 06:18 TheFish7 wrote: Its very good for a first published map! In my opinion, the natural, 3rd, and 4th are each just a little too close to the main. I might also bring the base count down to maybe 12 and widen up the bridge in the middle a bit.
It's funny that you mention it because I think the 4 clumbed up bases are kinda what can lead to more epic games because people don't just die to early harrasment like Mutalisks or Banshees, So it is completely intentional that the 4 bases are close together, I've tried to make the it so that the game spreads out quickly after the 4 bases have been taken though.
Yea... It's very likely that im going to remove atleast 2 bases so that will help the enormous number of bases.
And the very small bridge at the center is intentional aswell because I wanted people to use the alternative paths more. Because trust me its very scary to go through that middle path if you know youre opponent has control of the XNW and is waiting with Fungal Growths, Psionic Storms, etc.
Thanks alot for the feedback though always nice to hear peoples thoughts. |
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| FlaShFTW United States. June 09 2012 07:22. Posts 4957 | Profile Blog # |
| wayyy too many bases. and they are too clumped up. also theres a huge line dividing which will lead entirely to a spilt map. |
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| moskonia Israel. June 09 2012 07:36. Posts 930 | Profile # |
Four super easy to take bases = deathball games, every time. It is a bad feature, so I suggest removing the 4th and making the 3rd a bit further away from the natural. Also, make the base layout a bit clearer, cause right now the expansions are all messed up and it will be hard to take late expansions here (without this the map wont be broken, but imo it is a better feature).
After you do these changes I think the map could work out to be quite nice the aesthetics are really cool. |
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| Noza Denmark. June 10 2012 02:55. Posts 16 | Profile # |
Thanks alot for all the feedback, I'm working on a couple of changes heres a list of things I'm going to update:
· Bases at 5, and 11 o' clock are getting removed and made into a path leading from the center bases to the corner expansions. hopefully this will help the access to the further away expansions and make them more punishable and more viable too, even though that sounds wierd.
· Path leading from the 4th is getting enlarged as suggested by PandaZerg
· 4th is getting removed too, and the 3rd will get moved away from the natural as suggested by moskonia |
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| sambour Canada. June 11 2012 01:08. Posts 62 | Profile # |
v0.4 is looking excellent. The natural is exceptionally easy to protect so I expect most first engagements will be over the third. The high ground by the third reminds me of Crossfire's natural, but with an easy 2 base it will be interesting to see how it will be used (111 shouldn't be a problem thankfully). Center control vs run-bys should play well.
Looks like zerg will have trouble holding their third or securing a fourth, but I'd have to see how a 2base timing from protoss looks on that high ground. It may be nice to give mutas some more space behind the main and natural, to give zergs some hope of getting a fourth. |
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| PandaZerg Canada. June 11 2012 02:58. Posts 148 | Profile # |
| I only see a problem to hold 4th as zerg. Otherwise, very good! Nice improvement since v1.0 |
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| PandaZerg Canada. June 12 2012 04:58. Posts 148 | Profile # |
| have you already think to add destructible rocks to top an bottom little path (long linear path)? |
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