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Mahatma 1.1 Uploaded as Mahatma to NA&EU
154x134 bounds nat to nat of 51.3seconds main to main of 66.9seconds 12bases total 1863 objects
tileset: pheaton cliffs+rubble+shale with agria dirt+grass+foliage with bel'shir gras light+dark with aiur grass (yes thats 4 texture sets mixed and all 8 texture slots used)
about the map: the goal back during the first version was to implement my new thought process behind map design in a simple but solid 2p map. ultimately it's strength may very well be it's downfall, as it doesn't have any overly exciting features.
old version is at the bottom of this post
will very likely enter this in TLMC5
Imgur album for easy viewing
Analyzer
Top overview
Angled overview
old thread for archive reasons + Show Spoiler +MahatmaUploaded as Mahatma to NA&EU Made with help of Lefix size is 160x152 I feel like recently I have started to understand map design a lot better than I used to and am proud to show this with this map, it's pretty standard but still has a lot going on. I would also like to thank Lefix for providing the artwork on this map imgur album for easy viewingTop overview Angled overview Main base Natural base Third base Fourth base Other bases Middle Pics
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I really like this map, especially the path behind the forth base to the natural seems like a nice idea.
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I like this map! Glad people are still making maps instead of this stupid "dream pool" of old bad maps.
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The main base seems just a bit small. Maybe it could be expanded a bit into where that unpathable lower cliff is, or maybe also further behind the mineral line.
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your Country52793 Posts
On September 18 2014 07:14 loft wrote: I like this map! Glad people are still making maps instead of this stupid "dream pool" of old bad maps. Good chance that TLMC will happen in the next few months actually. It's about time for it if I'm not mistaken?
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Nice map. Do the trees catch on fire?
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@phantomfive : Yes, all trees catch on fire by default.
Il really like the map. Only the 9 and 3 o'clock base feel a bit weird but it's not a big problem. Good job !
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Like it, especially the foggy design.
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Yes, nothing too fancy, but very well done. We need "standard" maps like this one its bad to mix it up when it creates OP strategies or boring play (when cheese is too strong or turtling is too easy). I feel like this is well crafted. Maybe that fourth base is annoying for zerg? Since zerg grabs the fourth base earlier it might be annoying to break the rocks twice (colapse and destroy right after), and if you don't break it there is a big risk that the fourth gets isolated and dead soon. That and you may want to colapse the other rock too. Not that its terrible, just something that zerg will have to keep in mind.
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uploading a fix later today that moves the slightly misplaced rocks in the middle, and make the highground near the nat not be in the way of vision for walling the nat on the east side of the map, if anyone else has found some issues please inform me so I can include these.
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The more I look at this map the more I like it. The only novel feature is that 2nd -> 4th pathway, and-but somehow you've really put a lot of simple, no-frills elements into a deceptively complex map. It not only seems to encourage a reactive expansion progression rather than a premeditated one but also facilitates both knock-out-punch styles and more attrition- or harass-based styles. I do agree it could benefit from slightly larger mains though?
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Mahatma is back, now slightly smaller and with an art rework
welcome to 1.1
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Meh, I liked the little path behind the third on the old version )': Apart from that it's still a very good-looking and solid map, gj. It's the kind of map we need in the map pool instead of things like Inferno Pool & co.
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I like the current aesthetics far more than the previous ones, good job.
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On January 30 2015 23:39 OtherWorld wrote: Meh, I liked the little path behind the third on the old version )': Apart from that it's still a very good-looking and solid map, gj. It's the kind of map we need in the map pool instead of things like Inferno Pool & co.
while it was an interesting little detail, it was to strong for drop play.
On January 30 2015 23:40 [PkF] Wire wrote: I like the current aesthetics far more than the previous ones, good job.
the art style is mostly the same, what was done was cutting back on grey textures and some tinkering with the fog to keep the lowground faded effect, without making everything else look grey.
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On January 30 2015 23:50 Meavis wrote:Show nested quote +On January 30 2015 23:39 OtherWorld wrote: Meh, I liked the little path behind the third on the old version )': Apart from that it's still a very good-looking and solid map, gj. It's the kind of map we need in the map pool instead of things like Inferno Pool & co. while it was an interesting little detail, it was to strong for drop play. Show nested quote +On January 30 2015 23:40 [PkF] Wire wrote: I like the current aesthetics far more than the previous ones, good job. the art style is mostly the same, what was done was cutting back on grey textures and some tinkering with the fog to keep the lowground faded effect, without making everything else look grey. If I recall correctly -I played a few games with a Z buddy on that map- the initial version was duller, with a lot less vegetation. I'm a huge fan of green maps, I miss the aesthetics of maps like Tal'darim Altar and Bel'shir Vestige so I was really happy to see more grass and trees ^^
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The trees you chose to use add just the right color accent... great work.
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