heh but in all seriousness it looks gorgeous, you and timetwister did an amazing job with the aesthetics, existor may whine all he wants about the map visuals not being 100% ground breaking (love you existor ♥) but it looks damn pretty, the thing i don't like about it is that is far too easy to secure four bases, even if the "natural" third base can be attacked from the lowground, and the map in general being too big, but yeah. How much do you have been making maps and publishing them here in TL and you are a TLMC finalist already? Ridonculous ^^!
So, I love the look of this map, and it would probably be really fun to play. However I got frustrated it and vetoed it after my first game on it. I spawned in the top left and RuFF spawned in the top right. He walled off as usual but went into a really fast tank drop, dropped on the low ground, and started shelling my natural mineral line. Needless to say it was almost impossible to come back from that.
@Mistakes : Yeah those tank spots are really sad. Close positions on non-rotational simmetry 4p player maps like deadwing are really cool but those siege tank spots are ruining it. I fear that blizzard won fix them and instead they will just disable this kind of spawn position.
On July 10 2014 04:33 Mistakes wrote: So, I love the look of this map, and it would probably be really fun to play. However I got frustrated it and vetoed it after my first game on it. I spawned in the top left and RuFF spawned in the top right. He walled off as usual but went into a really fast tank drop, dropped on the low ground, and started shelling my natural mineral line. Needless to say it was almost impossible to come back from that.
Fix?
First of all the ladder version of this map has the minerals a bit further away so you can only siege 4 minerals and one geyser - so half of the base. Is this a good tradeoff for investing in an early tank drop? Probably.
I wouldn't like to see the elimination of horizontal spawns, it would really kill the creative potential of this map.
One idea is to decrease the hp of the rocks so lings can kill them in time. But then you would have people that say the natural - natural distance is too close and protoss can all in easily.
Let's watch a couple of tournaments and see if this really is a problem before thinking of eventual fixes.
I fear that blizzard won fix them and instead they will just disable this kind of spawn position.
The other day I played RuFF on this map and only 4 mineral patches I could mine at. >.<;; But I suppose every time I played a Terran on this map I could take the low ground third as my natural? It's nearly impossible to remove those tanks once they get sieged. It's like playing Lost Temple again.
Omg why you remember about me? o_O This is great map just because you finally started to use some rare tilesets instead of boring ones that we have every map season. Finally Xel'Naga labs came to ladder. Thats really great!
Not going to lie, I like the first 3 bases of this map (not the lowground 3rd but the 2nd level 3rd) but honestly the rest of this map is just boring imo. The middle is boring as shit, just flat and nothing exciting. The side bases are boring as shit, so close to each other and just "blocked" by collapsible rocks. The backdoor hallway between horizontal 3rds is boring as shit since it's just a straight path blocked by 2 rocks.
No offense to you jessica since you've only been creating better and better maps but this map is the replacement for Alterzim and it's much less interesting...
yes! Nice to see you to man! Since u bumped my moonlight shadow map, and sc2 version became ladder, I got really motivated in2 map making again Soon I will have my first sc2 map out there wait 4 it soon :D
BTW do you or anyone know of a good mapping feedback site for sc2 such as broodwarmaps.net used to be?
P.S. where exactly on editor do i get the "recolored HotS space decals." ? is it units, doodads, terrain...? I have found the protoss logo doodad thing but not those
On July 12 2014 15:46 sTYleZerG-eX wrote: P.S. where exactly on editor do i get the "recolored HotS space decals." ? is it units, doodads, terrain...? I have found the protoss logo doodad thing but not those
There's a decal named "HotS - Decal Space". You'll find all unreferable entities in the Doodads section. Any Doodad can be tinted in its local properties - just double-click the entity.
On July 12 2014 15:46 sTYleZerG-eX wrote: yes! Nice to see you to man! Since u bumped my moonlight shadow map, and sc2 version became ladder, I got really motivated in2 map making again Soon I will have my first sc2 map out there wait 4 it soon :D
BTW do you or anyone know of a good mapping feedback site for sc2 such as broodwarmaps.net used to be?
P.S. where exactly on editor do i get the "recolored HotS space decals." ? is it units, doodads, terrain...? I have found the protoss logo doodad thing but not those
They're doodads - just search "decal", select "HotS - Decal Space" then cycle through (using comma key) until you get to the orange glowing lines. From there you can open up the properties and mess with the custom color and HDR multiplier.
Also this forum right here's probably the best place for feedback - just post in the WIP map thread if you have questions on what you're working on, and . Once you master the basics and if you decide to get really involved in sc2 mapmaking, maybe you can ask to join the TL skype mapmaking group for some serious (and sometimes not-so-serious ) map discussion. Of course with your BW experience it shouldn't take you long to get there lol.
Looking forward to your maps, i think you'll be able to come up with some innovative stuff.
On July 12 2014 11:57 SidianTheBard wrote: Not going to lie, I like the first 3 bases of this map (not the lowground 3rd but the 2nd level 3rd) but honestly the rest of this map is just boring imo. The middle is boring as shit, just flat and nothing exciting. The side bases are boring as shit, so close to each other and just "blocked" by collapsible rocks. The backdoor hallway between horizontal 3rds is boring as shit since it's just a straight path blocked by 2 rocks.
No offense to you jessica since you've only been creating better and better maps but this map is the replacement for Alterzim and it's much less interesting...
I hate to say I find a map bad, but I've got to agree with Sidian here. Very fortress-esque, uninteresting center, quite reminiscent of Alterzim and boring overall. And yeah, making the center platforms unpathable kills one of the few saving graces of the map.
I've seen and played some games with Z involved on this map on horizontal spawns. I don't know how creative they were. But this is the most imbalanced spawn we had on ladder since... I don't even know when.