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[M] WIP Did I make a good 4p map?

Forum Index > StarCraft 2 Maps & Custom Games 1 2 All
  kaokentake   September 02 2012 17:05. Posts 379Profile # 
I know this belongs in the map section, but honestly theres usually only a good 4p map there once every 2 months so... I thought... since im biased and think i did a good job and 4p maps arent too common i thought id share it with u guys in sc2 general. Mods can move this to maps forum in a few hours or something. Just thinkin no harm in sharing a nice map (well im biased so i think its nice. what do you guys think?)

(im not sure if i need to say this. but if i do) Any company or tournament has full permission to use/alter my map. But i think blizzard owns all maps that get published so whatever (not sure)

Since GSL and MLG need ideas for new maps I thought id try making one. if lots of people think rgis maps cool maybe email MLG and tell them u think this map is da bomb. However looking at it I think its too big and i might need to try and make it smaller maybe by shrinking everything by 10%.

[image loading]

http://s14.postimage.org/3w55ok7wh/kopic1.jpg
(the cliff you see behind the natural is the edge of the map that gets removed when played because its off the used width)

heres the view of the starting location. I had several ideas i thought were cool that I wanted to try for this map. The picture is really self explanatory the mainbase has a little "drop pad" making drops stronger.

The natural/main are extremely large making nydus extremely powerful (especially vs FFE) however the map completely makes FFE non-optimal because the natural choke is very small (can be walled with gateway/cyber) meaning I think gateway-first cannonless openings in PvZ would be super standard and super safe.


http://s8.postimage.org/fqpj8y9ut/kopic2.jpg

Theres a center shot showing how the map combines the areas.

The scouting distance is probably alot longer than TDA, however once you destroy the rocks your attack-path is almost shorter than TDA (havnt really tested it. Seems shorter tho). Or if its not shorter to your enemies main its definitely shorter to your enemies 3rd/4th base and the layout of this map makes Zergs 3rd/4th bases extremely vulnerable and weak to terran/toss attacks.

So its a big map that ends up having shorter attackpaths than TDA once you open the rocks so is hard for zerg to macro on. I had many cool ideas for the map that I thought id try out, and looking at it I think ultimately all my "cool ideas" seem to hurt zerg the most and help terran/toss the most. But who knows I just had the cool ideas first and implemented them, how it plays out you never know.

I tried to keep mutas in mind. Blink stalkers should be able to move well. to combat mutas. Honestly when you spawn as zerg on this map and get your rocks facing your terran opponent, its probably extremely hard... about 3x harder than spawning any other way. This might make the map not usable, however at the same time maybe its not too impossible because if both rocks break you can swarm the tank just like on any other big map.

The center watchtower sees everything coming into the middle.

I got ideas for this map from kulas ravine so i called it kulas outpost. Search for TTB on battle.net if you want to find it, named it "TTB Kulas Outpost"

User was warned for this post
Last edit: 2012-09-03 01:30:37
Old Post

 
 dextrin303   Sweden. September 02 2012 17:08. Posts 281
Profile # 
could you post a screenshot of the whole map?
Old Post

  kaokentake   September 02 2012 17:09. Posts 379Profile # 

On September 02 2012 17:08 dextrin303 wrote:
could you post a screenshot of the whole map?



ugh its a tga file how do i convert this tga lol
Old Post

 
 Anthonie   Netherlands. September 02 2012 17:13. Posts 204
Profile Blog # 
It seems like one or two tanks on the 'drop pad' can cover the path to the main, natural and potential fourth pretty easily. Heck, I believe Toss can even FFE between the fourth and the drop pad, allowing the toss to take a really fast third if anything.
Old Post

 
 BlackPanther   United States. September 02 2012 17:14. Posts 445
Profile # 
From the screenshots it looks like you barely put any work into it and without a full map shot we can't even determine if its a viable competitive map. More effort please.
Old Post

  kaokentake   September 02 2012 17:15. Posts 379Profile # 
found out how to convert it

here it is

http://s11.postimage.org/4d1knwskj/Kulas_Outpost.jpg
Last edit: 2012-09-02 17:25:27
Old Post

  kaokentake   September 02 2012 17:16. Posts 379Profile # 

On September 02 2012 17:14 BlackPanther wrote:
From the screenshots it looks like you barely put any work into it and without a full map shot we can't even determine if its a viable competitive map. More effort please.



I didnt use many doodads because I wanted it to be low on file size so bad computers wont lag in beginning taking away seconds of the start.

the map is complete except for doodads.
the full pic I uploaded from the map editor shows that the maps done. The only improvements i can make to it is addind doodads which make it laggier, but the map layout / base layout is complete and theres nothing more than that to add
Old Post

 
 Ghanburighan   Estonia. September 02 2012 17:19. Posts 3412
Profile # 

On September 02 2012 17:15 kaokentake wrote:
found out how to convert it

here it is

http://s12.postimage.org/ral2yr7jx/Kulas_Outpost.jpg


Post it in the OP.
Cry 'havoc' and let slip the dogs of war
Old Post

 
 urashimakt   United States. September 02 2012 17:22. Posts 1518
Profile # 
The reason that it's a good idea to post in the custom maps section is so that people who know and/or deal in custom maps will comment on the thread. If you post it here, as you have, people who probably aren't so inclined will reply to you.
Who dat ninja?
Old Post

 
 ANoise   United States. September 02 2012 17:23. Posts 66
Profile # 
I think I can see some issues that I would have with the map, but if you want to get a good idea of how it scales up to TDA (and other competitive maps) you could do some test-runs and time the actual attack distances between bases.
Last edit: 2012-09-02 17:24:14
Si, abbiamo un anima. Ma'e fatta piccoli di tanti robot.
Old Post

 
 LuckoftheIrish   United States. September 02 2012 17:24. Posts 1766
Profile # 
Serious positional imbalances. There's no way this map could be played as anything other than forced cross-spawn, meaning it's not really a 4-player map.
On Twitter @GosuGamers_LotI | Come park the Gracken, you newb.
Old Post

 
 y0su   September 02 2012 17:24. Posts 1759
Profile # 

On September 02 2012 17:22 urashimakt wrote:
The reason that it's a good idea to post in the custom maps section is so that people who know and/or deal in custom maps will comment on the thread. If you post it here, as you have, people who probably aren't so inclined will reply to you.

this
GL with your map making!
Old Post

  kaokentake   September 02 2012 17:24. Posts 379Profile # 
i resized the image to 1024. easier to see now

http://s11.postimage.org/4d1knwskj/Kulas_Outpost.jpg
Old Post

 
 Akilleus   Sweden. September 02 2012 17:28. Posts 76
Profile # 
This map looks horrible for zergs. P and T can take 3-4 bases and defend without any problem. In ZvP there is no wide area to take a fight before broodlords. I would veto this map directly if I could.

EDIT: Spelling
Last edit: 2012-09-02 17:29:04
Old Post

 
 Cinim   Denmark. September 02 2012 17:32. Posts 640
Profile # 
Seems like a map you just went and created because you for some reason felt that no maps out there are good for you - this map is so protoss biased it's not even funny

I bet you are protoss, right?
Hell, it's about time
Old Post

  xmungam   United States. September 02 2012 17:33. Posts 1049Profile # 

On September 02 2012 17:24 kaokentake wrote:
i resized the image to 1024. easier to see now

http://s11.postimage.org/4d1knwskj/Kulas_Outpost.jpg

this did not work.... right link? what? the image that this links me to is very small
youtube.com/xmungam ~~ twitch.tv/thenessman
Old Post

 
 Flummie   Netherlands. September 02 2012 17:33. Posts 363
Profile # 
It looks like a swastika. Needs to play it before I can decide if it is any good or not though :D
ผมพยายามหาคำตอบอยู่ตลอดเวลา
Old Post

  kaokentake   September 02 2012 17:36. Posts 379Profile # 

On September 02 2012 17:33 xmungam wrote:

Show nested quote +


this did not work.... right link? what? the image that this links me to is very small



whats the hell. when i open the ling with google chrome its large.

but when i open it with opera its small
Old Post

 
 Kuni   Austria. September 02 2012 17:50. Posts 709
Profile Blog # 

On September 02 2012 17:36 kaokentake wrote:

Show nested quote +




whats the hell. when i open the ling with google chrome its large.

but when i open it with opera its small


And I thought you were pulling a nice troll :-(
bonus vir semper tiro
Old Post

 
 sevia   United States. September 02 2012 17:55. Posts 874
Profile # 
Hopefully you can take this constructively.

But... Honestly? It's bad. It's blocky, there's no natural flow, the bases are awkwardly placed, and there are chokepoints basically everywhere with no room for maneuverability or flanking.

The aesthetics are one thing, but even assuming that the map got a full makeover from someone more experienced, it just wouldn't produce good games. There are ridiculous positional imbalances, the layout of the third in particular just doesn't work (when you do rotational symmetry, you have to be incredibly careful about this). Also, the layout of the map is basically a series of corridors, whereas good maps consist of open spaces linked together in ways that make sense and are conducive to a wide variety of gameplay.

Again, this is just my honest criticism. You need to study better 4-player maps and possibly improve your knowledge of SC2 in general before you tackle map-making. A lot of things you say indicate that you're not quite there yet. Good luck if you choose to work at this, everyone can improve in some way.
원이삭 PartinG || 김동환 viOLet || 고병재 GuMiho
Old Post

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