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[M] Agria river delta 2v2

Forum Index > StarCraft 2 Maps & Custom Games 1 2 All
 
 Guardian85   June 14 2012 16:44. Posts 155
Profile # 
I've put a lot of time into design and decoration, and want the general public to see it.

I think the map could be fit for some pretty alright 2v2

http://www.filefactory.com/file/5fyteung3ozx/n/Agria_river_delta_SC2Map
http://www.filefactory.com/file/5fyteung3ozx/n/Agria_river_delta_SC2Map

[image loading]
Last edit: 2012-06-14 17:04:42
Old Post

  Sea_Food   Finland. June 14 2012 19:24. Posts 1612Profile Blog # 
Looks pretty.

How ever, this map has like 0 pathing blocking cliffs, and 0 normal bases.
100% open so its pretty unplayable.
Last edit: 2012-06-14 19:24:49
Old Post

 
 Sjokola   Netherlands. June 14 2012 20:04. Posts 307
Profile # 
This isn't really enough information.

Edit: Check other threads to see what they gave for side info
Last edit: 2012-06-14 20:05:15
 
Old Post

 
 Guardian85   June 14 2012 20:08. Posts 155
Profile # 
Sea_Food, did you try the map?

It does have chockepoints, its just not the way you usually have them.

I know how blocking cliffs work, but this is just another twist.

The pathing blocking is through the river, where there are Keypoints with Xel'naga towers.
Old Post

 
 Guardian85   June 14 2012 20:22. Posts 155
Profile # 
Ok so ill put in this to describe a little.



[image loading]


Blue - Is linked starting locations. (linked as in allied)

Yellow - Is possible expasion bases.

Green - Is Chockepoints with Xel'naga towers.

Red - Is LOS blocker Bushes.
Last edit: 2012-06-15 01:54:00
Old Post

  Sea_Food   Finland. June 14 2012 20:50. Posts 1612Profile Blog # 

On June 14 2012 20:08 Guardian85 wrote:
Sea_Food, did you try the map?

It does have chockepoints, its just not the way you usually have them.

I know how blocking cliffs work, but this is just another twist.

The pathing blocking is through the river, where there are Keypoints with Xel'naga towers.


10 full bases would be too few for a 2v2 map, you have 10 bases, out of which 4 are half bases.

The distance from main to either of the 2 chokes in the map is half the map. How are you supposed to defend both of those wide choke points against early rushes?

Normal map analyzer look like this:
+ Show Spoiler +

here is a rough version of your map:
+ Show Spoiler +

See the difference?
Old Post

 
 Guardian85   June 14 2012 21:09. Posts 155
Profile # 
Ok, so Your suggesting there should be more chocke points closer to each base?

Like a pocket sort of around each base?

[image loading]

RED - Pocket

Blue - minerals

Green - base
Old Post

 
 Guardian85   June 14 2012 21:12. Posts 155
Profile # 
Have you tested the map btw Sea_Food?
Old Post

 
 Toboe   United States. June 14 2012 21:38. Posts 263
Profile Blog # 
Here ya go
+ Show Spoiler [analyzer images] +
Edit: to see comparable analysis of 2v2 maps, see my post here.

It looks pretty and different, but the lack of clear features, true symmetry between the top and bottom, and lack of expansions could all be worked on if you want people to actually play on the map.
Last edit: 2012-06-14 21:39:13
Immortals are your friend, you can tell by the way they waddle at you
Old Post

  EneMecH   United Kingdom. June 14 2012 23:37. Posts 218Profile # 
Guys, IT'S A 2v2 MAP!

They should be more variety and asymmetrical in my opinion, after all, isn't that what 2v2s are all about?
Tears soaks each hand the dealer's dealt. But time taught me how to see every second as heaven even when they're perfectly disguised as hell.
Old Post

 
 moskonia   Israel. June 15 2012 00:14. Posts 931
Profile # 

On June 14 2012 23:37 EneMecH wrote:
Guys, IT'S A 2v2 MAP!

They should be more variety and asymmetrical in my opinion, after all, isn't that what 2v2s are all about?

No, even though 2v2 is not 1v1 in metagame and competitiveness, there should still be maps with decent distance and expansions, if you can't defend your own base, not to talk about your natural, it is not a good map, even for team games.

Chokes are there for a reason, cause without chokes and high grounds the defenders advantage gets really small and then maps become rush fests, which is not a good thing.
"He who learns to walk, should never crawl again"
Old Post

 
 Guardian85   June 15 2012 01:53. Posts 155
Profile # 
Is there a map analyser included in the Map editor?
Because if there is i havent seen it yet.

If not, where can i get my hand on this software?

Thanks in advance.
Old Post

 
 TheFish7   United States. June 15 2012 02:40. Posts 1205
Profile # 
Map analyzer is available here
http://www.teamliquid.net/forum/viewmessage.php?topic_id=132627

The map is very pretty, and its nice to have a different take on map making in general, but in this case there are some glaring issues which I think kill the fun of this map a bit.

+ Show Spoiler +
 
Old Post

 
 Timetwister22   United States. June 15 2012 07:19. Posts 309
Profile # 
The height tool is used way too much here. As a result, this will cause serious frame rate drops, bugs, graphical glitches, and game crashes. Ironman had similar deco around the borders of Ohana using the height tool, but had to remove it due to these technical problems so it could be added to ladder. That in itself makes the map unplayable.
ESV Mapmaking Team | twitter.com/ESV_Timetwister
Old Post

 
 Guardian85   June 15 2012 09:32. Posts 155
Profile # 
Thanks for the replies guys, even though some has already stated that this map is unplayable a couple of times, i will prove them wrong.. and get back to modifying the needed things to make it playable

On a sidenote, i was looking on that link for the analyzer but didnt find where or how to download?
Last edit: 2012-06-15 09:32:33
Old Post

 
 DoubleReed   United States. June 15 2012 09:57. Posts 3133
Profile Blog # 
This looks like a great map for Stratego.
Last edit: 2012-06-15 09:58:02
Baby, you want to make like Stravinsky and perform a Rite of Spring?
Old Post

 
 TheFish7   United States. June 15 2012 10:08. Posts 1205
Profile # 
http://www.sc2mapster.com/assets/sc2-map-analyzer/repositories/mischanix/files/3-v1-4-8-unofficial-r50/

analyzer
 
Old Post

 
 Guardian85   June 16 2012 00:44. Posts 155
Profile # 
Here's a update of the map with major changes on pathing.. still some balancing to do, but i'd really appreciate some feedback.

Thanks in advance

http://speedy.sh/WHUGm/Agria-river-delta.SC2Map
Agria-river-delta.SC2Map

---SPOILER---
+ Show Spoiler +
Last edit: 2012-06-16 01:06:29
Old Post

 
 Guardian85   June 16 2012 12:14. Posts 155
Profile # 
Ehm, as soon as a map is "off the recent list" noone reads the thread?

I spendt 19 hours none stop with out food, only water, to make these changes and adapt them to the map, with texturing, pathing, cliffs, rescource balancing, base defence, chocke points, backdoors etc. etc.
And if you look at the earlier pictures, and the current picture, you'll soon figure the extent of the changes.

Hope someone care to atleast take a look.
Last edit: 2012-06-16 12:22:54
Old Post

 
 Chargelot   June 16 2012 12:32. Posts 2274
Profile Blog # 

On June 16 2012 12:14 Guardian85 wrote:
Ehm, as soon as a map is "off the recent list" noone reads the thread?

I spendt 19 hours none stop with out food, only water, to make these changes and adapt them to the map, with texturing, pathing, cliffs, rescource balancing, base defence, chocke points, backdoors etc. etc.
And if you look at the earlier pictures, and the current picture, you'll soon figure the extent of the changes.

Hope someone care to atleast take a look.


You are not entitled to feedback or attention. Please don't act like we owe you anything. This thread isn't getting attention because community effort is usually invested into maps which stand a chance of becoming a tournament or ladder map. Sending us on a fucking guilt trip, which doesn't really work unless you were being forced to act stupid like that, doesn't help you at all. If anything, we should all ignore you now.

Some pros:
  • The mountainous corner looks cool actually. It's something we haven't really seen.
  • The rocky looking edge of the water banks is also pretty cool.


Some cons:
  • Even on the updated map, the pathing is one of those awkward jokes that only the speaker thinks is funny, and he bursts out hysterically laughing while everyone else in the room remains completely silent.
  • The extremely low number of attack paths (2) means you can easily split the map in half and turtle on ... 8 bases?
  • There is a lot of flora where these doesn't need to be. It becomes visually distracting in the game.
  • You use the height tool a little too much inland. You should avoid making it look like it's been shelled by artillery cannons.

Last edit: 2012-06-16 12:33:45
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
Old Post

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