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[M] (4) Fallen Castle

Forum Index > StarCraft 2 Maps & Custom Games 1 2 3 All
 
 Semmo   Korea (South). July 08 2012 17:17. Posts 399
Profile # 
[M] (4) Fallen Castle
Playable Bounds: 144x160


[image loading]
Pretty Pictures:
+ Show Spoiler +

Hello, I'm back with another map! (I'm churning out maps, I know)
It's themed as a Protoss castle, getting taken over by the zergs.

Features:
- Dual Sight-esque Natural
- Back Natural has a neutral spawning pool/greater spire, it dies at around 6 min - this is to promote the front natural.
- Also is the backdoor to the back natural from the front natural - If you control the front natural, you can protect the back natural as well.
- Front ramp is 2 wide, but has a neutral pylon (instead of supply depot like Whirlwind) to allow normal Sim-City
- All spawns are enabled
Last edit: 2012-07-19 17:51:19
Team Crux | teamcrux.tistory.com
Old Post

 
 Heh_   Singapore. July 08 2012 17:47. Posts 2245
Profile Blog # 
It seems like your ramps are 2-forcefields wide. Change that to 1-forcefield wide.

Your natural needs a choke for easy defense, so protoss players can FFE without a nexus wall. Dual sight as one of the worst natural designs, don't copy it.

Also no analyzer pictures, it seems like non-cross positions are rush fests.
Last edit: 2012-07-08 17:48:16
Old Post

 
 FlaShFTW   United States. July 08 2012 17:49. Posts 4960
Profile Blog # 
you should show pictures of walling off as terran and how to forge fe on this map. looks a bit difficult to forge fe tbh.

if all spawns are enabled, this game basically turns into a 3 base play because the rest of the bases are just too damn far.

the pools and stuff can be taken out really quickly anyways by just using your early units to kill it off. so basically its only delaying a 3rd for a short time. suggest instead to turn that into a half base (5/6m, 1g) and then make another one kinda like a shakuras style (hugging the main cliff line near the middle of the map) and remove the middle bases.
Never Surrender. Never GG. Always Fighting. BW4LYF. Woo Jung Ho Never Forget.
Old Post

 
 Semmo   Korea (South). July 08 2012 17:57. Posts 399
Profile # 

On July 08 2012 17:47 Heh_ wrote:
It seems like your ramps are 2-forcefields wide. Change that to 1-forcefield wide.

Your natural needs a choke for easy defense, so protoss players can FFE without a nexus wall. Dual sight as one of the worst natural designs, don't copy it.

Also no analyzer pictures, it seems like non-cross positions are rush fests.

Jesus Christ, does EVERY map have to be the same thing? No, I don't think so.
Do you not see the reason why I made it nexus wall? To promote the front natural, so that people wont take the back expo, more risky, but more securing. It's like say, if taking a third gives 2 risk, this is like 1.5 risk for your natural and a potential third.

All rush distances are quite long, longer than Ohana at least.


On July 08 2012 17:49 FlaShFTW wrote:
you should show pictures of walling off as terran and how to forge fe on this map. looks a bit difficult to forge fe tbh.

if all spawns are enabled, this game basically turns into a 3 base play because the rest of the bases are just too damn far.

the pools and stuff can be taken out really quickly anyways by just using your early units to kill it off. so basically its only delaying a 3rd for a short time. suggest instead to turn that into a half base (5/6m, 1g) and then make another one kinda like a shakuras style (hugging the main cliff line near the middle of the map) and remove the middle bases.

It's standard at top of ramp, 1 rax and 2 depot, or 3 depot. Same with protoss.
As for FFE, do you see the protoss decal? One for pylon and another for forge.
I guess you can hasten your third, but it's quite ok.

I wont make it half base. I wont do the shakuras thing. Sorry
Team Crux | teamcrux.tistory.com
Old Post

 
 Heh_   Singapore. July 08 2012 18:20. Posts 2245
Profile Blog # 

On July 08 2012 17:57 kim9067 wrote:

Show nested quote +


Jesus Christ, does EVERY map have to be the same thing? No, I don't think so.
Do you not see the reason why I made it nexus wall? To promote the front natural, so that people wont take the back expo, more risky, but more securing. It's like say, if taking a third gives 2 risk, this is like 1.5 risk for your natural and a potential third.

All rush distances are quite long, longer than Ohana at least.


Yes. Your map will be ignored if you don't follow certain guidelines. I'm giving you constructive criticism instead of simply bashing everything. I can do that if you prefer.
Old Post

 
 Semmo   Korea (South). July 08 2012 18:32. Posts 399
Profile # 

On July 08 2012 18:20 Heh_ wrote:

Show nested quote +


Yes. Your map will be ignored if you don't follow certain guidelines. I'm giving you constructive criticism instead of simply bashing everything. I can do that if you prefer.


The features on this map are not ONLY done by me, and they're not there because I was thoughtless - For example, one of the Team Crux map, Heaven, I think, also has the double ramp, with a supply depot for normal simcity.
Dual Sight wasnt the only map for walloffs like this. Even Antiga, in the beginning, people did the dual-sightesque FFE, but they didnt just DIE to the agression, they could still win. I agree I maybe pushing things to the limit, but you don't have to bash everything. Do you know what the vertical length is longer than horizontal? For the very reason to raise the rush distance - Since natural goes vertically, I compensated it by making it 160 instead of 144.

EDIT: Link to Heaven Map by Team Crux
http://teamcrux.tistory.com/96
Last edit: 2012-07-08 18:33:31
Team Crux | teamcrux.tistory.com
Old Post

 
 FlaShFTW   United States. July 08 2012 18:33. Posts 4960
Profile Blog # 
oh ok cool. seems good. im just saying, the way your map is laid out, dont expect the game to get past 3 base play unless TvT stalement situation. im just saying, take my advice, and your map won't be 3 base play everytime because people will have to fight for a 6th gas.

and Heh_, what guidelines are you talking about??? Are you a judge for MotM??? just curious. I see maps like Ultimatum in SC1 with that goofy natural debris on the ramp, but terran can still wall off fine. there's no rule to a map. as long as its standard, has the basics of the early game concept in mind, and is solid throughout, i feel that any map is good.
Never Surrender. Never GG. Always Fighting. BW4LYF. Woo Jung Ho Never Forget.
Old Post

 
 Semmo   Korea (South). July 08 2012 18:37. Posts 399
Profile # 

On July 08 2012 18:33 FlaShFTW wrote:
oh ok cool. seems good. im just saying, the way your map is laid out, dont expect the game to get past 3 base play unless TvT stalement situation. im just saying, take my advice, and your map won't be 3 base play everytime because people will have to fight for a 6th gas.

and Heh_, what guidelines are you talking about??? Are you a judge for MotM??? just curious. I see maps like Ultimatum in SC1 with that goofy natural debris on the ramp, but terran can still wall off fine. there's no rule to a map. as long as its standard, has the basics of the early game concept in mind, and is solid throughout, i feel that any map is good.


Hmm. I had test games (obviously - i always do before posting here)
And if horizontal or cross position, the 4th were taken often. on vertical position, I think you're right, the 4th is further away than all the positions.
This map is quite experimental, as was hextower,
Team Crux | teamcrux.tistory.com
Old Post

 
 Heh_   Singapore. July 08 2012 18:39. Posts 2245
Profile Blog # 

On July 08 2012 18:32 kim9067 wrote:

Show nested quote +



The features on this map are not ONLY done by me, and they're not there because I was thoughtless - For example, one of the Team Crux map, Heaven, I think, also has the double ramp, with a supply depot for normal simcity.
Dual Sight wasnt the only map for walloffs like this. Even Antiga, in the beginning, people did the dual-sightesque FFE, but they didnt just DIE to the agression, they could still win. I agree I maybe pushing things to the limit, but you don't have to bash everything. Do you know what the vertical length is longer than horizontal? For the very reason to raise the rush distance - Since natural goes vertically, I compensated it by making it 160 instead of 144.

EDIT: Link to Heaven Map by Team Crux
http://teamcrux.tistory.com/96

Just because team crux made it, doesn't mean it's a good idea. Worse still, your map has a backdoor which can be warped over. Every other map has a single ramp; Tal'darim and Belshir Beach have a rampless, 2-ff wide choke, and they've been heavily criticized.

And players hate to make nexus walls while FFE-ing for good reasons.

And analyzer pictures. Can't see shit without it.


@FlashFTW: There's no fixed guidelines, but most people obey certain rules, like small main choke, rush distances, number of bases etc. Games usually degenerate into a rushfest or turtlefest if these rules aren't obeyed. Example: Tal'darim is 4gate heaven in PvP. Why? 2-ff wide choke, no ramp.
Last edit: 2012-07-08 18:42:53
Old Post

 
 Semmo   Korea (South). July 08 2012 18:43. Posts 399
Profile # 

On July 08 2012 18:39 Heh_ wrote:

Show nested quote +


Just because team crux made it, doesn't mean it's a good idea. Worse still, your map has a backdoor which can be warped over. Every other map has a single ramp; Tal'darim and Belshir Beach have a rampless, 2-ff wide choke, and they've been heavily criticized.

And players hate to make nexus walls while FFE-ing for good reasons.

And analyzer pictures. Can't see shit without it.

HAHA! I KNEW you would mention the warpthing about the backdoor - Fixed; put LOS blocker in the middle of the debris, so you can't see other side from either side, but can still see backdoor getting broken.
and those maps were not bad maps at all - belshir beach often carried on to midgame in PvP, although 4gate were more frequent. Plus, this map is a ramp, not rampless - so yeah

Analyzer doesn't work for me, but I know it's longer than ohana on all positions, which is fine.
Last edit: 2012-07-08 18:44:59
Team Crux | teamcrux.tistory.com
Old Post

 
 Heh_   Singapore. July 08 2012 18:48. Posts 2245
Profile Blog # 

On July 08 2012 18:43 kim9067 wrote:

Show nested quote +


HAHA! I KNEW you would mention the warpthing about the backdoor - Fixed; put LOS blocker in the middle of the debris, so you can't see other side from either side, but can still see backdoor getting broken.
and those maps were not bad maps at all - belshir beach often carried on to midgame in PvP, although 4gate were more frequent. Plus, this map is a ramp, not rampless - so yeah

Analyzer doesn't work for me, but I know it's longer than ohana on all positions, which is fine.

...... If you know there's a problem, then fix it immediately.

I gave suggestions, if you don't like them you can disagree politely. Thanks for being a douchebag. Well then good luck with your map. I'm sure it'll win awards and get used in every competition.

+ Show Spoiler +
Old Post

 
 Semmo   Korea (South). July 08 2012 18:51. Posts 399
Profile # 

On July 08 2012 18:48 Heh_ wrote:

Show nested quote +


...... If you know there's a problem, then fix it immediately.

I gave suggestions, if you don't like them you can disagree politely. Thanks for being a douchebag. Well then good luck with your map. I'm sure it'll win awards and get used in every competition.

+ Show Spoiler +


wait, what? Now, insults? I didn't insult you at all. Anyways, I'm not even submitting this to Motm, nonconventional and radical features have a hard time there, since noone knows if they're truely balanced or not, and I think this is true for this map - Just don't say Everything must be A, and A only.
Also I'd like to say I was playing your game - Being blunt.
Last edit: 2012-07-08 18:52:11
Team Crux | teamcrux.tistory.com
Old Post

 
 Heh_   Singapore. July 08 2012 18:53. Posts 2245
Profile Blog # 

On July 08 2012 18:51 kim9067 wrote:

Show nested quote +



wait, what? Now, insults? I didn't insult you at all. Anyways, I'm not even submitting this to Motm, nonconventional and radical features have a hard time there, since noone knows if they're truely balanced or not, and I think this is true for this map - Just don't say Everything must be A, and A only.
Also I'd like to say I was playing your game - Being blunt.

So you acknowledge your map is imbalanced? Lol.

Keep up the good work.
Old Post

 
 Semmo   Korea (South). July 08 2012 18:54. Posts 399
Profile # 

On July 08 2012 18:53 Heh_ wrote:

Show nested quote +


So you acknowledge your map is imbalanced? Lol.

Keep up the good work.



since noone knows if they're truely balanced or not
Last edit: 2012-07-08 18:55:29
Team Crux | teamcrux.tistory.com
Old Post

 
 Heh_   Singapore. July 08 2012 18:58. Posts 2245
Profile Blog # 

On July 08 2012 18:54 kim9067 wrote:

Show nested quote +




Show nested quote +



There's no absolutes, but at least people can point out the stuff that's unplayable.
Old Post

  Plexa       Administrator       July 08 2012 19:32.Profile Blog # 
Holy shit kim stop being a dick. Heh_ is just trying to give you some constructive criticism and you're being a total asshat about it.
~ Spirit will set you free ~
Old Post

 
 Semmo   Korea (South). July 08 2012 19:43. Posts 399
Profile # 

On July 08 2012 19:32 Plexa wrote:
Holy shit kim stop being a dick. Heh_ is just trying to give you some constructive criticism and you're being a total asshat about it.


I don't think his criticisms were that valid - Plus, he was very blunt about it, and quite dismissive. And then he continued on to insult me. I didn't insult him, maybe I was overreacting at first, I apologize, but I don't think it's right to say almost everything outside the box will last in "rushfests" "shit" and will be "ignored". I never said that this map was perfect, but he only said bad things about it, without a second thought, which I defended promptly - I thought maybe he could've thought a little more on the features that I said and the map itself before making such remark.

I'm sorry about overreacting though. I got a little angry at his viewpoint.
Team Crux | teamcrux.tistory.com
Old Post

 
 IronManSC   United States. July 08 2012 23:06. Posts 1656
Profile # 
I know you were told to stop, but let it come from a mapper instead of an admin:

If you get this upset over mere criticism then you need to rethink if mapmaking is for you. Part of it is having to put up with shit and the most nonsensical kind of feedback, and you have to accept EVERYTHING for what it is. If you want to keep churning out decent maps (which you are) then you need to take everything as a grain of salt and not be so defensive.

On the flip side, keep making maps. As you improve you'll become more and more noticed. I promise you that.
Last edit: 2012-07-08 23:12:20
ESV Map Maker. || twitter: @ESVironManSC || Author of Ohana, Khalis, Ravage, Khaydaria, Spring
Old Post

 
 Semmo   Korea (South). July 08 2012 23:53. Posts 399
Profile # 

On July 08 2012 23:06 IronManSC wrote:
I know you were told to stop, but let it come from a mapper instead of an admin:

If you get this upset over mere criticism then you need to rethink if mapmaking is for you. Part of it is having to put up with shit and the most nonsensical kind of feedback, and you have to accept EVERYTHING for what it is. If you want to keep churning out decent maps (which you are) then you need to take everything as a grain of salt and not be so defensive.

On the flip side, keep making maps. As you improve you'll become more and more noticed. I promise you that.


Well, that's good that my maps are decent.
Thanks.
I'm not upset, come on its the internet. There's really no point.
I've been getting all kinda shit, but equally compliments, which is what drives appears I think.
A feedback on this map wouldve been nice :/


Edit: also it maybe because in Korean communities people say some good things before criticizing it, and also put it milder, so maybe I'm used to nice people
Last edit: 2012-07-08 23:55:47
Team Crux | teamcrux.tistory.com
Old Post

 
 a176   Canada. July 09 2012 00:25. Posts 5418
Profile Blog # 
i dont really dig free thirds. by giving players a free third, and placing the third essentially in the same location as the other two bases, you are concentrating all play to essentially one attack path. further, the map looks too big. to navigate around the fourth looks like it would take a very long time. and with these bases being very far from the other bases, you put players in a situation where it becomes very hard to defend. consider shrinking and spacing your map so there is a more natural flow to the expos.
starleague forever
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