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Unread Mon, 27th-Feb-2012, 5:09 PM BnetId: NioXin.141  Race: Location: Brisbane, Australia  Total Posts Made: 23 # 1
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Smiley: Thumbs up Help test my 1v1 map please.

Hi there, I have recently found myself playing around with the SC2 Editor lately. After tinkering around with it for a few weeks and rough sketching some ideas, I have finally put together a 1v1 map that I am now ready to share and get game play feedback on.

I am thus far pretty happy with the lay out of expansions, and over all look and feel, but it needs some play time for balancing the races on it. There's still a few texture blending and doodads to make look pretty but for my 1st map I think I've done ok and before I clean up the little things, but in case major changes are needed its been opened for testing.

So please, give it a try, play all match ups on it and let me know what good or bad in this forum post. Or if you happen to catch me on b.net

Search for map name "Moebius Territory"

Keep in mind this is my 1st ever map ever on any game, so be kind plz, GL HF and get back to me ♥

Quick Comments
 AlopexToT:  
great effort

Last edited by NioXin; Sun, 25th-Mar-2012 at 7:12 AM.
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Unread Mon, 27th-Feb-2012, 7:39 PM BnetId: ToRDarKnoob.480  Race: Clan: ToR  Location: melbourne, australia iAustralia  Total Posts Made: 167 # 2
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it looks pretty sick but its a bit small prone to rushes and it looks bad for zerg with all the chokes i may try it some time to see if my guess is true but it is nice from top view!
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Unread Mon, 27th-Feb-2012, 8:16 PM BnetId: cR.kez772 (NA)  Race: Clan: cR/TA  Location: Melbourne, Australia  Total Posts Made: 966 # 3
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Ok, here are the biggest problems that are HUGEEEEEEE:
1: With 2 entrances into the main base its COMPLETELY unviable. Any type of 6 pool will be impossible to stop since you cant wall it off, I advise putting dustin browder rocks at the backside entrance.

2: the 3rd looks a lil too easy to hold, maybe widen the back part a lil bit and then since there will be rocks protecting the backside of the main remove the rocks protecting the gold to add ease getting to main base rocks and then easier to attack 3rd base.

3: Back the defensive high ground up a lil bit defending the gold rocks. I feel it will be too easy to put a tank or 2 up there and have the gold very easy to defend, and then the gold is quite close to where the enemies 4th would be if they dont take their respective gold base.

4: I think there is TOO much dead space between the natural and the natural ramp and the 3rd base ramp. Protoss and terran rely a lot on holding chokes near or around their natural, but im not sure if this will actually end up being a big deal or not but i think it might be, i havnt actually played games on it yet sorry, just loaded up a custom on it and walked around. The problem with it being so far away is there are 3 entrances so setting up at the ramps is too hard and they are too far away to set up at ur natural as theres just too much room everywhere.

5:not that it makes a difference at the moment since its far away from the nat but the ramps leading up to natural from 3rd and other ramps are abusable to put a bunker in front of them and put a marine behind it (similar to entombed valley)

This is about all i can see atm, for reference im high master zerg but i have off raced protoss too and know a lot about the game so yeh.

good luck on contact me on twitter @heyitskez if u wanna set up somethign for more feedback!
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Unread Tue, 28th-Feb-2012, 7:20 AM BnetId: breadfan.875  Race: Clan: ToR  Location: Brisbane, Australia  Total Posts Made: 1,073 # 4
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Quote:
Originally Posted by kez View Post
Ok, here are the biggest problems that are HUGEEEEEEE:
1: With 2 entrances into the main base its COMPLETELY unviable. Any type of 6 pool will be impossible to stop since you cant wall it off, I advise putting dustin browder rocks at the backside entrance.
This! Rocks would be great sollution as I like the idea of having the double entrance come into play later in the game

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Originally Posted by kez View Post
2: the 3rd looks a lil too easy to hold, maybe widen the back part a lil bit and then since there will be rocks protecting the backside of the main remove the rocks protecting the gold to add ease getting to main base rocks and then easier to attack 3rd base.
I think that's part of the character of the map. It is so easy to take and hold bases, so it enourages long drawn out macro games.

Quote:
Originally Posted by kez View Post
3: Back the defensive high ground up a lil bit defending the gold rocks. I feel it will be too easy to put a tank or 2 up there and have the gold very easy to defend, and then the gold is quite close to where the enemies 4th would be if they dont take their respective gold base.
This is a pretty good point. This makes it uber turtley

I haven't had the chance to try it out (am at work right now) but I'm keen to give it a crack. Overall I love the look/feel, I hope you are going to be doing more!
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Unread Tue, 28th-Feb-2012, 5:24 PM BnetId: NioXin.141  Race: Location: Brisbane, Australia  Total Posts Made: 23 # 5
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Hi thanks guys, I totally forgot the 6 pool : Um ,so I put a rock s at the back of base ramp.. This is actually how I did have it on e an early version.

I just moved the gold base. Very good point about the tank and uber turtle power. Gold is now over further and has been replaced by a regular mineral base, I also closed the ramp near by.

Another small change is the run by beside the natutals ramp with the half rocks. The choke is now smaller to help against run bys. I still want this here for access to 4th and 5th and to make opportunity vs turtley player.

If you have any friends who'd like to try it please go for it and update me.. Thanks again
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Unread Tue, 28th-Feb-2012, 5:36 PM BnetId: NioXin.141  Race: Location: Brisbane, Australia  Total Posts Made: 23 # 6
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Quote:
Originally Posted by breadfan View Post
This! Rocks would be great sollution as I like the idea of having the double entrance come into play later in the game


I think that's part of the character of the map. It is so easy to take and hold bases, so it enourages long drawn out macro games.
Also, your right on the money here, it is kinda the style or character of this map, the idea was to give a fairly juicy looking 3rd while giving the attacker and way to get in there later, or you could defend your front and break to back sets of rock to take a 4th which is easy to defend with high ground near by and a Xel'naga tower for vision. But all this could very well play out quite differently, only play time will tell.
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Unread Tue, 28th-Feb-2012, 6:40 PM BnetId: cR.kez772 (NA)  Race: Clan: cR/TA  Location: Melbourne, Australia  Total Posts Made: 966 # 7
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yeah i like it, i just think its a lil TOO closed off, and giving terran/toss pretty free 3 bases whilst a relatively unsafe 4th/5th for zerg is asking for some seirous trouble lol >.< will check update version later on
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Unread Tue, 28th-Feb-2012, 7:20 PM BnetId: NioXin.141  Race: Location: Brisbane, Australia  Total Posts Made: 23 # 8
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Quote:
Originally Posted by kez View Post
yeah i like it, i just think its a lil TOO closed off, and giving terran/toss pretty free 3 bases whilst a relatively unsafe 4th/5th for zerg is asking for some seirous trouble lol >.< will check update version later on
Good point, the choke/run-by path beside the natural is meant to make the 3 bases a bit more scarey to hold... I am trying to balance this with the size of the choke, and maybe rock or not at the ramp itself. Give it a play with friends and see if how you go.
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Unread Tue, 28th-Feb-2012, 8:11 PM BnetId: TADivinity.650  Race: Clan: TA  Location: Sydney, Australia  Total Posts Made: 332 # 9
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I think you have come up with something really quite creative - well done!
Although I would most likely veto this as Zerg - Basically for the reason Kez has said.

Especially in ZvP. The Protoss can practically take an easy 9:00 / 10:00 minute (early) third, and should be able to go unpunished because of the small chokes. Especially against a ground based Zerg army
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Unread Tue, 28th-Feb-2012, 9:05 PM BnetId: NioXin.141  Race: Location: Brisbane, Australia  Total Posts Made: 23 # 10
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Thanks Divinity, I am trying to think of ways to help zergs on going expanding. I kinda am thinking that with there easy 3rd they will get faster map control anyway. But I do have that in mind, and will wait for play tests results.

I am also toying with the idea to remove the lower rocks into the 3rd back door to give more harassment opportunities for all races. That way you need to have good mini map watching/scouting to prevent it. Its not a novice map, but that's the point I think, hoping it'll force a few different strats, but remain a mid to late game map. Having said that, on all maps there are ways to abuse the terrain, some things that cannot be accounted for so easily.

Last edited by NioXin; Tue, 28th-Feb-2012 at 9:12 PM. Reason: More info
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Unread Sat, 3rd-Mar-2012, 11:03 AM Race: Location: sweden  Total Posts Made: 11 # 11
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Really good for terran, bad for zerg. I dont like the rock, maps with backdoor is pretty bad in my opinion... Make it more open and some different ways of attacking + surrounding...
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Unread Sat, 3rd-Mar-2012, 3:32 PM BnetId: faithHunter 598  Race: Clan: TN  Location: Indonesia  Total Posts Made: 260 # 12
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I have an idea regarding the back ramp on your first base. Why not remove it but keep the "back path" so that the enemy can destroy it and head straight for your third? That gives the enemy another attack path aside from the one next to your natural. Also, give some space from the back path from your base so that Tanks won't be able to abuse the low ground.

I made an analysis of the map on how Terran can abuse some features of the map, and how Zerg are put at a disadvantage when facing an opponent that are on the same features of the map. But sadly, there's only so much a Silver knows about the game, so please excuse me if I made some mistakes on the analysis.
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Unread Sat, 3rd-Mar-2012, 7:25 PM BnetId: NioXin.141  Race: Location: Brisbane, Australia  Total Posts Made: 23 # 13
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Thanks Noezxa. Detail is good. Um, I have made changes since. The side towers are deliberately given for defence cos I wanted and easier 4th base, and if you take that the back ramp into mains are protected. I have recently one ramp there so that it safer to hold. Yes terran can siege there, but if you get to that late of game vs terran, it'll be his 4th and you should have broods by then. This map is not for n00bs I'll admit that. You need good scouting and position to be safe to expand beyond 3rd base. But am trying to balance the outa expansions, hence removing Gold and a ramp.
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Unread Sat, 3rd-Mar-2012, 7:47 PM BnetId: NioXin.141  Race: Location: Brisbane, Australia  Total Posts Made: 23 # 14
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Heres newer overview picture. Note, No Gold. Ramp gone near tower at side. Larger more open choke there also. Outside corner expansions have more space.
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Unread Sat, 3rd-Mar-2012, 7:48 PM BnetId: faithHunter 598  Race: Clan: TN  Location: Indonesia  Total Posts Made: 260 # 15
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Quote:
Originally Posted by NioXin View Post
Thanks Noezxa. Detail is good. Um, I have made changes since. The side towers are deliberately given for defence cos I wanted and easier 4th base, and if you take that the back ramp into mains are protected. I have recently one ramp there so that it safer to hold. Yes terran can siege there, but if you get to that late of game vs terran, it'll be his 4th and you should have broods by then. This map is not for n00bs I'll admit that. You need good scouting and position to be safe to expand beyond 3rd base. But am trying to balance the outa expansions, hence removing Gold and a ramp.
OK. BTW, I think you said in your 1st post that you released this map on the SEA server right? I'll be trying it out, then
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Unread Sat, 24th-Mar-2012, 4:48 PM BnetId: NioXin.141  Race: Location: Brisbane, Australia  Total Posts Made: 23 # 16
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Sorry I've been moving house and extremely busy at work.

Made some more dramatic changes to the map today.

Here are some pictures. I removed the back door main ramp, and the rocks. Also, the high ground in mid (to avoid terran high ground holds) and instead has a fancy water feature with a terran statue marking his territory (see in pik) So, search for 'Moebuis Territory' and try it out plox.

Quick Comments
 sRDreaM:  
Omg the marine fountain was awesome
 asdfSchnitzel:  
 faithHunter:  
The marine statue makes this map imbalanced for Terran
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Unread Sat, 24th-Mar-2012, 4:59 PM BnetId: faithHunter 598  Race: Clan: TN  Location: Indonesia  Total Posts Made: 260 # 17
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Quote:
Originally Posted by NioXin View Post
Sorry I've been moving house and extremely busy at work.

Made some more dramatic changes to the map today.

Here are some pictures. I removed the back door main ramp, and the rocks. Also, the high ground in mid (to avoid terran high ground holds) and instead has a fancy water feature with a terran statue marking his territory (see in pik) So, search for 'Moebuis Territory' and try it out plox.
Lol at the marine fountain.

Anyway, I've tried the map a couple of weeks ago, and I have to say that the natural expansion is too wide IMO, for a natural expansion anyway. Other than that, I like the revisions that you made, especially removing the back ramp, the center ramp, AND the marine fountain.

Seriously. The marine fountain is so good and creative. Blizzard should've put that fountain on Metalopolis instead of a Mengsk statue.

And excuse me for not noticing this earlier, but I feel that the 4th will be REALLY hard to defend :/
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Earlygame ZvZ is basically a knifefight with suicide bombers.

Last edited by faithHunter; Sat, 24th-Mar-2012 at 5:01 PM.
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Unread Sat, 24th-Mar-2012, 5:28 PM BnetId: NioXin.141  Race: Location: Brisbane, Australia  Total Posts Made: 23 # 18
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Thanks. The fourth is meant to be harder, but my thinking is that by the time you have 3 bases you should be getting a pretty big army and muscle you way out, as zerg this can be harder, but I feel thats where you should be taking advantage of couter attack paths to pull your enemy back giving a chance to expand. The only thing I can do is make the outer corner expansion further in the corner. But need play time on it to really sus this out.

Last edited by NioXin; Sat, 24th-Mar-2012 at 5:29 PM. Reason: Typos
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Unread Sun, 25th-Mar-2012, 12:30 AM BnetId: MaTterJunKie.819  Race: Location: Bangkok  Total Posts Made: 24 # 19
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I like the map, played it a couple of times, so here are my comments:

1) There are too many chokes, really ff favored and not too easy for zerg. The third is a nice place, but there should be rocks there instead of a wide open ramp. I suggest you expand the map or you can make it sort of like Antiga Shipyard and make it a 4 person map.

2) The map maybe a little too easy to drop in, but I don't really know about that.

3)You should add more Xel naga towers, and maybe some bushes for the middle, because most of the battles tend to happen on the main ramp of someones base.

Other than that, great map, my friends and I really enjoyed it
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Unread Sun, 25th-Mar-2012, 1:28 AM BnetId: NextRim.158  BattleTag: NextRim#2260  Race: Clan: Team MN8  Location: Russia  Total Posts Made: 560 # 20
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Quote:
Sorry I've been moving house and extremely busy at work.

Made some more dramatic changes to the map today.

Here are some pictures. I removed the back door main ramp, and the rocks. Also, the high ground in mid (to avoid terran high ground holds) and instead has a fancy water feature with a terran statue marking his territory (see in pik) So, search for 'Moebuis Territory' and try it out plox.
I see two problems with the newest version:

Click the image to open in full size.
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Upgrade : Give roaches invulnerability to nukes, as their namesake on Earth have.
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