(2) OBELISK - Created by IeZ after an Uvantak idea.
Map Features & Info:
*153x153
No Watchtower!
Half bases
Forum Index > SC2 Maps & Custom Games |
IeZaeL
Italy989 Posts
(2) OBELISK - Created by IeZ after an Uvantak idea. Map Features & Info: *153x153 No Watchtower! Half bases | ||
ZigguratOfUr
Iraq16955 Posts
The reason why most mapmakers (i.e basically everyone except for you and Kantuva) avoid diagonal symmetry is because of what happens naturally to expansion patterns on diagonally symmetric maps. The symmetry forces you to expand towards the opponent at the same time as the opponent expands towards you. Additionally it often causes straight hallways between both players' expansions which leads to rather unfortunate gameplay. The poster child for these problems is probably your own Shiva (the version that appeared in the map test tournament). There was only a single viable third, and a straightaway between the thirds which meant that timing attacks against the third were by far the most common strategy, and that if you held off a timing attack, 90% of the time the best thing to do was to shove back at their third. Most of the map never got used because of this and games essentially became a matter of push-counterpush. It's essentially circle syndrome's diagonally symmetrical ugly cousin hallway syndrome. There are ways to defeat the ugly cousin of course, and a map I thought did a good job at it is Keres Passage. The middle of the map on Keres Passage does a great job at breaking apart the linear army movement that diagonally mirrored map usually suffer from. Coming back to Obelisk, I do think that it handles its diagonal symmetry a lot better than Epiphany and Shiva do mostly due to how the distances are, and how the rocks are handled, and it wouldn't suffer from push-counterpush to nearly the same extent, but motion on this map would still be very heavily along the top-right to bottom-left axis. Having the map be rotationally symmetrical would increase the amount of vertical and lateral motion which I think would lead to more positional army motion in the central of the map. The collapsible rock towers especially would gain a greater importance on the map, as the way things currently are I don't see them coming into play much if at all. | ||
Fatam
1986 Posts
A nitpick but I think the main ramp should be shoved back a space or two. It wouldn't change the choke for walling off but it would give a little more room for defending armies to maneuver. I actually think you could make both half bases into full bases and the map would still work. Sure, some tweaks to make things fit correctly and such, but it wouldn't be far off. A quick third at the lowground base could be easily punished by enemy units on the highground above (which you'd have to clear the rocks to deal with) and the purple 3rd is still fairly exposed.. so I don't think it would be terribly turtley. | ||
ATTx
Korea (South)178 Posts
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Zweck
Germany211 Posts
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SidianTheBard
United States2474 Posts
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Gavinrivera
United States15 Posts
The protoss yellow with stairs going into this kind of zerg-like dirt is nasty It doesn't help that the yellow tiles are kind of round and bumpy looking. Very gross, please save my eyes :p | ||
Antares777
United States1971 Posts
The color scheme is a little jarring in the overview. You could change your palette or maybe make it more dull by turning the brightness or contrast down? | ||
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