Viperbird Profile Joined September 2010 United States 118 Posts Last Edited: 2016-05-02 01:25:31 #1 [M] (2) Nerazim Outpost



Category: (1) Macro Maps







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Size: 160x160 (Playable 140x132)

Tileset: Zhakul'Das (Jungle)

Spawn Positions: 5, 10

Base Count: 14

Servers: NA, EU, KR, SEA



This is my first map, so I am still learning things. Feel free to give me tips if you see something that is wierd/off.



+ Show Spoiler [Idea/Concept] + After much fumbling around in the map editor, I more or less came up with this design. I planned on having a map where 2 bases are very easy to defend, but to go beyond that, units will be needed to take down the rocks at the 3rd. A riskier 3rd/4th base can be taken, but strong map presence will be needed to take additional expansions. The high ground will be very important to controlling the tempo of the game, but watch out for drop play.



I haven't gotten much play-testing on this map. Feel free to leave feedback and tell me what you hate and what should be changed to improve the map for more fun/balanced play.



+ Show Spoiler [Changelog] +

v0.3 - Updated mineral fields to be "standard" (Thanks to Avex for the help) Changed destructible rocks at the in-base expansion to a different rock doodad with much lower HP (100HP with 3 armor) This should allow the expansion to be taken faster. Fixed some foliage issues. Added some more doodads/misc stuff.



v0.2 - Changed angle of some ramps. Reworked low ground 4th base to make defending easier. Added some more texturing. (click to enlarge)(click to enlarge)(click to enlarge)160x160 (Playable 140x132)Zhakul'Das (Jungle)5, 1014NA, EU, KR, SEAThis is my first map, so I am still learning things. Feel free to give me tips if you see something that is wierd/off.I haven't gotten much play-testing on this map. Feel free to leave feedback and tell me what you hate and what should be changed to improve the map for more fun/balanced play. If at first you don't succeed, don't try skydiving!

RoomOfMush Profile Joined March 2015 1296 Posts #2 You should upload some more detailed pictures too. Not everybody who is interested in commenting has SC2 ready to test the map out in game. Judging from the top-down view the layout could be good. The horizontal / vertical ramps arent that good an idea though. People usually dont like them.

I love the color scheme though.

EatThePath Profile Blog Joined September 2009 United States 3939 Posts #3 You essentially force players (zerg I'm worried about) to break rocks before they can put down a 3rd base, unless they go to the center lowground expansion which is almost as close to opponent as to you. If you changed the ramp placement there to make the route more direct this could be alleviated a lot. Or, figure out a way to have a 2 entrance natural that leads to an edge 3rd base.



I like the idea of a pocket expo blocked by rocks but I think you need a slightly easier 3rd base option out on the map. Comprehensive strategic intention: DNE

Fatam Profile Joined June 2012 1986 Posts #4 this is pretty cool for a 1st map, even if it has issues or what not 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

Viperbird Profile Joined September 2010 United States 118 Posts #5 Updated a few ramps and the 4th base. Check it out.



Also, when in game the rocks at the in base expansion/3rd do not show through the fog of war. Does anyone know how to change that? If at first you don't succeed, don't try skydiving!

EatThePath Profile Blog Joined September 2009 United States 3939 Posts #6 I like this a lot now ^^



The in-base vulnerability of the outside 4th is really neat, and the adjusted alternate path to the lowground looks like it could make for some interesting timing push posturing. Comprehensive strategic intention: DNE

Avexyli Profile Blog Joined April 2014 United States 686 Posts Last Edited: 2016-05-01 00:38:15 #7



There's a



Many of your mineral lines are really wonky,There's a nice guide on how to set them up in a standard fashion if you want to improve: AVEX - 1st place TLMC8 & 9 (and 3rd and 4th, respectively), 2nd place TLMC11, 3x Finalist of TLMC7 (5th), 3x Finalist of TLMC10 (5th)

Viperbird Profile Joined September 2010 United States 118 Posts #8 On May 01 2016 09:38 Avexyli wrote:

Many of your mineral lines are really wonky,



There's a



Many of your mineral lines are really wonky,There's a nice guide on how to set them up in a standard fashion if you want to improve:

Thanks so much. I will work on that. Thanks so much. I will work on that. If at first you don't succeed, don't try skydiving!

Viperbird Profile Joined September 2010 United States 118 Posts #9 v0.3 - Updated again!



Changed mineral fields to be "standard." (Thanks to Avex for the help) Changed destructible rocks at the in-base expansion to a different rock doodad with much lower HP (100HP with 3 armor) This should allow the expansion to be taken faster. Fixed some foliage issues. Added some more doodads/misc stuff. If at first you don't succeed, don't try skydiving!