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[M] Tyrador Campus

Forum Index > StarCraft 2 Maps & Custom Games 1 2 All
 
 Coppermantis   United States. June 25 2012 06:29. Posts 362
Profile # 
[image loading]


Tyrador Campus v1.2
Made by Coppermantis
Published on NA



Professor Massay left the artifact in cold storage for the summer. Unfortunately, its power drew factions from all over the sector to attack the campus, hoping to control the vast energy source...


1.2 Overview:

+ Show Spoiler +

CHANGELIST:
1.1:

-added rocks to the smaller natural ramp
-Removed central bases

1.2:
-Moderate rework of the central area
-3rd and natural are connected by high ground with a ramp in-between. The former third ramp still exists but is blocked off by rocks.
-Minor aesthetic changes

1.3
-Fixed the map not supporting a second player


1.2 Detail:

+ Show Spoiler +



General Information:

-Playable area: 148x152

-Lighting: Tyrador with light orange fog

-Textures: Tyrador Concrete
Tyrador Marble Tiles
Braxis Alpha Metal Detail
Tyrador Square Bricks
Meinhoff Panels
Agria Dirt Rough
Tyrador Grass
Tyrador Concrete Cracked

-Fog: Orange

-Destructible rocks will open up additional attack paths into the natural and third

-10 bases, 12 including mains

Additional Notes:

-No Gold Minerals Patches

-XWTs provide vision of the central and mid-central attack paths.

-I still have changes planned for Atmospheric Spire, but I also wanted feedback on this other map in the works.
Last edit: 2012-07-08 16:46:47
Old Post

 
 -NegativeZero-   United States. June 25 2012 06:55. Posts 586
Profile # 
Remove the bases in the middle, all they do is give 2 free bases to a player who's already massively ahead and has all map control. Also, unless the 2 natural ramps are close enough that you can wall across both with a reasonable number of buildings, you should block one (probably the smaller one) with rocks to allow for proper walls.
broodwarmaps.net
Old Post

 
 Coppermantis   United States. June 25 2012 07:01. Posts 362
Profile # 
Done.
Old Post

 
 Monochromatic   United States. June 25 2012 07:14. Posts 635
Profile Blog # 
Don't like the amount of dead space around it, looks like drop play would be very strong having the main and third connected.

Also, what is the point of the low ground below the main?
MC: "Guys I need your support! iam poor make me nerd baller" __________________________________________RIP Violet
Old Post

 
 Coppermantis   United States. June 25 2012 07:24. Posts 362
Profile # 
There's less open space than it looks.The mains are right up against the edge of the playable boundary. Also, the low ground below the main is just going to host some more detail eventually, it's not pathable.
Last edit: 2012-06-25 07:25:30
Old Post

 
 Coppermantis   United States. June 25 2012 12:01. Posts 362
Profile # 
More feedback please?
Old Post

 
 FlaShFTW   United States. June 25 2012 12:08. Posts 4960
Profile Blog # 

On June 25 2012 12:01 Coppermantis wrote:
More feedback please?

Be patient, and more people will come. And don't worry, I'm here so I'm going to spam on this all day :D

Ok, thirds. Which one is your definite third? seems to be a weird third tbh. Don't know which one. If you take the one with only one entrance, I suggest you make it into a Tal'Darim styled third, high ground connecting and then a ramp leading down. rocks at the third of course is optional.
If the its the one with the double entrance, I don't like it. You ahve to defend your natural double ramp, and then your 3rd. Too easy to get contained in on the natural and sadly watch your third die if you can't break the contain before it's too late.

Otherwise, solid map. Really like it :D
Never Surrender. Never GG. Always Fighting. BW4LYF. Woo Jung Ho Never Forget.
Old Post

 
 Coppermantis   United States. June 25 2012 12:56. Posts 362
Profile # 
The single entrance one is the third, even more so now that the smaller natural ramp is rocked off. I can definitely make it in a Tal'Darim style third. Probably not going to use rocks blocking the expansion, I've never liked those so much except for Gold patches on occasion.
Old Post

 
 FlaShFTW   United States. June 25 2012 13:21. Posts 4960
Profile Blog # 

On June 25 2012 12:56 Coppermantis wrote:
The single entrance one is the third, even more so now that the smaller natural ramp is rocked off. I can definitely make it in a Tal'Darim style third. Probably not going to use rocks blocking the expansion, I've never liked those so much except for Gold patches on occasion.

yeah, even if there were rocks at the smaller one, i think that they would be broken down easily. see how the others think of a tal'darim styled third.
Never Surrender. Never GG. Always Fighting. BW4LYF. Woo Jung Ho Never Forget.
Old Post

 
 Advantageous   United States. June 25 2012 13:52. Posts 279
Profile Blog # 
the big mineral patch is misplaced, i dont know if its intentionally put there or a mistake, just wanted to let u know.
"Because I am BossToss" -MC
Old Post

 
 Coppermantis   United States. June 25 2012 14:35. Posts 362
Profile # 
What do you mean misplaced?
Old Post

 
 EatThePath   United States. June 25 2012 14:57. Posts 2460
Profile Blog # 
All the routes are about the same width, so there's no really advantageous place for a zerg to meet a terran army. The way the middle relates to the rest of the map makes it useless unless both players happen to meet there. Since those bases are now gone, I would figure out a way to improve the flow so the center isn't so isolated from the wings, and you might be able to create some wide intersections where zerg can engage comfortably at the same time.

The aesthetics are simple but nice.
Last edit: 2012-06-25 14:59:33
Comprehensive strategic intention: DNE
Old Post

 
 Coppermantis   United States. July 04 2012 10:46. Posts 362
Profile # 
1.2 Released, will be uploaded on NA shortly. See the revised OP and images for changes.
Old Post

 
 Coppermantis   United States. July 06 2012 13:58. Posts 362
Profile # 
I've bumped this one twice, but I'd like more feedback. I updated the middle, is it better now?
Old Post

 
 Insomni7   July 06 2012 14:52. Posts 599
Profile # 
It seems to me looking at it now (I looked at it before but I dont exactly remember what changed) that this could play a lot like antiga minus the central positional bases. controlling the high ground still makes it very difficult for your opponent to take bases past the 4th. However it will still be a lot easier than antiga. Overall, the map looks pretty good to me; a slightly more balanced antiga shipyard.
"Lay the egg, become the god"
Old Post

 
 IronManSC   United States. July 06 2012 15:09. Posts 1658
Profile # 
• 148x152 is pretty large for a 2-spawn map... as tough as it is, I'd consider shrinking the map to mabye 144x144 at most (136x136 to 140x140 is recommended)

• Mains are too big

• Natural gas geyser looks like it can be hid from behind the rocks by siege units with air/scan support. Might want to move the gas geyser or the whole resource line closer to the main ramp.

• Really hard to defend 4 bases, especially since it's too chokey outside the natural and 3rd bases. Will be difficult for zerg.

• Watch towers are all very close to eachother. Consider the outside towers near the corner bases (other side of open gap)

• What is the rush distance from nat to nat? It looks pretty long...



ESV Map Maker. || twitter: @ESVironManSC || Author of Ohana, Khalis, Ravage, Khaydaria, Spring
Old Post

 
 Coppermantis   United States. July 06 2012 15:30. Posts 362
Profile # 
I could shrink the mains and move them up a bit, shortening the rush distance and making the mains more appropriately-sized. Kill two birds with one stone. XWTs have been moved to the outer lanes.

Regarding Sieging the natural gas geyser, the tank range is twelve, right? It shouldn't be able to hit it as the distance is 13 but Just in case I've moved the resource line back a bit.

Shrinking the whole map...That will indeed be tough. I'm not quite sure how to go about that without having the redo a ton of stuff. I'll hold off on that one for now, if it does turn out to be a major issue then I may just take the lesson learned and start from scratch.
Old Post

 
 IronManSC   United States. July 06 2012 16:55. Posts 1658
Profile # 

On July 06 2012 15:30 Coppermantis wrote:


Shrinking the whole map...That will indeed be tough. I'm not quite sure how to go about that without having the redo a ton of stuff. I'll hold off on that one for now, if it does turn out to be a major issue then I may just take the lesson learned and start from scratch.


It's simple, just shrink the top half of the map, then copy the bottom half and paste it back over.
ESV Map Maker. || twitter: @ESVironManSC || Author of Ohana, Khalis, Ravage, Khaydaria, Spring
Old Post

 
 Coppermantis   United States. July 07 2012 05:50. Posts 362
Profile # 
...I should have thought of that. Now I feel dumb.
Old Post

 
 SigmaFiE   United States. July 08 2012 13:52. Posts 288
Profile Blog # 
Just hopped on this one on NA Copper -- can't set to 1v1 -- only has 1 player slot set up.
Dream Forge Maps -- http://dreamforgemaps.net/ -- admin@dreamforgemaps.net -- Team Leader -- Twitter: @SigmaFiE
Old Post

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