| Fatam July 20 2012 22:28. Posts 937 | Profile # |
Airspace by Fatam version 1.0 [NA]
old - + Show Spoiler +
new -
![[image loading]](http://i.imgur.com/yvjI2.jpg)
Changelog: + Show Spoiler +- Changed the 4g corner islands into normal bases accessible by ground. I know, not as fun, but probably more practical for the map. - Added aesthetics.
Analyzer: + Show Spoiler +Playable Bounds: 140x140 ![[image loading]](http://i.imgur.com/5dIQ9.jpg) ![[image loading]](http://i.imgur.com/E9XHY.png) (the analyzer I downloaded is using a diff algorithm than most people's (I believe this newer one is using seconds @ the speed that a worker walks. But suffice it to say it is a pretty lengthy walk distance (daybreak-ish) but the air distance from nat to nat is relatively short))
Tell me what you think. Cheers.Last edit: 2012-08-04 21:05:48 |
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| ihasaKAROT Netherlands. July 20 2012 22:40. Posts 3360 | Profile Blog # |
Im making a map with the exact same setup, with the natural and then 3rd choice. So since this exists its back to the drawingboard with me I did make the debris double the HP tho btw, since its such a wide gap. |
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WniO United States. July 20 2012 22:42. Posts 2704 | Profile Blog # |
| pretty old school nat distance, i like that, wonder how it will play out, might work really well. are you done with the textures or is this just starting. |
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| OxyGenesis United Kingdom. July 20 2012 22:45. Posts 278 | Profile # |
I really like this, some very interesting concepts, with a very different layout, but executed in a way that looks very playable and pretty balanced.
I don't think the middle rocks need to be there (there are quite a lot of rocks already) and I think the aesthetics could be push even further but as a whole I think this is great.Last edit: 2012-07-20 22:46:22 |
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| Yonnua United Kingdom. July 20 2012 22:56. Posts 1039 | Profile Blog # |
| Rush distance between your third and the other guy's fourth is pretty short. How do you defend both the third and the fourth against attacks? Where do you position the army to defend both locations? |
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| Semmo Korea (South). July 20 2012 23:14. Posts 398 | Profile # |
Oh look, a break from all the standars 2p maps. They have been driving me crazy. Ive been thinking of something like this, I dont know how this will play out. Obviously there are too few expos, and ideas such as this needs some investigation.
Im not saying this is imba. Also, in before seafood an infamous poll. |
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Aunvilgod July 20 2012 23:23. Posts 2031 | Profile # |
On July 20 2012 23:14 kim9067 wrote: Oh look, a break from all the standars 2p maps. They have been driving me crazy. Ive been thinking of something like this, I dont know how this will play out. Obviously there are too few expos, and ideas such as this needs some investigation.
Im not saying this is imba. Also, in before seafood an infamous poll.
It is not too unusual. The island expo with the gas is unusual but still is an island so will hardly have impact. T is money limited. The map looks weird because the natural is freaking gigantic. |
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| Big J Austria. July 21 2012 00:02. Posts 5014 | Profile Blog # |
Hm, actually these islands really look like they could be used for quite some unorthotox strategies. Nydus to the island, get the gas back in no time and go infestor only 
btw, what analyzer did you use?  Last edit: 2012-07-21 00:04:07 |
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| Fatam July 21 2012 12:22. Posts 937 | Profile # |
Thanks for the responses all. Wall of text inc.
I think it's the standard sc2mapanalyzer just with the 1.4.1 algorithm which is different for some reason. I can try to replace it with the more common one if it's a big deal.
I haven't added doodads yet (other than a few fans and the numbers on the bases). Wanted to make sure the layout isn't going to change first.
I think too few expos may be an issue, but I think it should be discussed in detail first. Your first 3 bases are neither hard to hold nor easy to defend, I'd say it's somewhere inbetween. If you take the middle 4th then your 3rd and 4th aren't very far apart. In fact if you look at something like Cloud Kingdom the relationship between the 3rd and 4th there and the 3rd and 4th here (assuming you take the middle as your 4th) is very similar. The only difference is the 4th is closer to your opponent here (which personally I think can start lots of interesting skirmishes and isn't a bad thing, but maybe some would disagree with me).
If you take the other option and kill your rocks in order to take the back 4th, you will probably have a harder time defending but I don't know that it's impossible. You can definitely wall off one or both of the back ramps (3 gateways/barracks will do it). Then you just put your army on 1 edge of your natural and bounce back and forth between the 2 chokes. Or you could -gasp- actually split your army :O People have been complaining about maps encouraging you to just turtle/expand on your deathball, right?
ATM it's 5 bases per side (plus gas islands). A little on the low side but it does prevent the long turtles at least. A couple things could be done to change that. a) change islands to a more standard 8m2g or even rich mineral patches so terran can go there for minerals. b) make narrow paths to the corners so that they aren't islands anymore and change them to 8m2g. c) extend -one- of the "alcoves" (not both) beneath the natural on each side towards the edge of the map (there is a little room to do this) and put a base there. Not sure option c would be good since it will then be too easy to hold 4 bases UNLESS you put the extra expo on the rock side of the natural and not the open side. Then you have to kill the rocks and leave the other side of your natural exposed if you want your easy peasy 4 bases.
Btw no one mentioned whether or not they were ok with a pylon in the alcove being able to warp into the main if you have vision. All I have to do is delete like 1-2 hexes of land to change it so just say yay or nay. Thanks.Last edit: 2012-07-21 12:24:43 |
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| Chargelot July 21 2012 14:15. Posts 2274 | Profile Blog # |
On July 21 2012 00:02 Big J wrote:Hm, actually these islands really look like they could be used for quite some unorthotox strategies. Nydus to the island, get the gas back in no time and go infestor only  btw, what analyzer did you use? 
Seriously, that is some fancy analyzer.
I think it's the standard sc2mapanalyzer just with the 1.4.1 algorithm which is different for some reason. I can try to replace it with the more common one if it's a big deal.
Mine doesn't count minerals and all that. It's better though, so don't remove it.Last edit: 2012-07-21 14:16:52 |
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| Fatam August 04 2012 21:14. Posts 937 | Profile # |
Hey guys. I forgot that I never actually published this (or updated this thread) after I fixed it up a bunch. I feel like I've gotten a lot better at aesthetics and mapmaking in general since this, but I still think this is decent.
I am currently working on a different map (spoiler - it actually doesn't have a wacky-as-hell layout for once, it's pretty standard with only a few twists. Aesthetics are the "weirdest" part of it, they are loosely inspired by a WoW dungeon) but I thought it was better to throw this up than to let it collect dust. Feel free to leave a comment. ThanksLast edit: 2012-08-04 21:15:29 |
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| ManicMarine Australia. August 04 2012 22:32. Posts 317 | Profile # |
| Wow, I really like this map! The expand path really interests me. |
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| Acertos France. August 05 2012 01:50. Posts 402 | Profile # |
i really like this map too, the natural is strange and we dont see this too often but its still rly cool.
the only strange thing to me might be the textures around the bases and the texture of the topleft and botright bases.
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| Fatam August 05 2012 07:53. Posts 937 | Profile # |
| If people like the layout enough I could pick this up again and make it a bit prettier. I agree that the aesthetics of the corner expos are a bit off-kilter or maybe don't make much sense. It was supposed to be as if some kind of biological infestation happened there, or maybe a chemical reaction that caused plant growth.. I know lol that's pretty out there and probably not easily discernable. |
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