Plexa Profile Blog Joined October 2005 Aotearoa 38208 Posts #2 There's some awkwardness with the center of the map since it doesn't hold much strategic value. I'm also concerned about the strength of the high ground third when used as a staging point for aggression.



Looks like a decently interesting map though. Good job. Administrator ~ Spirit will set you free ~

Avexyli Profile Blog Joined April 2014 United States 686 Posts #3 On January 02 2016 10:27 Plexa wrote:

There's some awkwardness with the center of the map since it doesn't hold much strategic value. I'm also concerned about the strength of the high ground third when used as a staging point for aggression.



Looks like a decently interesting map though. Good job.



Many of my earlier iterations involved golds towards the center, but with the symmetry of the map it just didn't work out. :/ Many of my earlier iterations involved golds towards the center, but with the symmetry of the map it just didn't work out. :/ AVEX - 1st place TLMC8 & 9 (and 3rd and 4th, respectively), 2nd place TLMC11, 3x Finalist of TLMC7 (5th), 3x Finalist of TLMC10 (5th)

Fatam Profile Joined June 2012 1986 Posts #4 That main/nat/3rd looks like fun. I prefer this implementation over Dash's - having the more direct route to the main be the narrow one makes more sense. The main looks a touch small, but there's some room on the side of the nat so I guess it's no huge deal.



I wonder if the rocks + cooling tower is really necessary. I think either on their own would be enough. 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

sTYleZerG-eX Profile Joined January 2010 France 427 Posts #5 Great Map! You getting better and better.

I agree with Fatam, u should pick what rock block u want. 10% luck, 20% skill, 15% concentrated power of will, 5% pleasure, 50% pain, And 100% reason to remember the name!

Avexyli Profile Blog Joined April 2014 United States 686 Posts #6 I'll probably get rid of the tower. I just liked that you could hit the tower from the highground and ramp to create a choke or re-seal the wall the rocks gave you in the beginning. AVEX - 1st place TLMC8 & 9 (and 3rd and 4th, respectively), 2nd place TLMC11, 3x Finalist of TLMC7 (5th), 3x Finalist of TLMC10 (5th)

Meavis Profile Blog Joined September 2011 Netherlands 1296 Posts #7 proportions and locations are solid, but some areas have room for improvement without influencing the rest of the map to much.



the nat looks a bit overly tucked in, maybe some changes could be made but not that neccesary, though id still recommend doing so.



the horizontal mid bases could use the same treatment given to the vertical mid bases to split them, though the cente might become to choky, leading to dome minor changes there, or maybe a rework of the center to make it moe interesting, though an interesting center is always hard to pull off. Ex organizer of Starcraft Mapmaking Association, currently retired.

Avexyli Profile Blog Joined April 2014 United States 686 Posts #8 On January 04 2016 07:54 Meavis wrote:

proportions and locations are solid, but some areas have room for improvement without influencing the rest of the map to much.



the nat looks a bit overly tucked in, maybe some changes could be made but not that neccesary, though id still recommend doing so.



the horizontal mid bases could use the same treatment given to the vertical mid bases to split them, though the cente might become to choky, leading to dome minor changes there, or maybe a rework of the center to make it moe interesting, though an interesting center is always hard to pull off.



I made the natural tuck in that fashion to combat 13/12, though I guess the bounds of the map (and it being 4p) would be enough to combat it. It also gives it more space since the main is lacking. But if it does need to be pushed forward a bit, I can do that.



What would you propose for center changes?

I made the natural tuck in that fashion to combat 13/12, though I guess the bounds of the map (and it being 4p) would be enough to combat it. It also gives it more space since the main is lacking. But if it does need to be pushed forward a bit, I can do that.What would you propose for center changes? AVEX - 1st place TLMC8 & 9 (and 3rd and 4th, respectively), 2nd place TLMC11, 3x Finalist of TLMC7 (5th), 3x Finalist of TLMC10 (5th)

Qwyn Profile Blog Joined December 2010 United States 2772 Posts #9 Gorgeous aesthetics, would prefer even more of the dead air space on the outside of the map to be eliminated. This is in particular a reaction against the atrocious Blizzard maps this season - I hate how much air space blankets the outside of those maps.



This is only a problem because people don't restrict themselves to smaller maps (which should be the norm!). There shouldn't be this absurd amount of dead airspace (not to mention it makes it so obnoxious for Zerg),



In comparison your map doesn't have much dead airspace at all....would just love to see it reduced even more.



Gorgeous aesthetics, man...just gorgeous. "Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0

Avexyli Profile Blog Joined April 2014 United States 686 Posts #10 On January 04 2016 18:25 Qwyn wrote:

Gorgeous aesthetics, would prefer even more of the dead air space on the outside of the map to be eliminated. This is in particular a reaction against the atrocious Blizzard maps this season - I hate how much air space blankets the outside of those maps.



This is only a problem because people don't restrict themselves to smaller maps (which should be the norm!). There shouldn't be this absurd amount of dead airspace (not to mention it makes it so obnoxious for Zerg),



In comparison your map doesn't have much dead airspace at all....would just love to see it reduced even more.



Gorgeous aesthetics, man...just gorgeous.





If you mean along the edge of the map there's essentially zero deadspace. If you mean along the edge of the map there's essentially zero deadspace. AVEX - 1st place TLMC8 & 9 (and 3rd and 4th, respectively), 2nd place TLMC11, 3x Finalist of TLMC7 (5th), 3x Finalist of TLMC10 (5th)

Fatam Profile Joined June 2012 1986 Posts #11 little airspace ftw



terrible protoss player here who has been brutalized by speedvacs too much in HotS :-P 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

Blizzkrieg Profile Joined March 2014 95 Posts #12 On January 04 2016 07:54 Meavis wrote:the nat looks a bit overly tucked in, maybe some changes could be made but not that neccesary, though id still recommend doing so.



The nat does look a bit cramped. I know it's nit-picky, but could you pull the mineral lines back just a bit to give it some extra room? I haven't yet played the map, so like I said, this is a nit-pick if anything.



Otherwise, I like the aesthetic a lot. Have you made any updates since you first posted it? It looks a bit different since I last saw it.

The nat does look a bit cramped. I know it's nit-picky, but could you pull the mineral lines back just a bit to give it some extra room? I haven't yet played the map, so like I said, this is a nit-pick if anything.Otherwise, I like the aesthetic a lot. Have you made any updates since you first posted it? It looks a bit different since I last saw it. Man is equally incapable of seeing the nothingness from which he emerges and the infinity in which he is engulfed. -Blaise Pascal

Avexyli Profile Blog Joined April 2014 United States 686 Posts Last Edited: 2016-01-05 22:09:25 #13 Nothing has changed since I posted it. If really needed I can push the natural a little over, but I had it close to help with ZvZ, but since the map is on the larger scale I guess it wouldn't matter.



EDIT: I have now changed the center, doubling the watchtower count and moving them closer to the outer bases. I removed the tower at the natural as well as removed the rock ramp at the thirds, replacing them with gold bases. I also added highground cliffs to the other highground thirds. AVEX - 1st place TLMC8 & 9 (and 3rd and 4th, respectively), 2nd place TLMC11, 3x Finalist of TLMC7 (5th), 3x Finalist of TLMC10 (5th)

DariusTirsar Profile Joined April 2015 Romania 13 Posts #14



Small bug Small bug

Avexyli Profile Blog Joined April 2014 United States 686 Posts #15 Fixed! AVEX - 1st place TLMC8 & 9 (and 3rd and 4th, respectively), 2nd place TLMC11, 3x Finalist of TLMC7 (5th), 3x Finalist of TLMC10 (5th)

Avexyli Profile Blog Joined April 2014 United States 686 Posts #16 This map was included in my submissions to Blizzard. A quick update, I prevented cross spawn, due to the rush distance being fucking huge. AVEX - 1st place TLMC8 & 9 (and 3rd and 4th, respectively), 2nd place TLMC11, 3x Finalist of TLMC7 (5th), 3x Finalist of TLMC10 (5th)

Fatam Profile Joined June 2012 1986 Posts #17 prevented cross spawn? that's an interesting one that you don't hear too often. 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

opisska Profile Blog Joined February 2011 Poland 8848 Posts #18 On January 05 2016 12:29 Fatam wrote:

little airspace ftw



terrible protoss player here who has been brutalized by speedvacs too much in HotS :-P



This is actually a very strongly drop/muta map due to the difficult ground traverse outside the main and 3rd base. It's not really that much about the amount of dead airspace, but about the difference of mobility between air and ground units. You won't ever feasibly cover all the available ground anyway.



I for one welcome a map with a completely flat center, I don't see the pressing need for endless terrain creations to be put there. This is actually a very strongly drop/muta map due to the difficult ground traverse outside the main and 3rd base. It's not really that much about the amount of dead airspace, but about the difference of mobility between air and ground units. You won't ever feasibly cover all the available ground anyway.I for one welcome a map with a completely flat center, I don't see the pressing need for endless terrain creations to be put there. "Jeez, that's far from ideal." - Serral, the king of mild trashtalk

Xenotolerance Profile Joined November 2012 United States 464 Posts #19 Too early to call gratz on making ladder? www.alonetone.com/xenotolerance

Avexyli Profile Blog Joined April 2014 United States 686 Posts #20 I dunno man. I just got informed about it and I'm trying to stay in my chair. AVEX - 1st place TLMC8 & 9 (and 3rd and 4th, respectively), 2nd place TLMC11, 3x Finalist of TLMC7 (5th), 3x Finalist of TLMC10 (5th)

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