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[M] Forbidden lab - 1v1

Forum Index > StarCraft 2 Maps & Custom Games 1 2 All
 
 Guardian85   June 26 2012 17:14. Posts 155
Profile # 
Forbidden lab.

Playable size: 148-132

Map description:

This forbidden space platform lab, was discoverd just recently.

The platform was used for scientists experimenting with liquifying highly consentrated Vespene gas, and minerals injected into marines, to try enhance their abilities.

The platform was abandoned in chaos, but mostly intact.



Image 1: Overview
+ Show Spoiler +

Image 2: Tilted overview
+ Show Spoiler +

----------------------
Ingame images:
----------------------

Image 3: 7 o'clock startlocation.
+ Show Spoiler +

Image 4: 2nd base
+ Show Spoiler +

Image 5: Behind second base.
+ Show Spoiler +

Image 6: 4th choice A
+ Show Spoiler +

Image 7: 5th supervisor tower at 2 o'clock
+ Show Spoiler +

Image 8: 3rd supervisor tower at 5 o'clock
+ Show Spoiler +

Image 9: 4th choice B, with Xel'naga tower, and "Supervisor platform" 90 degree angle ccw.
+ Show Spoiler +

Image 10: 4th choice B, Players angle.
+ Show Spoiler +

Image 11: Center Aesthetics.
+ Show Spoiler +

Image 12: Center close up.
+ Show Spoiler +

Image 13: Center Aesthetics.
+ Show Spoiler +

Image 14: Double ramp, near center leading to 4th Choice A
+ Show Spoiler +

Image 15: 4th Choice A, other side of map, with Supervisor tower on 7 o'clock.
+ Show Spoiler +

Image 16: Second base, other side of the map, with Aesthetics.
+ Show Spoiler +

Image 17: Xel'naga tower, with Core ramps.
+ Show Spoiler +

Image 18: Mainbase 2 o'clock, with Aesthetics and background.
+ Show Spoiler +


Image 19: Summary ( it does give some misindicating info, but thought i'd post it for some more describing overview )
+ Show Spoiler +


Image 20: MS paint Summary.
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Green - Ramps.

Pink - Xel'naga tower.

White - Rocks.

Red - Supervisor towers ( high ground - Cannot be build on)

Yellow dots - No air space. ( This is to prevent players from "hiding" aircrafts in the structures ).

Blue - LOS blocker.

The map is identical mirrored, except a few details here and there, in textures and visual effects.

New Map version updated. v1.9

+ Show Spoiler +


Download:
Forbidden-lab.SC2Map
Map released in EU, this download is for other regions.

PS: The overview might look at little boring, with few colors, but its completely different ingame.
Last edit: 2012-06-29 07:26:24
Old Post

 
 Semmo   Korea (South). June 26 2012 17:29. Posts 395
Profile # 
good job with the base layouts this time, I can see you're improving.
Obviously there are some problems:
No cardinal ramps please. You HAVE to use a diagonal one.
Some bases are way too far away/neutral to be any use in the actual game.
The natural is way too far away from the main, and there is no choke.
going up 2 level cliffs at once is just not good.
keep making maps, you'll get better, and I can already see it.
Team Crux | teamcrux.tistory.com
Old Post

 
 Guardian85   June 26 2012 17:38. Posts 155
Profile # 

On June 26 2012 17:29 kim9067 wrote:
good job with the base layouts this time, I can see you're improving.
Obviously there are some problems:
No cardinal ramps please. You HAVE to use a diagonal one.
Some bases are way too far away/neutral to be any use in the actual game.
The natural is way too far away from the main, and there is no choke.
going up 2 level cliffs at once is just not good.
keep making maps, you'll get better, and I can already see it.


Thanks for your feedback, but i dont find much valid, the map hasnt been posted for more then a minute before you reply, you havent seen it ingame, and not tested it.
You made a rough asumption.

The cardinal ramps on this map, is to give variety, and challenge.. and theres not many of them. and they are all fairly small.

double ramp to make it more interesting.

And i dont see how any of the bases beyond base 3 is of much importance anyways.. the bases are there for use.. but in high stake play, you'll barely ever see anyone ever take a 4th even.. the map is basicly over once they've gotten 3 bases.

But thats just my opinion ofc.

(im in a bad mood today, been sleeping crap, due to 100 of seagulls making baby seagulls outside my bedroom, its like sleeping in a zoo)
Last edit: 2012-06-26 17:51:40
Old Post

 
 ihasaKAROT   Netherlands. June 26 2012 18:05. Posts 3346
Profile Blog # 
@Guardian, please dont shoot down all the comments. You need the ramps diagonal because of forcefielding and blocking off. Its just how the game works unfortunately.

Second, the natural is too far away. You dont need to play it too see that. Same with the choke not being there. Its not there on the overview, its not gonna be there in a playtest. You need the natural closer (1 creeptumor is a good standard to go by) and you need some sort of choke at the natural, not a ramp right next to it.

Going up a double ramp isnt such a bad thing, its not ideal but not gamebreaking.

You are in a bad mood, dont take it out on the people that try to help your map get better tho, if u want more advice in the future.
KCCO!
Old Post

 
 Guardian85   June 26 2012 18:14. Posts 155
Profile # 
Well, ill stay away from commenting..
Old Post

 
 ihasaKAROT   Netherlands. June 26 2012 18:24. Posts 3346
Profile Blog # 
Yeah thats exactly what i ment...

Just saying you shouldnt ask for comments if you dont want to look at them and your map. Its not like hes asking you to change the whole map, theres some things that HAVE to be changed to even be considered a good map to play on.
KCCO!
Old Post

 
 Guardian85   June 26 2012 19:10. Posts 155
Profile # 
New Map version updated. v1.7

+ Show Spoiler +
Last edit: 2012-06-27 04:13:22
Old Post

 
 Guardian85   June 26 2012 23:31. Posts 155
Profile # 
Sorry for being so cranky, just had a nap.. since the seagulls are now on the city garbage dump eating them fat. I could finally get some shuteye.
My head was aching, sorry for snapping.

Btw heeded the call on diagonal ramps..
Old Post

 
 TheFish7   United States. June 27 2012 00:38. Posts 1205
Profile # 
You are definitely improving, Guardian. The layout looks alot like Cloud Kingdom... 5th base should be brought closer to the 3rd, imo.

What is this talk about seagulls?
 
Old Post

 
 Guardian85   June 27 2012 01:00. Posts 155
Profile # 
The layout has inspiration from CK.

And the seagulls talk is basicly just an element of a bad day.
Old Post

 
 FlaShFTW   United States. June 27 2012 01:09. Posts 4957
Profile Blog # 
natural choke needs to be smaller for easier forge fe. can tanks seige the mineral line from behind the overlord hidey spot?

i know what ur trying to do with the middle bases, but i just dont like them. it doesn't seem to flow naturally into the map. one entrance to defend, surrounded by high ground so this will basically be shut down if you try to take it, unless you keep your entire army sitting on it, which would allow others to just counter attack your undefended natural. I dunno, it offers more attacks for the enemy, than helps you. 5th and 4th are too close together, should move them.

if you want that kind of the optional 4th, i suggest it not have a one ramp entrance. maybe give it an antigua styled middle base, but face the minerals toward the middle instead of away.
Never Surrender. Never GG. Always Fighting. BW4LYF. Woo Jung Ho Never Forget.
Old Post

 
 Guardian85   June 27 2012 01:56. Posts 155
Profile # 

On June 27 2012 01:09 FlaShFTW wrote:
natural choke needs to be smaller for easier forge fe. can tanks seige the mineral line from behind the overlord hidey spot?

i know what ur trying to do with the middle bases, but i just dont like them. it doesn't seem to flow naturally into the map. one entrance to defend, surrounded by high ground so this will basically be shut down if you try to take it, unless you keep your entire army sitting on it, which would allow others to just counter attack your undefended natural. I dunno, it offers more attacks for the enemy, than helps you. 5th and 4th are too close together, should move them.

if you want that kind of the optional 4th, i suggest it not have a one ramp entrance. maybe give it an antigua styled middle base, but face the minerals toward the middle instead of away.


Ok something to keep in mind, but my goal was to have a 4th that was open, and one closed in.
One which is voulnerable to melee, one that is voulnerable to ranged.
Then the player is the one to choose if its worth defending it, or just let it get wrecked and rebuild it instead.



can tanks seige the mineral line from behind the overlord hidey spot?



Please refer to which base your talking about.
And its not a overlord hidey spot, you can drop units up there. ( but ofcourse you can use it for both )
Last edit: 2012-06-27 02:01:22
Old Post

 
 Guardian85   June 27 2012 02:17. Posts 155
Profile # 
Heres a quick overview:
Hope it answers your siege question.

Natural (2nd base)
+ Show Spoiler +

3rd
+ Show Spoiler +

Between 3rd and 4th choice B
+ Show Spoiler +

4th choice A
+ Show Spoiler +

4th choice B
+ Show Spoiler +

5th
+ Show Spoiler +

between 5th and 4th
+ Show Spoiler +

Old Post

 
 FlaShFTW   United States. June 27 2012 02:24. Posts 4957
Profile Blog # 
no. at the natural, theres the big chunk of unpathable highground thats behind the mineral line. can tanks shoot from behind that to the mienral line?

and i think you should remove the one at the natural. tanks too imba on that.
Never Surrender. Never GG. Always Fighting. BW4LYF. Woo Jung Ho Never Forget.
Old Post

 
 Guardian85   June 27 2012 02:35. Posts 155
Profile # 

On June 27 2012 02:24 FlaShFTW wrote:
no. at the natural, theres the big chunk of unpathable highground thats behind the mineral line. can tanks shoot from behind that to the mienral line?

and i think you should remove the one at the natural. tanks too imba on that.


Oh, from there.. hmm let me see..

By the time you've gotten your tank up there anyways, you've started producing flying units.. if your enemy isnt totally luck and survived until now, he better have flying units by now too.. one unit to spot the tank, can even flank up beside the edge of the map and between unpathable highgrounds.

I dont know if its too imba, but its supposed to give a clear advantage. (once the siege shoots its visible anyways).
Old Post

 
 FlaShFTW   United States. June 27 2012 02:41. Posts 4957
Profile Blog # 
well you cant assume everything. this would basically be the same thing as taldarim, just without the highground to shoot back down. remember, maps are maps. we talk about what's exploitable and whats not, we dont assume what will happen. we cant assume that X will happen, but Y will already have happened.

but yes, i guess. if its the same as taldarim, then it wont really matter.
Never Surrender. Never GG. Always Fighting. BW4LYF. Woo Jung Ho Never Forget.
Old Post

 
 Guardian85   June 27 2012 02:53. Posts 155
Profile # 
Heres the siege test of natural:


Full vision
+ Show Spoiler +

No vision
+ Show Spoiler +

semi vision
+ Show Spoiler +

one unit vision
+ Show Spoiler +


They reach the extractor, and 3 maybe 4 mineral nodes, but only if provided vision from air, or a ground unit runs in over the ramp.
Old Post

 
 Guardian85   June 27 2012 02:58. Posts 155
Profile # 

On June 27 2012 02:41 FlaShFTW wrote:
well you cant assume everything. this would basically be the same thing as taldarim, just without the highground to shoot back down. remember, maps are maps. we talk about what's exploitable and whats not, we dont assume what will happen. we cant assume that X will happen, but Y will already have happened.

but yes, i guess. if its the same as taldarim, then it wont really matter.


Your probably one of the most eager feedbackers on the forum, and i appreciate that your trying to help me out.

Forgive my unnormal way of thinking.
I have a list of serious diagnoses, and some of them reflects directly through how i think, and how i interact with people.. i dont wish to list them right now.. but i just hope you might understand i dont try intentionally to be an a$$hole.
Old Post

 
 FlaShFTW   United States. June 27 2012 03:02. Posts 4957
Profile Blog # 

On June 27 2012 02:58 Guardian85 wrote:

Show nested quote +



Your probably one of the most eager feedbackers on the forum, and i appreciate that your trying to help me out.

Forgive my unnormal way of thinking.
I have a list of serious diagnoses, and some of them reflects directly through how i think, and how i interact with people.. i dont wish to list them right now.. but i just hope you might understand i dont try intentionally to be an a$$hole.

nononononononono!!!! i didn't mean anything harmful in my post! i'm only stating you can't assume everything. please don't take that as offense!

assuming can help sometimes tbh. i mean its zergs fault if they didnt go mutas yet or dont have a large enough army to stop this. as long as the tanks cant hit the actual base, then its fine.

can they do that are the third? if so, might wanna make it unpathable, or farther away.

but please, dont take anything i say as offense unless i say something rude. but i try not to do that when im helping others here.
Never Surrender. Never GG. Always Fighting. BW4LYF. Woo Jung Ho Never Forget.
Old Post

 
 Guardian85   June 27 2012 03:21. Posts 155
Profile # 
Well i guess it speaks for it self, how i react. But dont worry, you havent insulted.

About 3rd tower hmm i guess i should move that tower a bit yes.

on both the 4th you can, however none of them are visually blocked.
So its a high risk, high gain kinda thing, but 4th watch towers are just as easily used for attack, as defence imo.
Last edit: 2012-06-27 04:54:07
Old Post

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