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[M] Mar Sara Fissure WIP (1st)

Forum Index > StarCraft 2 Maps & Custom Games
 
 OxyGenesis   United Kingdom. June 15 2012 02:30. Posts 278
Profile # 
This is my first map, currently a work in progress. I am still figuring out the editor but I figured I would keep posting updates as I develop the map so that I can integrate any feedback that I receive.

This is a rough overview of the map so far. I haven't started at all with the aesthetics yet so don't comment on the textures etc. quite yet. Feedback on the layout and potential balance problems are very much welcome though. A note on the diagrams (I haven't quite woked out how best to take screenshots of the editor), the main is at the top in the middle.

The concept for the map is an aggressive map that rewards creative use of the terrain and multi pronged attacks. Eventually the Aesthetics will be of an abandoned Terran settlement on a particularly harsh area of Mar Sara.

[image loading]
[image loading]

old screenshots
+ Show Spoiler +
Last edit: 2012-06-16 04:15:59
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Old Post

 
 TheFish7   United States. June 15 2012 02:57. Posts 1229
Profile # 
Cool map! Unfortunately I don't think those bridges actually function (?)
You could probably simply move the 4th base over a touch to make more room for the main base.
Also, 2 of your bases have 9 minerals, not sure if that was intentional.
 
Old Post

 
 OxyGenesis   United Kingdom. June 15 2012 03:28. Posts 278
Profile # 
wow, I can't count. I think that's exactly what I will do with the mains. I also think that will improve the flow of the 4th a bit better, at the moment it feels a bit cramped.

The bridges do work, you can move units over them. Unfortunately you can't creep spread on them and I haven't tried the pathing with large groups of units. How do people do the bridges such as in Superouman's Dragons of Eden or Morrow's latest map?
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Old Post

 
 OxyGenesis   United Kingdom. June 15 2012 04:22. Posts 278
Profile # 
Edited the original post with some updates:

- Made the main bigger

- changed the layout of the natural to include destructible rocks

- made everything symmetrical

- added LoS blockers (although I forgot to add them to the outer Xel'Nagas)
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Old Post

 
 SidianTheBard   United States. June 15 2012 04:45. Posts 973
Profile # 
Every single base is just waaaaay too small. It's so choked up and there isn't much room to maneuver around. All the high ground on the left and right sides of the map could be removed to add more space.
Old Post

 
 Noza   Denmark. June 15 2012 06:56. Posts 16
Profile # 
I feel like it is super easy to just take the 4 bases closest to your main and then just turtle up, especially as terran, which can lead to some dull games.

although i like the general lay-out.
WhiteRa | PartinG | Squirtle | MKP | BoxeR | Dragon | Destiny | DongRaeGu | JulyZerg
Old Post

 
 OxyGenesis   United Kingdom. June 15 2012 23:11. Posts 278
Profile # 
Thanks for the feedback guys.

After actually playing the map for a bit (!) I realised that the main and natural are indeed way too cramped. Over the weekend I will work on spreading these out a bit and have a go at expanding the middle. This should help fight against turtling too. I don't see terran 4 base as too much of a problem as to do this you sacrifice control of the middle allowing zerg to expand to the corners of the map (kinda like cloud kingdom) but this probably needs more testing. This map isn't designed to be a large macro map, it's designed to reward creative early aggression with the potential to go late game.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Old Post

 
 OxyGenesis   United Kingdom. June 16 2012 04:22. Posts 278
Profile # 
updated with some changes :- generally gave the bases a bit more room to breathe. removed 2 of the Xel'Nagas. Made the middle bigger.

I think I will make the bridges bigger next update. Sorry for leaving the placement grid on, was in a rush. How do I show the Xel'Naga range?
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Old Post

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