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[M] (2) Backdraft

Forum Index > StarCraft 2 Maps & Custom Games
 
 ScorpSCII   Denmark. July 01 2012 06:00. Posts 293
Profile # 
Backdraft 0.2
Created by Scorp

[EU] [AM] [SEA] [KR]

[image loading]
+ Show Spoiler [Analyzer] +

Aesthetics
Please note that aesthetics are not final.
+ Show Spoiler +

Previous version
+ Show Spoiler +


Details
Spawns: 2
Playable Bounds: 144x148
Nat2Nat: 147.8

Please leave a comment, all feedback is appreciated.
Last edit: 2012-07-01 23:10:38
Author of Atlas | Dreamforge Mapmaking Team
Old Post

 
 IronManSC   United States. July 01 2012 06:27. Posts 1654
Profile # 
The concept is pretty original with a touch of Crossfire in it. However, the main problem lies with taking a 5th and/or 6th base which could be really difficult to take and maintain in the later stages of the game. Outside the thirds, you have a couple high ground platforms, with one being entirely in your favor. First of all, that doesn't make a whole lot of sense unless you are committed to "covering" your 3rd, and secondly, it makes it your 5th (low ground base) that much harder to take and reinforce because you either have to go through the center or go through your 3rd, which makes this map ideal for 3-4 base play.

I feel you are trying to implement positioning and high ground "key points" but with this conceptual base layout it's just not going to work, considering how far away all your bases are from these high ground pods throughout the center.

[image loading]
Remove the barrier between the high grounds - as indicated above.

[image loading]
Then push the ramp back a little bit - as indicated above.

The 3 and 9 o'clock bases need to be re-designed I think. They are in a spot where it's too close to your opponent's 5th (low ground), or if you choose to take it yourself, it's really hard to reinforce from your center 4th. If your opponent took it, it is now right next to your center 4th (the gas geyser looks in danger of being sieged as well), and is simply, again, too close. It's literally in a contested zone. Consider two entrances into the base instead of just one, with one ramp blocked by rocks.

Also... that's a lot of dirt texture. You should consider 1-2 more textures mixed in.

My .02
Last edit: 2012-07-01 06:33:39
ESV Map Maker. || twitter: @ESVironManSC || Author of Ohana, Khalis, Ravage, Khaydaria, Spring
Old Post

 
 ScorpSCII   Denmark. July 01 2012 17:42. Posts 293
Profile # 
IronmanSC, thanks a lot for your feedback, I really appreciate it.

To adress the issues, I've connected the center high grounds, and added a ramp between the 4th and 5th. The ramp pointing to the lowground base is now covered by rocks. This should help defending the highground base against attacks and also seperate those two bases more.

I agree that the dirt covers too much of the map, but I will leave it as it is for now, until I come up with a better idea. It doesn't look that bad in-game.

+ Show Spoiler [Dirt] +

I've updated the first post with new images.
Last edit: 2012-07-01 18:50:09
Author of Atlas | Dreamforge Mapmaking Team
Old Post

 
 FrozenProbe   Italy. July 01 2012 21:14. Posts 136
Profile # 
There're too many open wide areas, maybe try to put some doodles on the map to create tactical points.
Old Post

 
 FlaShFTW   United States. July 02 2012 05:36. Posts 4959
Profile Blog # 

On July 01 2012 21:14 AngryPenguin wrote:
There're too many open wide areas, maybe try to put some doodles on the map to create tactical points.

more chokes than open areas. i dont see a problem with "too many". map is great so far. needs more feedback than just ironman though.
Never Surrender. Never GG. Always Fighting. BW4LYF. Woo Jung Ho Never Forget.
Old Post

 
 IronManSC   United States. July 02 2012 07:34. Posts 1654
Profile # 
The map looks much better with those changes Scorp, nicely done. Have you considered adding destructible rocks where the gap previously was on the high ground?
ESV Map Maker. || twitter: @ESVironManSC || Author of Ohana, Khalis, Ravage, Khaydaria, Spring
Old Post

 
 ScorpSCII   Denmark. July 02 2012 15:23. Posts 293
Profile # 

On July 02 2012 07:34 IronManSC wrote:
The map looks much better with those changes Scorp, nicely done. Have you considered adding destructible rocks where the gap previously was on the high ground?


Haven't really thought about that; will try to see how it plays out with rocks. Again, thanks for your feedback, you seem to be the only one interested
Author of Atlas | Dreamforge Mapmaking Team
Old Post

 
 ScorpSCII   Denmark. July 02 2012 21:42. Posts 293
Profile # 
Tried some games with rocks. It doesn't really matter if they're there or not, as your army will be big enough to take it down in seconds at the time the path becomes useful, so I've come to the conclusion to not go with rocks in the center.
Author of Atlas | Dreamforge Mapmaking Team
Old Post

 
 GregMandel   France. July 02 2012 22:56. Posts 573
Profile Blog # 
Hi Scorp, IIIIII here :D
Tried a game on the map, the map in itself felt pretty good, but I had some troubles with defending my third because it's quite open, but I'm only Plat so that might be because I suck :D
( Also, on the game I played i forgot my pool which put me really behind, and ZvZ is the worst matchup for me, but I still had a good time playing this game, making a little bit closer than I expected vs a top diamond player :D )
http://www.youtube.com/watch?v=RD8QLNiolfk - Racing with the sun
Old Post

 
 ScorpSCII   Denmark. July 03 2012 04:07. Posts 293
Profile # 

On July 02 2012 22:56 GregMandel wrote:
Hi Scorp, IIIIII here :D
Tried a game on the map, the map in itself felt pretty good, but I had some troubles with defending my third because it's quite open, but I'm only Plat so that might be because I suck :D
( Also, on the game I played i forgot my pool which put me really behind, and ZvZ is the worst matchup for me, but I still had a good time playing this game, making a little bit closer than I expected vs a top diamond player :D )


Thanks for your comment and time in-game. I can't decide as of now, if the thirds and fourths are too open, it requires more testing. I also had a great time watching the game, it was very interesting, even though there was a skill gap between you.
Author of Atlas | Dreamforge Mapmaking Team
Old Post

 
 Yonnua   United Kingdom. July 05 2012 02:22. Posts 1039
Profile Blog # 
I had a play around in this map and there are some issues that I feel are concerning at the moment.

1) The centre causing problems with unit AI - + Show Spoiler +

2) The bases from 4 upwards are really problematic to hold - + Show Spoiler +

3) It's really tough to cover the various attack paths - + Show Spoiler +

4) There are some minor defender's advantage issues for later bases - + Show Spoiler +

What I really like about this map - + Show Spoiler +
PartinG | NaNiwa | Creator | Mvp | Bomber | Oz | FanTaSy | JangBi
Old Post

 
 ScorpSCII   Denmark. July 05 2012 17:43. Posts 293
Profile # 
Yonnua, thanks for your suggestions. I agree with most of your statements, but will not be able to make any changes within the next week. I'll get back to this thread when an update is ready.
Author of Atlas | Dreamforge Mapmaking Team
Old Post

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