| zasta United Kingdom. June 10 2012 08:31. Posts 97 | Profile # |
(2) Mercury Wharf v2.3 Made by Zasta
Published on EU under the name Venus Wharf whilst I'm still editing 
![[image loading]](http://i.imgur.com/J5sB9.jpg)
Playable area 166 x 157. Five full bases, a 6m 1g middle and a Gold + HYG each for a total of 14 bases. Three different expansion paths. A short middle rush distance once the rocks are down, many different counter attack paths.
Inspiration + Show Spoiler +I wanted to make a map that opens up as the game goes on and has multiple attack paths and open areas, but also where different games would split the map differently.
The middle high ground base has 6m and 1gas . The gold bases have a high yield gas as well.
This is my first attempt at a map, I haven't finished texturing and I have no idea about how to do lighting. Although it doesn't show it on the analyser pics, the middle path is initially blocked off by two sets of destructible rocks. I had to make it five times to make it small enough to be actually playable!
Pictures + Show Spoiler +Overview. ![[image loading]](http://i.imgur.com/ywDZF.jpg) Main Base, Nat, Third. ![[image loading]](http://i.imgur.com/ycYGe.jpg) Gold and Mid. ![[image loading]](http://i.imgur.com/gzKcd.jpg) Corner. ![[image loading]](http://i.imgur.com/AxF6E.jpg) Middle 2. ![[image loading]](http://i.imgur.com/WdJdj.jpg) FFE. ![[image loading]](http://i.imgur.com/XckNX.jpg)
Analyser Images + Show Spoiler +
Change log + Show Spoiler +v1.1 Remade pictures, edited full third base area to be less wide opened, improved textures and added some doodads. v2.0 Remade to be slightly smaller, main moved above the natural, different tile set used (Moon Meinhoff). Old map + Show Spoiler +
Any tips and suggestions very welcome!  Last edit: 2012-06-19 04:13:39 |
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| PandaZerg Canada. June 10 2012 08:45. Posts 148 | Profile # |
Summary analyzer pic looks better than the map itself for now  Will you remove terrain behind corner bases (not mains)? Or add doodads on it? Or it will be a pathable terrain?Last edit: 2012-06-10 08:46:18 |
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| zasta United Kingdom. June 10 2012 09:03. Posts 97 | Profile # |
Yea I don't know quite why the quality is so low or what to do about it. You can't even tell but there are LoS blockers in a curve from the outer XNTs between the golds and the corner expands...
At the moment I'm not sure but I think I will make it unpathable.Last edit: 2012-06-10 09:03:40 |
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| Broodie Canada. June 10 2012 09:27. Posts 752 | Profile Blog # |
Make this map a lot smaller and I actually sort of dig it
interesting base layout but it's currently wayyy too large 191 rush is way too bigLast edit: 2012-06-11 02:38:23 |
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| shizaep Canada. June 10 2012 13:14. Posts 1132 | Profile Blog # |
4 Xel'Naga towers? I like the two in the middle, because they control most of the center but still leave the side counter-attack paths exposed. The two at the sides though, I think they have to go. Overall, it is an interesting map but the texturing still needs polish (You know, add a bunch of decorative doodads and put some more work into brushing on some textures) GL |
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| zasta United Kingdom. June 11 2012 03:52. Posts 97 | Profile # |
On June 10 2012 09:27 Broodie wrote: Make this map a lot smaller and I actually sort of dig it
interesting base layout but it's currently wayyy too large 191 rush is way too big
Yea I was afraid people would say that. The first time I made this map the rush was around 250 -.- I need to remake and tighten everything, as it stands it's a little larger than Tal Darim cross positions. What's a more reasonable rush distance for you? I want to get more feedback from people about the map in general before I spend the time to remake it though.
On June 10 2012 13:14 shizaep wrote: 4 Xel'Naga towers? I like the two in the middle, because they control most of the center but still leave the side counter-attack paths exposed. The two at the sides though, I think they have to go. Overall, it is an interesting map but the texturing still needs polish (You know, add a bunch of decorative doodads and put some more work into brushing on some textures) GL
Updated lots of the texturing. Thanks I've been wondering about the XNTs. I read somewhere that about 30% coverage seems about right but I feel like I prefer 2 towers. Any other way you'd place them? |
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| Broodie Canada. June 11 2012 06:37. Posts 752 | Profile Blog # |
If I were you I would restart the map with the same layout in mind, but this time use a bit more standard of an approach, the entire time you create an area: try to think of all types of engagements in sc2, unit speed, possibility of counter attack etc
I recently did this to my newest map: after completely finishing it, I felt it was too large so I restarted the same concept but shrunken down, a bit changed but all in all I'm very proud of what came from restarting that scheme, maybe you could be too ^.^
I would suggest around 146 rush. If you shrink it further you should redesign the mid to snake armies
also place siege tanks in the map to test siege range. glhf
PS: I like the aesthetics you're doing, a very calm brown |
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| zasta United Kingdom. June 19 2012 00:54. Posts 97 | Profile # |
--- Update ---
v2: Remade to be slightly smaller, main moved above the natural, different tile set used (Moon Meinhoff).
New rush distance is 176 which is still large (about the same as Tal'darim Altar) but this shortens if you take out the main rocks. Now three XNTs but I'd be happy to take out the middle one or move them around too.
Any suggestions or ideas very welcome! |
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| Guardian85 June 19 2012 07:52. Posts 162 | Profile # |
You should try use the Blurr tool on your textures using high increment and size, swaying around with it, to make a better finish on your textures.. some places it looks like the textures are coffee spills, and other places like they were mayo sliding down a sandwich.
But the layout of the map looks cool. From what little i know it has pretty good balance in spacing and attackpaths. |
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| zasta United Kingdom. June 22 2012 02:58. Posts 97 | Profile # |
On June 19 2012 07:52 Guardian85 wrote: You should try use the Blurr tool on your textures using high increment and size, swaying around with it, to make a better finish on your textures.. some places it looks like the textures are coffee spills, and other places like they were mayo sliding down a sandwich.
But the layout of the map looks cool. From what little i know it has pretty good balance in spacing and attackpaths.
Aaaaaahaha I love the description thank you for the feedback.
OK, I'll have a go. Can you point to any particular areas that are bad / passable? I'm trying to go for a frosted/snow effect and maybe I should be less ambitious ^^ |
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| tehemperorer United States. June 22 2012 03:54. Posts 2180 | Profile Blog # |
| Absolutely love the tileset... I think as a player I would prefer only two XNTs, if you remove the two outlying ones and split the middle tower into 2; one that can see at least the minerals of the fourth of one player and the fifth of the other on either side. |
| | Knowing is half the battle... the other half is lasers. |
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