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[M] (2) Concourse

Forum Index > StarCraft 2 Maps & Custom Games
 
 Elche   Finland. July 02 2012 10:39. Posts 107
Profile # 
hello hello hello again, it's Elche here, i decided to update this map while working on several others that will be posted here in the upcoming month.

Maptitle: Concourse
Made by: Elche
Published on: [EU] [NA (As Concourse RE)]
Overview.
[image loading]
"This concourse was target of a strike made by rebel group Sons of korhal.
Traces of the gas used still linger in the central low ground. "

Playable bounds: 160x144
Bases:12x8m2g

Analyzer:+ Show Spoiler +
http://imgur.com/a/ADb9M


Changes:
5/11 bases have been lifted and the ramp from the third is blocked with destructible rocks.
Middle lowground and the paths leading to the 8/2 o'clock bases are widened to decrease the chokiness of the map.
4/10 o'clock bases are dropped down to the level of central lowground to make the a bit harder to take and to make the map look better/play better.
Pathway behind the 4/10 o'clock bases was created to generate new possible attack path.
Xel'naga towers were moved and sightblockers placed to make the map more dynamic.
I had some outside encouragement to start working on this map again and i think i did pretty well in trying to eliminating it's previous weaknesses.
Fixed the main ramp and updated the preview pic.

Please continue giving me more feedback, it really helps out when you get some outside comments on your work. it is really easy to get "locked" on what you think is a good layout/feature on a map even if it is complete shit if there is no one to tell you are wrong.

Last edit: 2012-07-29 04:15:47
Old Post

 
 The_Templar   United States. July 02 2012 11:52. Posts 4229
Profile Blog # 
Not bad at all, but a few problems may be had with this map.
The third labelled in the analyzer is very hard to hold against multipronged attacks because taking it moves your army pretty far to the side.
The other third looks seigable.
The 5th(?) base does not really need rocks blocking the expansion, because it won't be taken as a ninja expo that often (it's not gold or an island or semi-island). By the time you take that base you'll already have a large enough army to kill the rocks in about 10 seconds.
The middle seems cramped.
The nat-to-nat distances might be a bit on the short side.
The sides of the nat look really boxy, might want to use shorter straight lines going in different directions instead of one long one, making the area more round.
Good map, good direction.
I am the 4% http://www.teamliquid.net/forum/viewpost.php?post_id=17208214 ||| Currently attempting to get on another funday monday~ ||| http://www.teamliquid.net/forum/viewmessage.php?topic_id=367420 <-- My map portfolio!
Old Post

 
 blizzfreak   United States. July 03 2012 01:55. Posts 20
Profile # 
Holy mother of chokes batman.
But in all seriousness, I like the feel of the map, but try to make the middle more spread open, as well as the third base being easier to take instead of having a corner to go around to take it, maybe just add a pathway in between the nat and the 3rd
Old Post

 
 FlaShFTW   United States. July 03 2012 02:41. Posts 4999
Profile Blog # 
a bit too many chokes. i feel that the third is fine. (5/11 positions) but the 4th right next to the 3rd is a bit too close to it. also there are too many chokes.
Never Surrender. Never GG. Always Fighting. BW4LYF. Woo Jung Ho Never Forget.
Old Post

 
 iGrok   United States. July 03 2012 03:17. Posts 4298
Profile Blog # 
Pretty good! Only a couple of changes I'd make (see spoiler)
+ Show Spoiler +
[image loading]
Raise "A" to level 3 cliff
Remove "B"
Rotate the Green areas as shown

This does give your map some circle syndrome, but I think its handlable. Especially since the map will actually get longer as the game goes on, which is really cool!
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | Samurai Champloo | Maker's Mark | Gangnam Style! | Nunu
Old Post

 
 ChaosRefined   United States. July 03 2012 04:15. Posts 52
Profile # 
Can't you just hit "f" to enable the fog?

It looks pretty sweet to me. The only point of concern is with all the ramps the same size, it begins to look a little.. off, and is really hard to move maxed armies around. I would widen some of the ramps, especially a few leading to the middle low ground. I would also move the ramp between the third and fourth towards the third and also make it a little wider. Overall, very good though. I really like the aesthetics!
Old Post

 
 Elche   Finland. July 04 2012 23:24. Posts 107
Profile # 
Thanks a lot for your feed back.


On July 02 2012 11:52 TehTemplar wrote:
Not bad at all, but a few problems may be had with this map.
The third labelled in the analyzer is very hard to hold against multipronged attacks because taking it moves your army pretty far to the side.

Analyzer assumes wrong base to be the third, real third is prettymuch always the lowground expo right of the nat.


On July 02 2012 11:52 TehTemplar wrote:
The other third looks seigable.

Third should not be siegeable, if it is it will be changed before the final release.


On July 02 2012 11:52 TehTemplar wrote:
The 5th(?) base does not really need rocks blocking the expansion, because it won't be taken as a ninja expo that often (it's not gold or an island or semi-island). By the time you take that base you'll already have a large enough army to kill the rocks in about 10 seconds.

Rocks are blocking the likely 4th so a player getting early advantage, can't take a fast 4th as easily. (this expo will be likely changed in the upcoming changes)


On July 02 2012 11:52 TehTemplar wrote:
The middle seems cramped.

True. will be opened up


On July 02 2012 11:52 TehTemplar wrote:
The nat-to-nat distances might be a bit on the short side.

Also true, i'll make changes to the middlemap so this map will match the maps in the current map-pools


On July 02 2012 11:52 TehTemplar wrote:The sides of the nat look really boxy, might want to use shorter straight lines going in different directions instead of one long one, making the area more round.

Yeah, the naturals side is a bit boxy, mostly because i wanted to make sure nat wouldn't be siegeable from the lowground, i i'll make it more aestethically pleasing.


On July 02 2012 11:52 TehTemplar wrote:Good map, good direction.

Thanks man.
Last edit: 2012-07-04 23:25:42
Old Post

 
 Elche   Finland. July 04 2012 23:39. Posts 107
Profile # 

On July 03 2012 03:17 iGrok wrote:
Pretty good! Only a couple of changes I'd make (see spoiler)
+ Show Spoiler +
[image loading]
Raise "A" to level 3 cliff
Remove "B"
Rotate the Green areas as shown

This does give your map some circle syndrome, but I think its handlable. Especially since the map will actually get longer as the game goes on, which is really cool!


Thanks for your suggestions.
I feel that if i rotate the 2/7 o'clock bases the way you suggest, it makes the 2/4 and 7/10 o'clock bases really hard to take and defend if they are not controlled by the same player.

I like the idea of raising the third, but i might raise the blocked expo instead and leave the third as a low ground expo.
Have to see how it plays out.

Old Post

 
 Elche   Finland. July 04 2012 23:47. Posts 107
Profile # 

On July 03 2012 04:15 ChaosRefined wrote:
Can't you just hit "f" to enable the fog?

It looks pretty sweet to me. The only point of concern is with all the ramps the same size, it begins to look a little.. off, and is really hard to move maxed armies around. I would widen some of the ramps, especially a few leading to the middle low ground. I would also move the ramp between the third and fourth towards the third and also make it a little wider. Overall, very good though. I really like the aesthetics!

I have the fog enabled, but for some reason it doesn't show in the overview.
I'll look into differentiating the ramps.
It seems to be a problem for me that i make my maps too choky and with no high rank players to test my maps i can't observe how the armies move and what parts of the map need changing or cause problems.
Thanks a lot for your feedback, i really appreciate it.



Old Post

 
 Elche   Finland. July 28 2012 08:40. Posts 107
Profile # 
bumb.
Old Post

 
 Johanaz   Denmark. July 28 2012 08:43. Posts 363
Profile # 
Your best map so far. Good job. Nice to see steady improvement by new map makers.
TPW Map Maker - theplanetaryworkshop.com
Old Post

 
 The_Templar   United States. July 28 2012 10:35. Posts 4229
Profile Blog # 
top right main ramp is messed up.
Otherwise, looking fairly solid.
I am the 4% http://www.teamliquid.net/forum/viewpost.php?post_id=17208214 ||| Currently attempting to get on another funday monday~ ||| http://www.teamliquid.net/forum/viewmessage.php?topic_id=367420 <-- My map portfolio!
Old Post

 
 Elche   Finland. July 29 2012 04:17. Posts 107
Profile # 
Good news everyone!
This maps has now been uploaded to the NA servers as Concourse RE!
Please try it out an tell me what you think.
Thanks.
Old Post

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