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Lycan Hills VERSION 2.0 LIVE (by Ethan "Lore" Jones)
Tileset: Various Map Size: 148x144 Published on: [NA] [EU] [SEA] [KR]
(click image for larger version) [Fog doesn't show up in the overview, but does in-game.]
Other images: (1.0) + Show Spoiler +
Introduction / Map Concept:
This map was original inspired by the BW Blue Storm by Earthattack. What it became, as I continued to retool it for SC2, was something that I think stands out as being original and unique. This map has probably around 30 games played on it so far on its beta versions, and most all the games seemed very interesting and entertaining. There is little wasted space on this map and expansion patterns are anyone's best guess. I have seen different combinations in almost every game and I really like how that turned out.
Please note that there are LoS blockers between the natural and main so you can't warp into the main from the back of the natural. The little pillars block vision, but they cannot be dropped on.
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You can contact me at lore@galaxyesports.com
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Russian Federation4295 Posts
Can you try different lighting? For example different angle of light or other day-time (night or morning)
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On May 17 2013 06:58 Existor wrote: Can you try different lighting? For example different angle of light or other day-time (night or morning) I can, any reason to do that in particular?
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That main looks really big, might have some trouble stopping heavy drop play or nydus
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Main size is suuuper standard here. (I have a version of the map that he sent me a few days ago and I just measured)
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From what I can see of the main-nat this looks like it will play out exactly the same as TDA in ZvZ. Which is a bit depressing considering that people are trying to move forward with anti-muta builds, and getting ahead in the ling/bling secures you the muta victory (in the 10% that it gets to that point, lol). The rocks do help it a bit but the concern is actually in sim-city.
Does the creep reach out far enough for you to build a sim-city that defends the main/nat choke? I don't think so from the looks of it. (What I'm worried about is that if you sim-city off your nat, you leave the aggressive player a clear shot into your main - meaning that you're basically dead - you have to have creep in order to have the best success with defensive banelings).
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On May 17 2013 14:06 Qwyn wrote: From what I can see of the main-nat this looks like it will play out exactly the same as TDA in ZvZ. Which is a bit depressing considering that people are trying to move forward with anti-muta builds, and getting ahead in the ling/bling secures you the muta victory (in the 10% that it gets to that point, lol). The rocks do help it a bit but the concern is actually in sim-city.
Does the creep reach out far enough for you to build a sim-city that defends the main/nat choke? I don't think so from the looks of it. (What I'm worried about is that if you sim-city off your nat, you leave the aggressive player a clear shot into your main - meaning that you're basically dead - you have to have creep in order to have the best success with defensive banelings).
1 creep tumor connects everything completely, and the nat choke is functionally 2x with the rocks. I think this plays out similar to any map that has a main to nat ramp that is not extremely close to the natural. If you wanna play some ZvZ on it and send a PM with reactions then that would be great too.
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The main choke is 4 squares wide here (same width as a standard 1FF main ramp) vs. 6 squares on TDA. So that already should make some difference.
I do think the main town hall could be moved closer to the main choke without any repurcussions.
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I see more resemblance to Bel'Shir Beach than Blue Storm tbh.
The thirds look unnecessarily painful to take, though. There's only one real choice for a third base, and there are just too many entrances through which it can be attacked, not to mention that between the nat and third there's a huge open space, pretty much the opposite of what you'd want as Protoss.
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On May 17 2013 14:53 NewSunshine wrote: I see more resemblance to Bel'Shir Beach than Blue Storm tbh.
The thirds look unnecessarily painful to take, though. There's only one real choice for a third base, and there are just too many entrances through which it can be attacked, not to mention that between the nat and third there's a huge open space, pretty much the opposite of what you'd want as Protoss. I have been able to take a third vs zerg every time. It looks more open than it is. the collapsible rocks can be utilized as well. There is 1 clear choice for a third, yes, however 1 zerg i practice with always take the bottom base as the third, so whatevs. functionally the third has 2 main attack paths that merge into on another, and then a back, round the bend kinda path. It feels easier to take than the daybreak third or the thirds on any of the current ladder maps, other than akilon.
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On May 17 2013 15:22 lorestarcraft wrote:Show nested quote +On May 17 2013 14:53 NewSunshine wrote: I see more resemblance to Bel'Shir Beach than Blue Storm tbh.
The thirds look unnecessarily painful to take, though. There's only one real choice for a third base, and there are just too many entrances through which it can be attacked, not to mention that between the nat and third there's a huge open space, pretty much the opposite of what you'd want as Protoss. I have been able to take a third vs zerg every time. It looks more open than it is. the collapsible rocks can be utilized as well. There is 1 clear choice for a third, yes, however 1 zerg i practice with always take the bottom base as the third, so whatevs. functionally the third has 2 main attack paths that merge into on another, and then a back, round the bend kinda path. It feels easier to take than the daybreak third or the thirds on any of the current ladder maps, other than akilon. It sounds like you need a more aggressive zerg to test against. This can't possibly be easier than daybreak. ^^
I like the idea to take the backhand 3rd. This is actually by bigger problem with the "obvious" 3rd base... it's actually quite a close push distance from the enemy nat or 3rd. This map would be pretty hard for zvt I think. And the hellions would be impossible to keep away from the close 3rd unless you overmake units or static defense, which is like free damage every game.
How set are you in the close 3rd and main/nat design? I feel like you could play around with how they are oriented and get a better result. Or more drastic changes to the close 3rd. Because I think the big strong point of the map is the axis tilt and fight on the high ground ridge in the mid game going into 4bases. Which are also pretty close but the option to take the far lowground for a 4th is alright I suppose.
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I can't click on the pictures to enlarge them....
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On May 17 2013 16:14 EatThePath wrote:Show nested quote +On May 17 2013 15:22 lorestarcraft wrote:On May 17 2013 14:53 NewSunshine wrote: I see more resemblance to Bel'Shir Beach than Blue Storm tbh.
The thirds look unnecessarily painful to take, though. There's only one real choice for a third base, and there are just too many entrances through which it can be attacked, not to mention that between the nat and third there's a huge open space, pretty much the opposite of what you'd want as Protoss. I have been able to take a third vs zerg every time. It looks more open than it is. the collapsible rocks can be utilized as well. There is 1 clear choice for a third, yes, however 1 zerg i practice with always take the bottom base as the third, so whatevs. functionally the third has 2 main attack paths that merge into on another, and then a back, round the bend kinda path. It feels easier to take than the daybreak third or the thirds on any of the current ladder maps, other than akilon. It sounds like you need a more aggressive zerg to test against. This can't possibly be easier than daybreak. ^^
I promise you it is.
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I'd like to see you reduce the size of the main's a bit and move back the 3rd some to make it just a bit easier to defend, also I'd remove the watch towers and put long destructable rocks at the middle map ramps, and possibly reduce the choke size of the side ramps to add a more dangerous element to them, as well as buffing the high ground advantage in the middle of the map. Looks pretty solid overall though, I love the concept/design/terrain work.
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On May 18 2013 01:20 Whiplash wrote: I'd like to see you reduce the size of the main's a bit and move back the 3rd some to make it just a bit easier to defend, also I'd remove the watch towers and put long destructable rocks at the middle map ramps, and possibly reduce the choke size of the side ramps to add a more dangerous element to them, as well as buffing the high ground advantage in the middle of the map. Looks pretty solid overall though, I love the concept/design/terrain work.
Thanks for the feedback! Most of those ideas sounds reasonable, I'll give it a whirl.
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Version 2.0 now live.
Removed watchtowers, added destructible debris and altered the 3rds.
I had the debris in earlier versions anyway, adding back doesn't bother me much.
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I just played a game on the map to test it the new changes, and there are a couple of vespene geisers in the middle of the map... lol
....Actually now that i see the map's thread more closely you can see them in the overview of the map :|
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On May 20 2013 06:18 Uvantak wrote: I just played a game on the map to test it the new changes, and there are a couple of vespene geisers in the middle of the map... lol
....Actually now that i see the map's thread more closely you can see them in the overview of the map :| fixed. Just a stupid error.
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lore hid geysers in the trees so he would have an advantage when he plays on his map (he plays protoss).
I'm glad you caught him, uvantak. We at galaxy don't tolerate cheaters :-P
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