IeZaeL Profile Joined July 2012 Italy 967 Posts Last Edited: 2017-11-22 19:12:32 #1 On The Trail

144x150

Published on NA/EU/KR









Well well, here we are again. Been quite some time since the last thread, am i right?

So I've always wanted to do a map where the starting rush distance is veeeery long, creating some kind of tug-of-war gameplay, but that can be shortened by destroying some rocks. A central Xel'Naga will overlook all the possible attack paths, which is why controlling the middle will be so much important. Well, the first iterations weren't really.... how to say it... playable.







Map Features

Rocks are carefully positioned to create a long rush path at the start, that can be shortened by players choice.



The map is set on an oil facility in a remote desert planet.



Multiple Third Bases choices, either highground or lowground.





Tileset

+ Show Spoiler + MarSaraSandEx2

MarSaraRockyEx2

MarSaraDirtCrackedEx2

Purification_Desert_2

UmojaEx3_7

Purification_Desert_7*

Purification_Desert_6

Battlestation_5

MarSaraEx2 Organic/Manmade Cliffs



Aesthetic Shots

+ Show Spoiler +

























22/11/2017 - Version 1.0 Published

Well well, here we are again. Been quite some time since the last thread, am i right?So I've always wanted to do a map where the starting rush distance is veeeery long, creating some kind of tug-of-war gameplay, but that can be shortened by destroying some rocks. A central Xel'Naga will overlook all the possible attack paths, which is why controlling the middle will be so much important. Well, the first iterations weren't really.... how to say it... playable. Just take a look at this shit. Seriously. But, after a couple times, I finally found a a layout that was good. The rocks are carefully positioned so the players can decide how they want to approach the game, either defensively or offensively (something that has become a staple of my maps lately). Additionally, the layout suited itself for the "Base-Pods" design for the various expansions, where each one is only connected by a single ramp, in most cases a small one. This was something that BW maps featured heavily, but unfortunately it hasn't carried over to SC2 as much, mainly due to lack of positional units. With the new LOTV 4.0 changes, I believe this type of design is a breath of fresh wind that should be explored more.- VersionPublished Author of Coda and Eastwatch.

ZigguratOfUr Profile Blog Joined April 2012 Iraq 16050 Posts #2 I like the idea (though it does make scouting difficult and as a result proxies prevalent). Maybe the highground third base should have a second ramp to it, and not be a base pod imo to facilitate expanding towards the corners. Maps I made recently: Nevermore: https://i.imgur.com/NiqR0Rj.jpg | Rubaiyat: https://i.imgur.com/XD3E3vd.jpg | Grand Canal: https://i.imgur.com/kNgyOCo.jpg

IeZaeL Profile Joined July 2012 Italy 967 Posts #3 You are absolutely right, i've toyed a few times with adding a second ramp, albeit a small one, to the highground third base, ultimately deciding against it. Maybe i'll reconsider it! Author of Coda and Eastwatch.

Fatam Profile Joined June 2012 1986 Posts #4 i love love the concept but i fear that in the current iteration its too turtley.



also tiny nitpick but that purifier warp-in pad thing on the XNT feels super out of place, at least to me. but otherwise aesthetics are great Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime

blunderfulguy Profile Blog Joined April 2016 United States 1376 Posts #5 The layout seems wonky but in a way that I kinda like that could be intersting with the patch, and I love the colors. Those ramps could use a little more dirt on them, though. Blunder Man doing everything thing a blunder can.

themusic246 Profile Joined December 2012 United States 179 Posts #6 Have you tested this one out yet? I think if that highground third was harder to defend it would lose some turtleness and be fun to watch games on. 1st place Blizzard arcade RTC contest. 17 Team Liquid Map Contest Finalists. Developer of Zealot Hockey, Star Party, Monobattle Map Rotation and other stuff

Antares777 Profile Joined June 2010 United States 1971 Posts #7



You could switch the large chokes blocked by vertical rocks with the small open chokes so that a worker can check out potential proxy areas easier. This would shrink the rush distance and probably cause problems though. Another idea, and I'm not sure if this makes sense, is changing the central "N" shape to more of a "Z" shape or a "2" but that would be a lot of work and drastically change the map.



I did a quick sketch of what I'm trying to describe:

+ Show Spoiler + Proxies could end up being a concern regardless of whether or not the third has a second ramp added to it. The winding path allows for some proxies to be hidden laterally from the mains along the top or bottom of the map already. I would consider changing some of the gaps in the walls so that scouting these locations is easier.You could switch the large chokes blocked by vertical rocks with the small open chokes so that a worker can check out potential proxy areas easier. This would shrink the rush distance and probably cause problems though. Another idea, and I'm not sure if this makes sense, is changing the central "N" shape to more of a "Z" shape or a "2" but that would be a lot of work and drastically change the map.I did a quick sketch of what I'm trying to describe:

themusic246 Profile Joined December 2012 United States 179 Posts #8 Yea the highground proxy right to the side of the mains would be a proxy oracles best friend. Could always rock off the 12:00 and 6:00 base ramps to help with that. It would also allow you to float/drop an early secret base over there too if that were the case :3 1st place Blizzard arcade RTC contest. 17 Team Liquid Map Contest Finalists. Developer of Zealot Hockey, Star Party, Monobattle Map Rotation and other stuff