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[M] Duotax (2)

Forum Index > StarCraft 2 Maps & Custom Games
 
 Infidler   Norway. June 26 2012 02:24. Posts 48
Profile # 
Made by Infidler
Playable Bounds; 107 x 126

Overview (you cant drop or use reapers on the highground in the main)
+ Show Spoiler +
[image loading]


Main/Natural
+ Show Spoiler +
[image loading]


Center
+ Show Spoiler +
[image loading]



Analysis
+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]


Post you opinion and feedback, thanks
Last edit: 2012-06-26 02:52:17
Goal; get one of my maps on the ladder.
Old Post

 
 Infidler   Norway. June 26 2012 02:25. Posts 48
Profile # 
I am waiting for Flash's comment "We need a solid third here"

hopefully my last map got a ok third
Goal; get one of my maps on the ladder.
Old Post

 
 Greenhit   United States. June 26 2012 02:33. Posts 184
Profile Blog # 
Looks like Korhal compound and metalopolis had a love child.
"And where do you live Simon?" "In the weak and the wounded, Doc."
Old Post

 
 Callynn   Netherlands. June 26 2012 02:42. Posts 881
Profile # 
I think those two golds in the middle are just there to let the guy with the upper hand steamroll the game. They should be blue if they are high ground, or not there at all. Looks very nice overall
Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
Old Post

 
 a3den   June 26 2012 02:49. Posts 573
Profile # 
I feel the fourth is too hard to take. The center feels too big compared to its purpose, I'd rather only have two half gold bases each side and force the player to get a CC in the center.

I hope you can't drop units on top of the high ground between the natural and the third.

My favorite idea is the high ground leading to the rocks next to the third.
 
Old Post

 
 Infidler   Norway. June 26 2012 02:50. Posts 48
Profile # 

On June 26 2012 02:42 Callynn wrote:
I think those two golds in the middle are just there to let the guy with the upper hand steamroll the game. They should be blue if they are high ground, or not there at all. Looks very nice overall

I totally agree, thanks for the feedback!
Goal; get one of my maps on the ladder.
Old Post

 
 Infidler   Norway. June 26 2012 02:51. Posts 48
Profile # 

On June 26 2012 02:49 a3den wrote:
I feel the fourth is too hard to take. The center feels too big compared to its purpose, I'd rather only have two half gold bases each side and force the player to get a CC in the center.

I hope you can't drop units on top of the high ground between the natural and the third.

My favorite idea is the high ground leading to the rocks next to the third.


you are right! i have made it so that you cant use reapers or drop on the highground in your main, i forgot to mention that in the post. thanks for your feedback
Goal; get one of my maps on the ladder.
Old Post

 
 IronManSC   United States. June 26 2012 03:02. Posts 1686
Profile # 
You say the cliffs in the mains aren't pathable but there is nothing on the cliffs to ensure that. I'd suggest decorating them before you confuse people - like me - when I first opened the image. Also the cliffs are just too big to be "scouting" cliffs. Reduce the size.

The mains are also pretty small, and there isn't really any room in your natural for extra production buildings. The ratio here is

Big Main - Small Natural
Medium Main - Medium Natural
Small Main - Large natural

You have Small Main - Small Natural. If you have a small main, you need more room in the natural to fit extra production buildings (think about terran in this scenario). Terrans need a larger main for this very purpose.

Gold bases play this role: If I get it first, I not only get both gold bases, but I win. Simply put, the gold bases are far, far too close to each other (Xel'Naga Caverns gold bases were considered too close). I would suggest removing the gold bases altogether, because the xel'naga watch towers are completely blocked by them, which means the gold bases are forevercontested.jpg. It's not a bad thing, but with a watch tower literally a foot from the mineral line, this is bad. Remove the golds.

Biggest one of all: increase the map size. Right now this is a 1-base all-in map.
Last edit: 2012-06-26 03:10:55
ESV Map Maker. || twitter: @ESVironManSC || Author of Ohana, Khalis, Ravage, Khaydaria, Spring
Old Post

 
 Mullet_Ben   United States. June 26 2012 03:05. Posts 45
Profile # 
4th and above look really hard to control, except for Terran. There's no way you could have one center base belong to one player while the other belongs to a different player, and Terran is going to have the easiest time securing the center with tanks and planetaries. Also, I don't know whether the center expands have normal or high yield geysers, but either way they have less than a normal expansion, while the mineral income is that of a standard high yield expansion. Seeing as Terran is mineral starved while Protoss and zerg are gas starved, there is no incentive at all for anyone other than Terran to take the center, as it is quite difficult to defend, and Terran, who has the easiest time defending those (still difficult) expansions will gain the most from taking them. As far as counterattacks go, they'll be easy enough if Terran takes one half of the center, but once they take both watchtowers, they'll be able to fairly easily position themselves to block them. Ultimately, I think the middle is simply too strong for Terran.
Old Post

 
 EatThePath   United States. June 26 2012 03:06. Posts 2559
Profile Blog # 
The bases in the middle are useless/bad. Take them out.

If you enlarge the size of the map 10-20%, you can put them back in somewhere near the center (like Antiga middle bases, I guess). This map feels very small and direct, like a season 1 ladder map. It's not bad per se (except the middle bases), but it seems like your mapper's eye is afraid of too big. Don't be, push yourself to get comfortable working with larger distances between the two sides.
Comprehensive strategic intention: DNE
Old Post

 
 FlaShFTW   United States. June 26 2012 03:38. Posts 5002
Profile Blog # 

On June 26 2012 02:25 Infidler wrote:
I am waiting for Flash's comment "We need a solid third here"

hopefully my last map got a ok third

god damn boring ass lecture wasted 2 hours of my time, then the freaking shitty campus internet connection reconnects every 30 minutes or something, so after I typed out my feedback, it redirected me and everything was lost.... arghhh

so anyways. i think that the highground area is unnecessary and should be removed. I feel that the natural minerals are weirdly laid out. Try to move it more into the main, by moving the main ramp to where the highground is.

now for the third kekekeekekkekeeke. get rid of the double ramp, and make the choke from the middle to the 3rd smaller. that should really help it out.

middle bases, get rid of them. one XNT in the middle, not the two on the sides, or else whoever gets those has too much map control.

needs more bases. suggest a more easier to take 4th in between the 3rd and the base below the main. antigua styled bases are fine too.

looks good.
Never Surrender. Never GG. Always Fighting. BW4LYF. Woo Jung Ho Never Forget.
Old Post

 
 monitor   United States. June 26 2012 04:03. Posts 2292
Profile Blog # 
I agree with Ironman that part of what is holding this map back is it's map size. I think the amount of bases is fine (I still believe 10 bases for a 2p map is okay), its just that they're really close and the distances are quite short. I would advise increasing the size of the middle/sides. But honestly that's a massive nuisance, you might just consider remaking or working on a new project. I hate saying that, but once the aesthetics are done like they are on Duotax, and the whole thing needs to be bigger, its sometimes best just to leave the map in a somewhat-decent-shape and start a new one.
Starcraft 2 Mapmaker for TPW || Author of Korhal Compound
Old Post

 
 Infidler   Norway. June 26 2012 04:07. Posts 48
Profile # 

On June 26 2012 04:03 monitor wrote:
I agree with Ironman that part of what is holding this map back is it's map size. I think the amount of bases is fine (I still believe 10 bases for a 2p map is okay), its just that they're really close and the distances are quite short. I would advise increasing the size of the middle/sides. But honestly that's a massive nuisance, you might just consider remaking or working on a new project. I hate saying that, but once the aesthetics are done like they are on Duotax, and the whole thing needs to be bigger, its sometimes best just to leave the map in a somewhat-decent-shape and start a new one.


thanks for the feedback, what would be your suggested map bounds to start a map with ?

feedback from you and ironman really means alot, as im your biggest fan

Last edit: 2012-06-26 04:09:15
Goal; get one of my maps on the ladder.
Old Post

 
 FlaShFTW   United States. June 26 2012 04:14. Posts 5002
Profile Blog # 
130-140 is good for 2p maps.


feedback from you and ironman really means alot


yeah nothing from me i dont matter TT.TT

jk
Never Surrender. Never GG. Always Fighting. BW4LYF. Woo Jung Ho Never Forget.
Old Post

 
 Infidler   Norway. June 26 2012 04:18. Posts 48
Profile # 

On June 26 2012 04:14 FlaShFTW wrote:
130-140 is good for 2p maps.


Show nested quote +
feedback from you and ironman really means alot


yeah nothing from me i dont matter TT.TT

jk

dont worry, i love all of you
Last edit: 2012-06-26 04:19:09
Goal; get one of my maps on the ladder.
Old Post

 
 monitor   United States. June 26 2012 04:22. Posts 2292
Profile Blog # 

On June 26 2012 04:07 Infidler wrote:

Show nested quote +
On June 26 2012 04:03 monitor wrote:
I agree with Ironman that part of what is holding this map back is it's map size. I think the amount of bases is fine (I still believe 10 bases for a 2p map is okay), its just that they're really close and the distances are quite short. I would advise increasing the size of the middle/sides. But honestly that's a massive nuisance, you might just consider remaking or working on a new project. I hate saying that, but once the aesthetics are done like they are on Duotax, and the whole thing needs to be bigger, its sometimes best just to leave the map in a somewhat-decent-shape and start a new one.



thanks for the feedback, what would be your suggested map bounds to start a map with ?

feedback from you and ironman really means alot, as im your biggest fan




Thank you!

I usually start my 2p maps at 144x144, but they get smaller as I go. My most recent project ended up at 144x120, and the one before that was 144x116 (Afterglow).
Starcraft 2 Mapmaker for TPW || Author of Korhal Compound
Old Post

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