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[M] (2) oZz Orbit Brutus <WIP>

Forum Index > StarCraft 2 Maps & Custom Games 1 2 3 All
 
 eTcetRa   Australia. June 18 2012 22:57. Posts 427
Profile # 
[image loading]



Overview

[image loading]



Map Details

                  Name Orbit Brutus
                  Version 0.2
                  Bounds 150x166
                  Bases 12
                  Published Privately; soon on US and SEA

Map of the month update! Aesthetics have been mostly completed and the lighting has been updated. Notable changes include:
                   Bounds decreased.
                   Chokes created and removed in certain areas.
                   Third Base significantly tighter.
                   Orientation of LOSB's changed outside third.
                   High ground between natural and fifth made into low ground (path from natural still exists via ramp.
                   LOSB's added between path from middle to fourth.
                   Destructible debris added to ramps from center to high ground near natural (not blocking).
                   Rocks removed from small path to fifth.
                   High ground pod (with ramp) behind sixth base.
                   Mid ground pods between low ground and high ground main, to allow cliff-walking in places.
                   Added three hidden crows to be found. Enjoy that one :D


It takes 1 creep tumour to connect a Zerg's main to it's natural, 2 to connect that natural to the third, and another 3 to connect the third to the fourth. The choke at the natural can be blocked in multiple ways, either with three 3x3 buildings, or you can leave a gap. Also behind the third is a small high ground pod that a Terran can drop onto to harass the mineral line, but the pod is not too large.



Analyzer Image





Gameplay Images





Eye Candy






Previous Versions


+ Show Spoiler [Version 0.1] +
Last edit: 2012-08-01 17:41:56
Electra the Fabulous! DreamForge Mapmaker - Latest Map: DF Yeonsu (SEA/US)
Old Post

  Aunvilgod   June 18 2012 23:07. Posts 2031Profile # 
Nice texturing. I think the 4th etc. bases are fine, I´d rather bother with the 3rd. I´d cut the center, small path leading to the natural. Unless your testing proved it to be fine. The problem is that Zerg can split up their forces much more effectively.
Incredible Miracle
Old Post

 
 The_Templar   United States. June 18 2012 23:58. Posts 4026
Profile Blog # 
Looks good to me, except it looks too hard to actually attack any bases after the early game.
I am the 4% http://www.teamliquid.net/forum/viewpost.php?post_id=17208214 ||| Improvement of posts underway.
Old Post

 
 TheFish7   United States. June 19 2012 13:41. Posts 1205
Profile # 
Nice work man, any chance we could see a full overview?
 
Old Post

 
 eTcetRa   Australia. June 19 2012 13:42. Posts 427
Profile # 
The entire top half of the map is hard to look at but I'll do a bit of work to it today and post an overview shortly.
Electra the Fabulous! DreamForge Mapmaker - Latest Map: DF Yeonsu (SEA/US)
Old Post

 
 ihasaKAROT   Netherlands. June 19 2012 15:36. Posts 3346
Profile Blog # 
The map looks slightly cramped and I have to go with templar on this one, theres no way to have a big engage in an open area since its too easy to control the chokes now (specially T and P)

Aesthetics are yumyum tho!

Maps like these wanna make me install my sc2 and make maps again
KCCO!
Old Post

 
 eTcetRa   Australia. June 19 2012 20:43. Posts 427
Profile # 
It might appear cramped but the map is actually quite large, with the playable bounds being 160x162.

Some changes I'm making at the moment:
+ Show Spoiler +

1. Widen ramp to base on low ground
2. Widen the path leading from fourth to sixth and remove dead space behind fifth.
3. Same as 2.
4. Move ramp towards low ground (increasing space on high ground).
5. Add rocks between third and fourth to create a defensible choke (really not sure about this).


Would love some solid feedback before I go further
Last edit: 2012-07-15 23:10:40
Electra the Fabulous! DreamForge Mapmaker - Latest Map: DF Yeonsu (SEA/US)
Old Post

 
 ihasaKAROT   Netherlands. June 19 2012 21:04. Posts 3346
Profile Blog # 
I would widen the ramp to the third ever so slightly
KCCO!
Old Post

  Aunvilgod   June 19 2012 21:57. Posts 2031Profile # 

On June 19 2012 21:04 ihasaKAROT wrote:
I would widen the ramp to the third ever so slightly


Yes, definately. I like the other changes.
Incredible Miracle
Old Post

 
 eTcetRa   Australia. June 22 2012 17:15. Posts 427
Profile # 
+ Show Spoiler +

All above changes have been made, work on the aesthetics are well under way. Not quite sure if I should keep those rocks on the ramp to the centre bases or not. Also made the centre less chokey.
Last edit: 2012-07-15 23:10:53
Electra the Fabulous! DreamForge Mapmaker - Latest Map: DF Yeonsu (SEA/US)
Old Post

  Aunvilgod   June 22 2012 17:39. Posts 2031Profile # 
I would keep the rocks. These bases are already very close the the opponent.
Incredible Miracle
Old Post

 
 ihasaKAROT   Netherlands. June 22 2012 17:41. Posts 3346
Profile Blog # 
Im not sure, you are really forcing all the plays to happen in mid with those rocks. Theres alternative routes but they are waaaaay far away, not to mention they are spotted by the xelnagatowers
KCCO!
Old Post

 
 MQM5K   United States. June 22 2012 22:29. Posts 53
Profile Blog # 
Map looks good. I like it. Too many choke points though. I'd take the dead space out of the middle and replace it with sight blockers and really widen the choke leading to the open space in front of the naturals and thirds.
Last edit: 2012-06-22 22:30:32
Old Post

 
 eTcetRa   Australia. June 23 2012 00:37. Posts 427
Profile # 

On June 22 2012 22:29 MQM5K wrote:
Map looks good. I like it. Too many choke points though. I'd take the dead space out of the middle and replace it with sight blockers and really widen the choke leading to the open space in front of the naturals and thirds.


Funny you mention that part about the middle I was thinking that myself!!
Electra the Fabulous! DreamForge Mapmaker - Latest Map: DF Yeonsu (SEA/US)
Old Post

 
 FlaShFTW   United States. June 23 2012 00:58. Posts 4957
Profile Blog # 
I need an overview to look at this better tbh. but it looks like a really solid map right now. a bit too many chokes and stuff.
Never Surrender. Never GG. Always Fighting. BW4LYF. Woo Jung Ho Never Forget.
Old Post

 
 eTcetRa   Australia. June 24 2012 21:30. Posts 427
Profile # 
A couple ideas for the middle. One central tower instead of two separate ones.

Option A:
+ Show Spoiler +

Option B:
+ Show Spoiler +
Electra the Fabulous! DreamForge Mapmaker - Latest Map: DF Yeonsu (SEA/US)
Old Post

 
 Ragoo   Germany. June 24 2012 21:47. Posts 2205
Profile # 
This is a very well made standard 2p map, both layout and aesthetics. Congrats you don't suck as a mapmaker at all!

It's sad that there is quite some wasted space next to the mains and third. I guess you could at least use some of it to extend main size to 35 CCs. Also you could make some of the space next to third highground to make air harrass easier.
I expect extraordinary aesthetics work in these areas to make up for how shitty they are

Both middle options are fine. I think I prefer the open one cos all the bases are kinda choky already.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Old Post

 
 FlaShFTW   United States. June 25 2012 02:02. Posts 4957
Profile Blog # 
I prefer option B, less choky, even though its only applied to one area. I think you still need to make everything less choky, because it's basically guaranteed for big fights for one army to be sandwiched into one choke or with one always having the high ground.
Never Surrender. Never GG. Always Fighting. BW4LYF. Woo Jung Ho Never Forget.
Old Post

 
 SidianTheBard   United States. June 25 2012 02:12. Posts 966
Profile # 
Zergs bitch too much about chokes imo. This map is pretty damn big 160x162 which only favors zerg that much more. The 3rd is easily defendable and open enough that we'll see the good ol' 3 base zerg all the time. I think most map makers now a day are stuck in the past where they feel if the map isn't completely open zerg can't win. Which isn't the case at all now a day especially since infestor play is becoming much more popular. Mutas, Infestors, Banelings, Brood Lords all work extremely fine with chokes.

If anything, the more chokes you have the less good Roach play is which only makes ZvZ and ZvP better because we already see enough Roach vs Roach wars in ZvZ and 3 base Roach against Toss is I swear 75% of the games.
Old Post

 
 ArcticRaven   France. June 25 2012 03:28. Posts 1163
Profile # 
That's becoming a great map !

I think you should make the choke in the nat-to-fifth direct path pathable ; forward chokes and additional paths are always cool to have around. Also the nat choke looks linda weir and somewhat inelegant. Couldn't you enlarge it and make it be in the the middle of the wider main-to-third area so it's nicer ?

I prefer the first version btw.
[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

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