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[M] (4) Quad Sense

Forum Index > StarCraft 2 Maps & Custom Games
 
 Semmo   Korea (South). August 07 2012 17:12. Posts 396
Profile # 
[M] (4) Quad Sense
Published in NA
Playable 144x144


Overview
[image loading]


Close Up Photos
+ Show Spoiler +

About Map
It's a simple 4 player map, I wanted to try a map with 4 sides. I tried to create two attack paths using cardinal ramps. The name is obviously from Dual Sight. Sight is one of the senses, so it's Quad Sense!
I've been working on this for a while, it's too standard for my liking but oh well...
Fixed the third. What do you think? Also the natural ramp?
The aesthetics are long from done. I think it'll take a while.
Last edit: 2012-08-10 19:32:16
Team Crux | teamcrux.tistory.com
Old Post

 
 ZeroStarCraft2   Malaysia. August 07 2012 18:09. Posts 137
Profile # 
More smileyface expos :D

I agree, third is wayyyyy too hard to take, especially with the rocks. Zergs not gonna like this.
Squirtle, PartinG fighting!
Old Post

 
 OxyGenesis   United Kingdom. August 07 2012 18:47. Posts 278
Profile # 
the ramps between the nat and third don't make much sense to me. The backdoor on ohana works because for the aggressor it's hard to split your forces between the two ramps. Also if a Terran sets up a contain outside the nat, the defender can break down the rocks and get out that way. However on your map, the backdoor ramp is so close to the primary ramp that it loses much of it's purpose. It helps slightly with moving your army to help defend the 3rd but having rocks means that it's oknly really useful to a turtley T or P. If you want to keep something similar i suggest moving the ramp so that it's next to the main and having a backdoor passageway between the nat and 3rd that is cut off from the centre part of the map. Zergies still won't like it very much though.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Old Post

 
 Semmo   Korea (South). August 08 2012 18:10. Posts 396
Profile # 
SaYProPlz// Haha. The expansions are in that way for a specific reason - More attack paths and routes.

Oxy// It's not a Ohana thing I'm doing, it's just nice for terran and toss. I might make it more entombed like, thanks for the feedback everyone!
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Old Post

 
 DYEAlabaster   Canada. August 08 2012 18:40. Posts 992
Profile Blog # 
As awesome as Virtual Battle is, this one needs a lot of work. Hopefully I can break it down:

1- The aesthetics are very jarring, the transitions need to be smoothed out because right now it the quadrants are basically drawn with a straight line.

2- The positional imbalance on this map is HUGE- If I spawn in vertical or horizontal positions from you (the zerg player), I get a huge advantage by the way I can move and expand.

3- The central bases are "win" bases, the only time that you would get them is if you've already won the game, or because you're terran. This is because they're far too foreword, despite a cool design in the layout

4- The thirds are basically hard versions of Entombed, and think about how zergs feel about that map. Why not flip the rocks to the other ramp, and make the currently blocked ramp double wide?

5- The mains seem very very very small, like sub 25/30cc.

I find this map is a bit of a weird rearrange of entombed, but it exacerbates the problems of that map without solving any If you change the way the three initial bases work, you could maybe make the fourth bases work a little more effectively. Positional imbalance might always be an issue, but you always have a forced-cross-spawn :/

Good luck in the future, I will stick around to see the progress. I know you can make awesome maps :D
Last edit: 2012-08-08 18:41:08
 
Old Post

 
 Semmo   Korea (South). August 08 2012 18:51. Posts 396
Profile # 
1. Hmm it's true in the overview, but I tried my best in game. It is actually a transition, but on the overview it looks very straightforward.
2. it's rotational symmetry. The fourth base I don't think is as hard as you think, because it's pretty wide open, and it's not THAT central. I may move it a little back though.
3. That I have to disagree. I always map-test beforehand I ever upload on TL with a korean clan (plat-masters in kr) cS. The fourth have been taken often, although I agree, the third is very difficult, which I'm looking to change.
4. Yeah. I don't like entombed because its too safe, but I think this maybe too difficult. Any sugestions?
5. Main is actually big. This is because the mains use actually almost all of the map boundary, so it actually even cuts through the boundary if you get what I mean. the overview don't show all the space on the map.

The fourth bases has to be like that, to create two attack paths.
Any suggestion with the third?

Also, this map was kinda like an exercise almost - it's really standard, and something new (regarding the cardinal ramps to the center)
Last edit: 2012-08-08 18:51:27
Team Crux | teamcrux.tistory.com
Old Post

 
 Semmo   Korea (South). August 10 2012 19:30. Posts 396
Profile # 
Map Update
[image loading]
- Changed the natural entrance, now FFEable but has two ramps
- As a result, the third ramp is now closer to the natural.
- Added some decorations, and LOS blockers
- Added some blockers to create chokes
- Aesthetic changes

Close Up Photos
+ Show Spoiler +
Team Crux | teamcrux.tistory.com
Old Post

 
 monitor   United States. August 13 2012 08:56. Posts 2278
Profile Blog # 
Could you put the old pics somewhere? I really want to see the first photos that the comments were related to!

[edit] Too, to, two
Last edit: 2012-08-13 08:58:16
Starcraft 2 Mapmaker for TPW || Author of Korhal Compound
Old Post

 
 Semmo   Korea (South). August 13 2012 17:14. Posts 396
Profile # 
I don't have the actual pic, but it was basically the natural was like the third entrance that you see now except both ramps were 2x wide, and one had rocks, and the third ramps were further away.
Team Crux | teamcrux.tistory.com
Old Post

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