Because of imbalance the horizontal spawns are disabled. The thirds and center bases are 6m1hyg.
Aesthetics:
+ Show Spoiler +
Anazlyzer:
+ Show Spoiler +
Textures:
+ Show Spoiler +
The lighting is Castanar with modified secondary light source.
Forum Index > SC2 Maps & Custom Games |
Aunvilgod
2653 Posts
Because of imbalance the horizontal spawns are disabled. The thirds and center bases are 6m1hyg. Aesthetics: + Show Spoiler + Anazlyzer: + Show Spoiler + Textures: + Show Spoiler + The lighting is Castanar with modified secondary light source. | ||
Guardian85
162 Posts
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Aunvilgod
2653 Posts
On June 18 2012 03:21 Guardian85 wrote: Nice job on details and layout I hope so, after 30 hours... | ||
Ragoo
Germany2773 Posts
Middle bases seem to be in dumb positions, I would just delete them. Then you could do a better job defining open areas vs chokes in the middle, atm the whole inner circle is just one width. I'm personally a big fan of halfbase thirds cos they prevent the early three base macro caps Aesthetics are unique, would probably have to look ingame to see if I really like them hm... | ||
PandaZerg
Canada148 Posts
I spend more than this on a map and my map are not as nice than yours. Maybe because you are most talented than me Do you plan to release it on NA? | ||
Zaphid
Czech Republic1860 Posts
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Aunvilgod
2653 Posts
On June 18 2012 03:47 PandaZerg wrote: just 30hours to do this map? I spend more than this on a map and my map are not as nice than yours. Maybe because you are most talented than me Do you plan to release it on NA? No, 30 hours to place all these goddamn volcanic rocks. :D On June 18 2012 04:03 Zaphid wrote: Looks pretty spiffy, you might want to change the 6' and 12' bases so they haa gasve on each side I don´t think this as much impact on balance. Or what do you mean with spiffy? | ||
moskonia
Israel1448 Posts
Also, what positions are enabled? | ||
FlaShFTW
United States9655 Posts
only cross spawns right? | ||
SiskosGoatee
Albania1482 Posts
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Aunvilgod
2653 Posts
On June 18 2012 04:12 moskonia wrote: Exactly how much can you hit with a siege tank from the 3rd on to the nat? Also, what positions are enabled? On June 18 2012 04:40 FlaShFTW wrote: amazing map. only cross spawns right? Can hit the expo if it has vision. As I wrote in the OP, all spawns but horizontal. On June 18 2012 04:56 SiskosGoatee wrote: Looks really nice, how did you make the background? The backround? If you are talking about the lowground, I painted the Redstone cracks with low intensity on Meinhoff Rock or New Folsom Cracked Earth and then painted the lava parts with full intesity. In the end I put orange light sources over the lava and adjusted the fog. | ||
thurst0n
United States611 Posts
Honestly because of that positional imbalance 2v2's might work on this map. I think just about any spawn works, even being across from your teammate could make for some really interesting games. As a 1v1 map I kinda wish the expos weren't so mapped out, there is not very much option for the 4th.. but that's ok, macro hard! PS. what is map size? | ||
PandaZerg
Canada148 Posts
Too much damn good maps was released on EU only these last days... | ||
Yonnua
United Kingdom2331 Posts
On June 18 2012 05:02 Aunvilgod wrote: Can hit the expo if it has vision. As I wrote in the OP, all spawns but horizontal. It's a rotational map. If you've removed any spawns then it's cross-only. | ||
Aunvilgod
2653 Posts
On June 18 2012 05:31 PandaZerg wrote: We need it on NA! Too much damn good maps was released on EU only these last days... If you want to buy me a NA account... | ||
PandaZerg
Canada148 Posts
There is probably trustworthy and well know players here to upload maps on different servers. | ||
Zaphid
Czech Republic1860 Posts
On June 18 2012 04:04 Aunvilgod wrote: I don´t think this as much impact on balance. Or what do you mean with spiffy? Just that it looks great! | ||
RumbleBadger
322 Posts
On June 18 2012 05:38 Yonnua wrote: Show nested quote + On June 18 2012 05:02 Aunvilgod wrote: Can hit the expo if it has vision. As I wrote in the OP, all spawns but horizontal. It's a rotational map. If you've removed any spawns then it's cross-only. It's not perfectly rotational, look at it again. The CCW third in horizontal spawns for the CCW player would be near impossible, thus those spawns are disabled. | ||
Existor
Russian Federation4295 Posts
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Adersick
United States216 Posts
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Aunvilgod
2653 Posts
On June 18 2012 07:05 Existor wrote: Sadly blizzard will never use it. Great template and I very like fresh new designs. You must send it to blizzard, just try, but they hate non-standart tilesets and prefer boring standart designs -_- Hmm afaik they had no problem with the textures of Cloud Kingdom. But what I really doubt is that Blizzard would test this map. It has been hardly tested (not to mention tested with GMs) at all. And you can´t really just throw something out there. All other community-made ladder maps had appeared in the GSL or some other tournament before, as far as I know. | ||
SiskosGoatee
Albania1482 Posts
- How the centre is built, T can basically lock it down versus Zerg with tanks on two key positions, (as well as mech versus bio, though bio can still medivac around it and it's a mirror matchup so less important), the tanks will stop Zerg surely from just running by from the lower part of the cliffs and it also makes the two tight chokes in the centre plateau very hard for Zerg to engage or bypass, together with the rest of the chokes. I see T being able to do a mech slowpush versus Z that is _very_ hard to stop for Z. If a T does this properly, there is no way to counter attack or even get a good concave or arc against the T mech or even tank/marine army. - The chokey high ground above the natural will make tank pushes and just in general pushes there very powerful, you have a high ground just above the natural, I'm also not sure but it looks like you can blink across it into the main without acquiring vision. 1-1-1 all ins also seem to be very hard to hold there. Just anything tanks. - The fact that some of the expansios are not spawn points but still look like them (they probably started as them but were modified) basically means that you're working on the idea that you can wall off a small area to have access to a lot of bases which can't really be threatened unless by air. tl;dr: good Terran map most likely. | ||
Aunvilgod
2653 Posts
I have no idea what you´re talking about in your third point... | ||
hivemind-swe
Sweden12 Posts
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Fatam
1986 Posts
Aesthetics are obviously boss + I like the middle other than the bases there. | ||
Aunvilgod
2653 Posts
On September 01 2012 09:47 Fatam wrote: I sort of had the same idea in mind when I looked at the map (but it is a first impression and might not actually play out this way /disclaimer) - that Z could be contained to 2 bases by T/P if the T/P just sat at the top of the ramp near the 3rd. If I were zerg I would go mutas every game on this map (or maybe nydus cheese), b/c of that + the airspace. Aesthetics are obviously boss + I like the middle other than the bases there. I think Zergs nowadays should have creep up there by the time siege hits. Protoss could try some 2 base contain, but if you then go muta I don´t think it would be very successful. IF such a contain by Protoss occurs he will eventually have to back out and then be at a disadvantage because of the small 3rd. However, I think every map needs to be tested by top top players before you can make definite statements. And I can´t do that. | ||
Insomni7
667 Posts
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AssyrianKing
Australia2104 Posts
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jimmychim
Canada20 Posts
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Aunvilgod
2653 Posts
On September 03 2012 02:50 Insomni7 wrote: Speaking as a zerg player I really don't think the chokes around the third will be a problem. Certainly it's better than Antiga in terms of defending sentry heavy pushes, and early siege mode pushes are pretty much completely dead in the modern metagame. However I don't understand why the third is 6 min 1 gas. I would call this a really strong map if it wasn't for that detail. Because protoss and terran don´t need to split their forces to defend the 3rd. If you position your army on the center highground leading to the third you can cover the small rump as well as the big ramp with forcefields. Even more important, tanks cover every possible angle of attack and are hard to flank as a zerg. | ||
DontNerfInfestors
Spain280 Posts
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Qikz
United Kingdom12010 Posts
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iamcaustic
Canada1509 Posts
On June 18 2012 03:17 Aunvilgod wrote: Because of imbalance the horizontal spawns are disabled. Got my hopes up that this was a 4 player map. As other have noted, I also don't think the centre map 6m1hyg bases are necessary; you still have 14 bases on the map with them removed, making for 7 bases per player. To put this in perspective, here are the base counts per player for current tournament-quality maps: Daybreak = 6 Cloud Kingdom = 6 Ohana = 5 Blizzard tournament maps: Antiga Shipyard = 7 (LOL good luck acquiring them all though!) Entombed Valley = 8 (Again, good luck acquiring them all!) And those are generally the maps that every tournament seems to have. I think you'll be fine with 7 per player. Most games don't go beyond 4-5 bases in the first place. | ||
Aunvilgod
2653 Posts
On October 01 2012 03:02 iamcaustic wrote: Show nested quote + On June 18 2012 03:17 Aunvilgod wrote: Because of imbalance the horizontal spawns are disabled. Got my hopes up that this was a 4 player map. As other have noted, I also don't think the centre map 6m1hyg bases are necessary; you still have 14 bases on the map with them removed, making for 7 bases per player. To put this in perspective, here are the base counts per player for current tournament-quality maps: Daybreak = 6 Cloud Kingdom = 6 Ohana = 5 Blizzard tournament maps: Antiga Shipyard = 7 (LOL good luck acquiring them all though!) Entombed Valley = 8 (Again, good luck acquiring them all!) And those are generally the maps that every tournament seems to have. I think you'll be fine with 7 per player. Most games don't go beyond 4-5 bases in the first place. Honestly, I don´t know if they are a good idea or not, but as you pointed out they won´t matter in 99% of the games anyway. | ||
iamcaustic
Canada1509 Posts
On October 01 2012 03:10 Aunvilgod wrote: Show nested quote + On October 01 2012 03:02 iamcaustic wrote: On June 18 2012 03:17 Aunvilgod wrote: Because of imbalance the horizontal spawns are disabled. Got my hopes up that this was a 4 player map. As other have noted, I also don't think the centre map 6m1hyg bases are necessary; you still have 14 bases on the map with them removed, making for 7 bases per player. To put this in perspective, here are the base counts per player for current tournament-quality maps: Daybreak = 6 Cloud Kingdom = 6 Ohana = 5 Blizzard tournament maps: Antiga Shipyard = 7 (LOL good luck acquiring them all though!) Entombed Valley = 8 (Again, good luck acquiring them all!) And those are generally the maps that every tournament seems to have. I think you'll be fine with 7 per player. Most games don't go beyond 4-5 bases in the first place. Honestly, I don´t know if they are a good idea or not, but as you pointed out they won´t matter in 99% of the games anyway. Up to you in the end, of course, but IMO it feels like they've been added just 'cause, rather than for any real benefit to the map. | ||
Aunvilgodess
954 Posts
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algue
France1436 Posts
But it's hilarious that I thought you just posted this thread a few days ago and reading the posts without looking at any of the dates I was thinking "how come so many people are posting in that thread and noone has pointed out yet that it really looks like a WoL map and that 4p aren't in fashion anymore" | ||
digmouse
China6282 Posts
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Aunvilgodess
954 Posts
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Avexyli
United States688 Posts
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