|
dezi
Germany1536 Posts
Avaible at EU and US
Map is currently used the the NASL S3 Qualifier.
+ Show Spoiler [Intro] +Behold young fellows, it's time for some new stuff from me. There are still 2 exams that need to be done but i got some spare time today (exam finished at 10am). I tried my very best but i couldn't resist the succubus like calls from the Galaxy Editor. So i opened it up and now at erm 1am ... wtf it's the next day ... i finished a version of OMF i consider nearly done (might only change minor things). You may wonder, what kinda stupid name this is? Shame on you if you don't know: OMF. But thats not all - this map is heavily inspired by Carthage from BW. + Show Spoiler [Carthage in BW] +Score at MotM#5Balance: 7.6 Aesthetics: 8.4 Intangibles: 6.6 Claimed Top 5 Spot (:
+ Show Spoiler [Map Info + Latest changes] +Before we get to the pictures, let me list some other informations about the map: -tileset: mostly Shakuras -playable size: 114x130 -bases per player: 6 (including Main and Nat) -HY?: no! -doodads used: 1965 You want to know more? Let me know!
Latest changes -sligtly poolished the textures at the lately changed corner 3rds -fixed some doodad placements -reestablished the ledge (cannot be dropped on anymore but used once again by reapers and colossi) -adjusted mineral placement -pics updated accordingly
Overview
HQ Version
The layout allows for an easy third and it starts getting interesting once someone wants to grab a HY expansion. The rocks allow for proxy and sneaky tech (XWTs can't see the middle path).
+ Show Spoiler [Analyzer Informations inside] +Main to Main is a tad longer than on Xel'Naga Caverns (147). Nat to Nat is also slightly larger than on Xel'Naga Caverns (117). Don't get fooled by the empty areas - this is mostly because i painted with the pathing tool on top of doodads (just to make sure ).
Additional Pictures + Show Spoiler [The ledge(s)] +Ya, you can cliff walk from 5th to main and from HY to the 5th and vice versa. Reapers back in da house? The fifth is also a good place for Overlords till you want to check if f.e. a toss had taken both gas.
+ Show Spoiler [tääänks?] +You can reach the gas of the 5th but nothing more - isn't this nice?
+ Show Spoiler [Walling] +Latest changes allow you to do a 3 Rax / Gate / ... wall like on most maps.
+ Show Spoiler [more] +
Make sure to take a look at my other maps: My Map Thread
|
|
Haha Barrin.
It's very cool. What about using neutral temple buildings instead of rocks, like some from the campaign? I think it would fit with the shakuras/ulaan. Or do you prefer one large diagonal?
|
the rocks in the middle are weird for me but +1 for original layout. its very cool
|
|
Great map, looks awesome.
|
god damn it Blizzard. make maps like these.
|
Carthage is an excellent map to port! Nice choice~
|
United States9655 Posts
i love you dezi!!!
now only if blizzard could somehow do the same thing and add it to the crappy map pool that we have... hm...
|
Wow this is one of the best Custom Maps I have seen - Good Job!
|
Is that where the robots fight? haha so awesome, OMF was too good, shame that the first bot was all you really needed.
|
Dezi, dude, stop it...
Everyones all pumped for next MotM and here comes Dezi stealing a spot in the top5. Realize how your actions affect others!
sick map
just sick
|
you should replace the center rocks with three smaller rocks/temples. It was cool in the original how if you only killed one or two of them you'd have a variable sized choke in the middle.
|
It IS carthage, isn't it? I thought it looked very familiar.
|
dezi
Germany1536 Posts
On February 11 2011 09:33 Barrin wrote: What the !@#$ !? You think you can just come in here, make a badass map and then post it on our forums!?
Oh okay just checking ^_^_^
On February 11 2011 09:57 WniO wrote: the rocks in the middle are weird for me but +1 for original layout. its very cool
On February 11 2011 10:00 iGrok wrote: Damn, this looks sweet.
On February 11 2011 10:11 Antares777 wrote:Great map, looks awesome.
On February 11 2011 10:17 Kenpachi wrote: god damn it Blizzard. make maps like these.
On February 11 2011 11:41 FlaShFTW wrote: i love you dezi!!!
Now only if blizzard could somehow do the same thing and add it to the crappy map pool that we have... hm...
On February 11 2011 19:30 Leviance wrote: Wow this is one of the best Custom Maps I have seen - Good Job! Thanks.
On February 11 2011 19:34 TMStarcraft wrote: Is that where the robots fight? haha so awesome, OMF was too good, shame that the first bot was all you really needed. Yep, thats OMF :D
On February 11 2011 20:11 ihasaKAROT wrote:Everyones all pumped for next MotM and here comes Dezi stealing a spot in the top5. Realize how your actions affect others! Don't be afraid of me taking a spot in MotM#3 - this can't happen because i'm a judge in march ^^
On February 11 2011 20:28 sob3k wrote: you should replace the center rocks with three smaller rocks/temples. It was cool in the original how if you only killed one or two of them you'd have a variable sized choke in the middle.
On February 11 2011 09:51 EatThePath wrote:[...] It's very cool. What about using neutral temple buildings instead of rocks, like some from the campaign? I think it would fit with the shakuras/ulaan. Or do you prefer one large diagonal? This might be one of the minor changes i gonna make after severals tests.
On February 11 2011 20:35 LunarC wrote: It IS carthage, isn't it? I thought it looked very familiar. Did you read the OP? :p
On February 11 2011 11:03 prodiG wrote: Carthage is an excellent map to port! Nice choice~ Mh, this sign (~) in germany is used if you are bored of sth. or just don't care ... hope it doesn't mean the same in the US.
|
map layout looks solid and fun. while I am not a fan of the shakuras textures tbh I think it looks good and bright with the blue-orange contrast.
unsure about doodads and textures. neonight looks so good because it has few dodads in the right positions. overall nice, but probably one would enjoy the visuals more if there were less in all areas except a really nice middle (like what you did).
i know everybody will hate me for my brutal honesty (hello Barrin!), but the plants on the dry sand pathes just look out of place in my opinion. also you use of shakuras trees could be better, right now they seem to be aligned around the bases borders, instead of forming logical patterns or groups
|
dezi
Germany1536 Posts
Trees aren't logical, i don't want to fill areas you could use for your units with trees just for the aesthetics. Below the plants is light gras (might be hard to see in the pictures). Or just think of: chopped forests (and those trees on the edges are hard to reach). + Show Spoiler +vs Group style looks kinda empty to me and may fit a desert style map.
I'm overall very happy with the design of the map and i don't want to turn this into a stylewise copy of another map. Neonights works because the complete tileset used favors lesser doodads used.
|
didn't want to suggest to copy anything. just had the impression trees and plants look good in groups than in rows. your explanation is understandable and I guess it is a matter of different sytles and preferances.
still: blue plants on pathes?
|
dezi
Germany1536 Posts
What do you suggest (as is said there is light gras below them ^^).
@all Feel free to playtest the map (at EU) and to those who suggested tempels in the mid - which do you mean?
|
I would suggest to use the plant-details or foliage tool (unsure what its name is in english, in german it is "bodendetail verbieten") and un-paint the areas of the pathes and the area of CCs and harvesting.
then I would recreate foliage sothat it is between minerals and edgdes of map, between plants, etc. then I would also add the same plants already used and add some smaller groups under the trees, etc.
there should be more plants in close proximity to other plants like trees. the density in the most activly used areas should be smaller.
here are two examples from Decline + Show Spoiler +http://i.imgur.com/cqH4o.jpgyou can see a few really small yellow lants and grass on the ramps in the back, bigger yellow flowers in the trees and close to the holes in the top left http://i.imgur.com/NZj7K.jpgglowing small plants in the shades and between trees, always out of the main areas with higher density in in specific areas only build for visuals, lke the ruins...
|
dezi
Germany1536 Posts
AH! Tought u meant the sight blockers XD Gonna test how this would look.
|
Map looks amazing Great work.
|
dezi
Germany1536 Posts
On February 11 2011 23:01 Samro225am wrote: I would suggest to use the plant-details or foliage tool (unsure what its name is in english, in german it is "bodendetail verbieten") and un-paint the areas of the pathes and the area of CCs and harvesting. Removed a bunch of foliage (factor reduced to 1.0 from 1.5 and unpainted foliage area).
OLD
NEW
Poll: What do you prefer?NEW (15) 94% OLD (1) 6% 16 total votes Your vote: What do you prefer? (Vote): OLD (Vote): NEW
|
I would prefer an in between solution. Quite some plants, but fewer stones.
|
dezi
Germany1536 Posts
Map has been slightly updated due to feedback (foliage). I think i gonna keep the rocks in the mid (they are rarely killed and replacing one big rock with a bunch of small rocks/temples will make the decision to kill this even harder). Also added a replay (2 Master League players).
If anyone is interested in publishing this map on US - let me know.
|
dezi
Germany1536 Posts
Fixed a small issue which allowed units to slip through the middle passage (next to the rocks). Still locking for someone who wants to upload this map to US.
|
One question: When will it be available on NA?
|
dezi
Germany1536 Posts
As i said above: I need somebody who can upload this there
|
dezi
Germany1536 Posts
Now available at SEA! Still looking for someone who wants to publish the map at NA.
|
i have always wondered if you could just make an na account using a friend key, and use that one to log in and publish maps even after the 7 days. has anyone ever tried that?
|
dezi
Germany1536 Posts
Map is now available at NA!
|
dezi
Germany1536 Posts
Currently it's possible to blink from behind the HY to the main area on a broad front. Currently i'm note sure if this is a good think or if a should widen the gap a little bit so you can only blink to a small area. This change will slightly decrease the size of the main (won't be a problem because with 38.x CCs in size it's big enough to scrap some parts.
|
dezi
Germany1536 Posts
Changed gap between HY and main - it's still possible to blink right in but on a much smaller front with lesser stalkers (and close to the ramp) where you normally set up your defense.
I'm still not sure if also this is to strong and if i should completly remove the possibility to blink right into the main without a spotter.
What do you think?
|
A W E S O M E
Map: add to ladder +1 Hosting crossrealm: Yay! PURPLE = regal, plus it reminds me of the pink panther for some reason!? Decals: go dezi go! Showcasing: thank you for the 0 so precious eye candy. Is that you waving us drones on the banner ?
|
dezi
Germany1536 Posts
Thanks
Changed the main furthermore - now it isn't possible to blink right into the main anymore. It's also impossible to use the vision granted from behind the HY to blink right up into the main from the lowground nearby. In the redesign process the main has been slightly decreased in size (now "only" 36CCs big) and the ramp has been slightly repositioned. It's still possible to wall from the ramp to the Nexus/CC at the Natural with 2 3x3 or 3 2x2 buildings - so overall this change strengthens the defending.
Map will be updated online once i'm back at uni (will also get in contact with my SEA and NA uploaders then).
|
dezi
Germany1536 Posts
Updated the thread with new pics due to latest changes: -increased the gap between main and HY (can't blink in with stalkers anymore (even can't blink into the main with vision gained from the HY area)) -slightly repositioned main ramp to keep the space at the top of the ramp roughly the same
New version is currently only available at EU. Gonna get in contact with my SEA/US hosters asap.
|
I'm gonna have to play this map while blasting OMF2097 music in the background.
|
I really like the placement of the high yield patches and the linked path separated like rocks; that single part reminds me of jungle basin, put in a much nicer overall map layout. I actually liked that part of jungle basin despite the overall map. Also, nice placement of the watchtowers and the exclusion to the center path.
A bit different than what I've seen and I like it.
|
Props to you for making an already awesome map even better! It really speaks up for you that you continue to balance your maps.
|
I would love to see the map without the fog of war blockers and instead terrain there, increasing the rush distance of the map (and forcing players to knock down the middle if they want to attack).
|
Looks nice, an old classic revived
|
dezi
Germany1536 Posts
On March 27 2011 17:23 Whiplash wrote: I would love to see the map without the fog of war blockers and instead terrain there, increasing the rush distance of the map (and forcing players to knock down the middle if they want to attack). This would completely ruin the Layout turn the map into a turtle fest. The rush distance is already bigger than on XNC and i'm absolutely happy with it. Moving around is now so much fun and changing it the way you mentioned would put zerg on a big disadvante during the later stages of the game. There would be only 3 path whereas two of them are rather small (using mostly double sized ramps).
|
I came in here hoping this would end up being a GalaxyEdit remake of the old DOS game, One Must Fall 2097.
That aside, it's still pretty nice looking map.
|
dezi
Germany1536 Posts
Hi there, need input: Slightly changed the 3rd (back ramp) to decrease the space at the 3rd itself and increase the low ground area - might make the 3rd even smaller but want to hear want the comm thinks about this first.
NEW
OLD
Poll: Which version to you prefer?NEW (9) 90% OLD (1) 10% 10 total votes Your vote: Which version to you prefer? (Vote): NEW (Vote): OLD
|
dezi
Germany1536 Posts
With MotM#5 at the door it try to make some last changes on the map. Need your input there:
I think that the HY is currently a bit to strong (a T will most likely try to get this as his 3rd everytime because he can control the map from there). So i either gonna change this into a HY with only 1 gas (like this: http://i.imgur.com/AtGo4.jpg) or i gonna swap the HY and the 4th and increase the ramp size to the 4th: http://i.imgur.com/H9Ku5.jpg (NOTE: ramp size not changed in this pic)).
What do you think?
|
Please do this one: http://i.imgur.com/H9Ku5.jpg . Love that one, coz you could get it 3rd, but then it would be super risky, dont really see allot of late game high yield so that could be cool. Nice map.
|
|
|
I also like the new position of the high yield better.
|
dezi
Germany1536 Posts
Map updated due to feedback.
-old HY bases changed into 7(blue) minerals, 1gas bases -old 4th changed into 6(gold) minerals, 2gas bases (the new HY) -pics updated accordingly
Thanks to lefix for the initial input
|
dezi
Germany1536 Posts
Upcoming changes to the map: -sligtly pushed the ramp to the 3rd to the map corners (makes the area of the 3rd smaller) -sligtly repositioned the main ramp to make up for nat changes -reworked the nat (gas position) and entrance -added a small highground in front of the nat
This changes allow for an easier and closer 3rd and should now favor this expo of the middle expansion.
//edit DONE
|
Played your map. And I have to say: I love it! That map feels so good to play on. Please hand it in to blizzard. Thank you for making
|
Yeah, i also feel like it deserves to be part of the petition iGrok is running. We played a lot on MotM-Maps in our clan, and this map is one of our favourites.
|
Your map just got included in our clan league's map pool.
I'm glad i was able to get at least 1 custom map in there (our master players were pretty sceptical about everything they haven't seen already) but i am sure that your map will convince them easily so we will likely see more custom maps next season.
|
I would like to have this map in the official mappool
|
|
|
|