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Labyrinth
bounds: 152x152
one of my entries for TLMC8.
Since I am not a very creative mapmaker I decided to look around for inspiration and built on top of it with my own visions, my eye fell on one of seingaltons works, twin entalger: http://www.teamliquid.net/forum/sc2-maps/477804-2-twin-entangler
My rework of it would only keep a few key features: inbase gold elevated/narrow center longer path around the center
a bigger change was cutting 2 of the spawns and reworking it into a 2player map.
the center was also expanded into what gave the map it's name, a semi labyrinth with multiple passages, each with a few side alleys with LoS blockers in them.
watchtowers were added to make certain points and strategies more interesting. expansion patterns were also reworked.
during the creation process I've had a whole lot of help from Kantuva, who provided the initial texture set, came up with some tiny tweaks that helped make the map more solid and also improved my poor aesthetics by a ton.
with that I want to give a big thanks to both SeinGalton for the original providing inspiration for this, and Kantuva for his contributions.
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Not entirely sure why, but this map REALLY appeals to me. I like it. Although I could see late game army engagements in the center kinda being awkward, and am not entirely sure of the mains back entrance, it may be better removed, and then some of the space used to expand the size of the main (While leaving the gold in place/or replacing with normal resources), but that's basically all my concerns.
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Cool cool. I thought this one had a shot at finalists when I first saw it, it looks like fun. I would take this over some of the finalists tbh.
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Still a cool map. But I would suggest to place the geysirs of the gold base inside and also let a small, with rocks blocked choke (2-3 tiles wide) so you could still defend against harassments, but with a huge defenders disadvantage.
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This map reminds me of Warcraft 2
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On March 20 2017 00:57 Fatam wrote:i think the idea of the geysers' placement (similar to on http://www.teamliquid.net/forum/sc2-maps/502168-2-revanscar-relay) is you get full benefit of the base if you take the riskier outside location, whereas you only get minerals if you take it in-base. Makes sense so that stuff like carriers / mech / etc. aren't too good
yeah they used to be on the inside, and from testing we learned exactly what you said.
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I really like it too, and it indeed has a Warcraft (or other older rts games) feel to it.
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Conceptually there's a lot to like about this map but the elements are kind of good on their own without the cohesion I want to tie it all together. I feel like the first 4 bases are great and should get transplanted into something else that uses them better. You add an almost free 5th base (maybe not horrible given LotV meta) where camping at exterior gold location covers your latest 3 bases and presumably you have a wall at your nat anyway so, not much army positioning required / easy response times. Not much reason to parade in the middle. Then awkward circle syndrome lategame. Also predominating awkward narrowness / lack of spatial variation. If there was something drawing players to movement through / control of the middle then perhaps the narrow paths there could play out more usefully -- they are super cool but just not very relevant it seems to me.
Sorry for wall of text, hopefully you find the criticisms worth a thought
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Lovely textures give me a nostalgic feelings. Layout is super unique too.
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Very interesting map. The texture/style of the map isn't the type I typically fancy... but for whatever reason, this one came together nicely. It. just. works.
Well done.
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