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[M] (4) Barren Tundra

Forum Index > StarCraft 2 Maps & Custom Games
 
 Noza   Denmark. June 22 2012 05:21. Posts 16
Profile # 
BARREN TUNDRA

Hello There! Here comes my second map, Barren Tundra, my first map being Ruins of Auir II. It only used manmade cliffs and was not very natural looking, so I wanted to create the exact opposite

So once again I just tried to make a solid map that promotes multible playstyles aswell as allowing for both long and short games. Unlike my first map this is a 4 player map instead of a 2 player map, although its mainly created for 1 v 1 use.

It should be noted that there is no close spawn positions, that means only vertical or diagonal spawns.

Released on servers: EU, as "Barren Tundra" published by Noza

Overview:
+ Show Spoiler +
[image loading]


More pics:
+ Show Spoiler +
Example FFE:
[image loading]
As stupid as that looks it actually is a walloff able to be blocked completely by a Zealot etc. .
More pics. to come!


My only current concern right now is that air harrasment is really strong because you can bounce back and forth between the main and the third, but I might be all right with that. (not sure.)
But I would like to get more feedback so I can improve the map.



WhiteRa | PartinG | Squirtle | MKP | BoxeR | Dragon | Destiny | DongRaeGu | JulyZerg
Old Post

 
 FlaShFTW   United States. June 22 2012 05:50. Posts 5002
Profile Blog # 
map is too splitty imo with no close spawns. i recommend some thing like entombed valley style on the middle bases for more paths to the other side of the map.
Never Surrender. Never GG. Always Fighting. BW4LYF. Woo Jung Ho Never Forget.
Old Post

 
 Aunvilgod   June 22 2012 05:53. Posts 2063
Profile # 
I really like it. Reminds me of a version of Condemned Ridge that doesn´t suck. Two things: Did you check siege range from the center bases? Also there are some edges, like in the mains for example, which are a bit too straight. Oh, and turn down your ground details a bit.


On June 22 2012 05:50 FlaShFTW wrote:
map is too splitty imo with no close spawns. i recommend some thing like entombed valley style on the middle bases for more paths to the other side of the map.


He could lower the center bases and push them towards the edges a bit.
Last edit: 2012-06-22 05:58:57
Incredible Miracle
Old Post

 
 Noza   Denmark. June 22 2012 06:24. Posts 16
Profile # 
@ FlaShFTW It is a bit splitty but I think the picture may make it look even more bottleneck-y than it is, because it's actually really hard to control the whole center due to distance between the middle bases, but thanks for the feedback I might look into some way to open up the center.

@Aunvilgod good points, I'd have to check the siege range, and I will definatly fix the straight edges around the map, I guess I must have been blind while creating the map thanks for the comments. By ground details, I guess you mean the generated foliage, luckily for me thats really easy to fix.

Also wouldn't bigger ramps leading to the middle bases help open up the center?
Last edit: 2012-06-22 06:28:44
WhiteRa | PartinG | Squirtle | MKP | BoxeR | Dragon | Destiny | DongRaeGu | JulyZerg
Old Post

 
 Arghnews   United Kingdom. June 22 2012 06:24. Posts 168
Profile # 
I think tanks would be too strong. It's the old Lost Temple issue, where the map is spilt by T easily taking center control by holding the middle watchtowers. They can also easily go PF's in middle. Need some flanks, but then trouble is it's basically entombed valley with close 5th/6th etc... Dunno?
Old Post

 
 Aunvilgod   June 22 2012 06:42. Posts 2063
Profile # 
Bigger ramps would help, the question is if it would help enough.

For the current metagame the map is fine. The question is if it will be fine once Terran will be buffed...
Incredible Miracle
Old Post

 
 moskonia   Israel. June 22 2012 07:23. Posts 964
Profile # 
I think the 3rd might be a bit hard to take, since it is a bit far and taking it means you have to defend a large area, also the 4th is very easy, since once you take the 3rd, since it is so close. What I suggest it to make a low ground between these bases, that would make it easier to defend the 3rd, and make the 4th a bit harder to take.

P.S. any reason why horizontal position are not enabled? seems like only possibility for using the middle bases.
"He who learns to walk, should never crawl again"
Old Post

 
 Gl!tch   United States. June 22 2012 07:41. Posts 573
Profile # 
I agree that the center is going to be too easy to split down the middle, which can create pretty boring late games. I suggest this:
[image loading]

Move the green outlined center bases inward 1-2 "spaces" (are they called hexes? I forget) and create low ground where there is brown painted on. The stuff in the center is just to make sure the center paths are wide enough, and additional outer paths are created.
“I mean, they say you die twice. One time when you stop breathing and a second time, a bit later on, when somebody says your name for the last time.” ― Banksy
Old Post

 
 Guardian85   June 23 2012 06:42. Posts 162
Profile # 
Glitch, i agree with your picture, and was thinking of something in that fasion,even before i saw the picture.. but i dont know if lowering the ground there would make any use, instead i'd increase it 3 heighs if it was my map, because low ground there would only make the melee route messed up.

So what im saying is, i'd move all the selected brown C shape, first up to ground level, then up to the same level as the center base, then one additional level up, but using ramps.

Atleast thats my thought.
Old Post

 
 FlaShFTW   United States. June 23 2012 06:48. Posts 5002
Profile Blog # 

On June 22 2012 07:41 Gl!tch wrote:
I agree that the center is going to be too easy to split down the middle, which can create pretty boring late games. I suggest this:
[image loading]

Move the green outlined center bases inward 1-2 "spaces" (are they called hexes? I forget) and create low ground where there is brown painted on. The stuff in the center is just to make sure the center paths are wide enough, and additional outer paths are created.

basically what i suggested.

tbh, this map functions much more like a 2v2 map than a 1v1 map. i think just because of the feel of the bottom bases. they feel like too easy to take.
Never Surrender. Never GG. Always Fighting. BW4LYF. Woo Jung Ho Never Forget.
Old Post

 
 Meltage   Sweden. June 24 2012 01:36. Posts 562
Profile # 
How tall is the map? If you can, make it taller .. it will give you more space in between nats to add meaningfull geometry and put the middle bases further apart. Actually, I would remove the bases to be able to make the middle more interresting and wider.

Great aesthetics. Quite original and clean as hell.
TPW - The Planetary Workshop - map making team
Old Post

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