EDT 01:16 CEST 07:16 KST 14:16

Streams: 105 live
22476 total viewers

Active: 6621
Pizza Meter
[WCS KR] Innovation vs. Sy…
[WCS AM] Ro16 Group C Prev…
Bruno Community Q&A
Beyond the Summit and TL S…
[WCS KR] Code S Recap/Code…
viOLet forfeits WCS AM due…
FXOpen acquires Seed from …
Crank, mOOnGLaDe interview…
LGD.cn and RaTtLeSnAkE Adv…
GomTV: about the gamespeed…
Papa John's explores EG, L…
TeamLiquid Map Contest Fin…
Get 50% off Papa John's pi…
TL Advertising Features
UK Soldier beheaded in L…
The XBox One
Naruto (manga spoilers)
US Politics Megathread
Should people be allowed…
Ask TL Staff Anything
New York, NY | WCS America…
[BarCraft] Irvine - WCS Am…
The Automated Ban List
Possibly new TL shirts?
The Scarlett Fanclub 2.0
The mOOnGLaDe Fanclub!
[Stream] Destiny
[Stream] Future
The Ultimate Headphone/Aud…
Windows 8...should I upgra…
Mechanical Keyboard Guide
Any fix for Twitch tv lag?
Computer Build Resource Th…
DeParture, JREcco + more…
viOLet forfeits WCS AM d…
[SPL] Round 5 Week 4 Sta…
Starcraft overriding dou…
Team & Clan Recruitment …
No Future Shoutcraft Ame…
[WCS AM] RO16 Group C Prem…
[Code S] Ro4 Day 2 WCS Kor…
ChoboTeamLeague - Season 4
[Code S] Placement Matches…
[CSL] Spring Playoffs Ro4 …
The HotS Protoss Help Me T…
Simple Questions Simple An…
The HotS Zerg Help Me Thread
[H][D] ZvX Timings (HotS)
[!] The Pro Zerg Strategy …
[A] Peepmode: New maps, ne…
Work In Progress Melee Maps
Simple Questions/Answers
[M] (2) ESV Ravage by Iron…
TeamLiquid Map Contest Fin…
Dota 2 QQ thread
The International Intera…
General Discussion
Beyond the Summit and TL…
Inhouse Dota
Bruno Community Q&A
Liquid Pasture Community L…
[D2L] EG vs. Na'Vi & VP
[The International] Easter…
Perfect World's Dota 2 Su…
Starladder Season 6
Simple Questions, Simple A…
[G] In-Game Dota Guide for…
[G]uide to Lifestealer
[H] Night Stalker
[G] Clockwerk, The Offlani…
[D] New BW Server
[Update] itemBay SSL Gra…
[SOSPA] Event Matches
Map (4)Kyanite Prospect …
Gothenburg SSL8 Finals M…
DES Sonic Interview 5/18…
[SRT] Ro16 Group B
C Ranks Teamleague Season 1
[GC S3] Gambit's Cup Semif…
Gem League II
D Ranks Teamleague Season 4
Practice Partner Thread
Challenger map on Starcraf…
Simple Questions, Simple A…
Increasing APM/EAPM
NBA Playoffs 2013
ESPORTS Mafia
Magic: The Gathering Onl…
FINALLY! - The 2013 NHL …
D&D Neverwinter (MMO)
[Patch 3.07: Nerf Everythi…
The Shikyo Memorial for QQ…
[LoL] [SFW] Random Pics & …
[LCS] All-Star Tournament
[OGN] Olympus The Champion…
[LoL] General Stream Thread
[TL R&D] T.R.O.L.L.S.
[Champion] Nunu
[Champion] Twisted Fate
The: What is my item worth?
Barbarian - Builds/Discuss…
[G] Hardcore
[T] Bastard "Mini" Mafia!
ESPORTS Mafia (streamed ma…
Carnival Cruise Mafia
The 2013 Weightlifting Pro…
TL Health and Fitness Init…
Questions & Answers
Leta - Movie
Michael - skyline
Anytime - Beast
By.Hero - Shuttle
Anytime - Pusan

Website Feedback

Closed Threads

IRC Chat
irc.quakenet.org #teamliquid

IRC Web Client

TeamSpeak 3 (73 users)

[M] Curse of Tartarus

Forum Index > StarCraft 2 Maps & Custom Games
 
 Coppermantis   United States. June 28 2012 11:16. Posts 363
Profile # 
[image loading]

Curse of Tartarus v1.0
Made by Coppermantis
Published on [NA]


A former Terran Colony, the Tartarus settlement was considered a high-risk working environment back in the day. Now it is a battlefield as opposing factions vie for control of the rich Jorium mines.


1.0 overview:

+ Show Spoiler +

1.0 Detail:

+ Show Spoiler +

General information:
-Playable area: 172x168 (SO BIG)

-Lighting: New Folsom

Textures: Braxis Alpha Dark Plate
New Folsom Grating
Port Zion Grating
Ulnar Hull 2
New Folsom Rock
New Folsom Concrete
New Folsom Tiles
New Folsom Cracked Dirt

-Fog: Red-orange fog

-No destructible rocks as of right now

-A whopping fourteen non-main bases

Additional notes:

-My second entry for the ProAm MotM contest

-I got the idea for the extended cliffs from the Map Art thread ( ESV Muspelheim )

-Inspired by Desert Oasis, one of my favorite maps

-XWTs watch over the central bridge to provide vision of sneak attacks by air

-Two more XWTs look over land lanes.
Last edit: 2012-06-29 07:58:42
Old Post

 
 FlaShFTW   United States. June 28 2012 11:23. Posts 4960
Profile Blog # 
3rd and 4th are too close together. pick one.

otherwise. my head hurts right now so im not gonna try to analyze this. sorry. will look at it later.
Never Surrender. Never GG. Always Fighting. BW4LYF. Woo Jung Ho Never Forget.
Old Post

 
 TheFish7   United States. June 28 2012 13:19. Posts 1214
Profile # 
Interesting take on Desert Oasis... I'm gonna guess the rush distance is quite long, I feel like this could be great if you could condense it into smaller bounds
 
Old Post

 
 Coppermantis   United States. June 28 2012 13:37. Posts 363
Profile # 
Yeah, the rush distance is about a minute and a half. I fix this by:

-Eliminate the current third and natural
-Move the Main down to where the Natural is now
-Move the Natural to the opposite side of the ramp. I worry that that would make it too much like Desert Oasis, but maybe I'm wrong.

This would decrease it by a little, but not much. Maybe ~10 seconds. Desert Oasis had a rush distance of One minute, so it's not too much longer, but then again DO had one of the longest rush distances of the original maps. I'll wait for ProAm and see if it gets picked.
Old Post

 
 SidianTheBard   United States. June 28 2012 13:39. Posts 970
Profile # 
Could you post a top down image or an analyzer image please? (Not on my PC so can't get into sc2 and mess around on the map right now)
Old Post

 
 Coppermantis   United States. June 28 2012 13:44. Posts 363
Profile # 
FYI: The map accidentally includes two neutral Nexi on the gold expos. This will need fixing. I'll attempt to get a Map Analyzer up and running.
Old Post

 
 FlaShFTW   United States. June 28 2012 13:46. Posts 4960
Profile Blog # 

On June 28 2012 13:37 Coppermantis wrote:
Yeah, the rush distance is about a minute and a half. I fix this by:

-Eliminate the current third and natural
-Move the Main down to where the Natural is now
-Move the Natural to the opposite side of the ramp. I worry that that would make it too much like Desert Oasis, but maybe I'm wrong.

This would decrease it by a little, but not much. Maybe ~10 seconds. Desert Oasis had a rush distance of One minute, so it's not too much longer, but then again DO had one of the longest rush distances of the original maps. I'll wait for ProAm and see if it gets picked.

How would protoss forge fe then?
Never Surrender. Never GG. Always Fighting. BW4LYF. Woo Jung Ho Never Forget.
Old Post

 
 Coppermantis   United States. June 28 2012 13:51. Posts 363
Profile # 
Ah. True. I forgot about FFE. Hmm. This is a bit of a conundrum. I'll just wait for ProAm and if it gets selected then we'll see what my pro partner says about it.

Regarding Map Analyzer: Is just says "Warning! Unexpected format for MapInfo. Warning! Could not read required map files, skipping"

What does this mean?

Old Post

 
 IronManSC   United States. June 28 2012 15:55. Posts 1658
Profile # 
This looks like you were heavily inspired by ESV Muspelheim, as far as the lava, cliffs, and rock usage goes.

The top left/bottom right bases are insanely, insanely, insanely wide open. I would consider putting those bases one level lower, or one level higher to create choke points. Also, the space outside of it needs to be worked with. It's simply too wide open. Create some chokes, high grounds, barriers etc... Nothing wrong with experimenting as that's what map-making is all about

The 10 o'clock and 4 o'clock blue bases (on high ground) are okay, but I would reduce the ramp size. When it comes to bases like these, you have to consider two things.... 1) How far away is this base from the main? and 2) If it's far away, the entrance into this base needs to be smaller so it's easier to defend. In other words, narrow that ramp to 2 or 3 wide.

The 3rds are very wide open... I would highly consider making it more chokey.

Here is a general criteria for map-making that some of us tend to follow: It is okay to have a map that's very wide open (think shattered temple) as long as you have chokes into the bases.



ESV Map Maker. || twitter: @ESVironManSC || Author of Ohana, Khalis, Ravage, Khaydaria, Spring
Old Post

 
 NewSunshine   United States. June 28 2012 18:15. Posts 1016
Profile # 
The name sounds like a really bad story, about some dude who got a massive mouth disease.
[ESV mapmaking team member] [Former DF map team founder] [@ESVNewSunshine]
Old Post

 
 Coppermantis   United States. June 29 2012 07:57. Posts 363
Profile # 

This looks like you were heavily inspired by ESV Muspelheim, as far as the lava, cliffs, and rock usage goes.

The top left/bottom right bases are insanely, insanely, insanely wide open. I would consider putting those bases one level lower, or one level higher to create choke points. Also, the space outside of it needs to be worked with. It's simply too wide open. Create some chokes, high grounds, barriers etc... Nothing wrong with experimenting as that's what map-making is all about

The 10 o'clock and 4 o'clock blue bases (on high ground) are okay, but I would reduce the ramp size. When it comes to bases like these, you have to consider two things.... 1) How far away is this base from the main? and 2) If it's far away, the entrance into this base needs to be smaller so it's easier to defend. In other words, narrow that ramp to 2 or 3 wide.

The 3rds are very wide open... I would highly consider making it more chokey.

Here is a general criteria for map-making that some of us tend to follow: It is okay to have a map that's very wide open (think shattered temple) as long as you have chokes into the bases.


Quite possibly that's the map I was inspired by, I only saw pictures in the Map Art thread.

EDIT: Yes, that's it. I recognize those pics.

Chokes into the bases make sense, I'll add those. The large open area was to compensate for the relatively chokey area around the natural to allow Zerg to engage a little more favorably against Terrans w/ Tanks but I perhaps overdid it.



The name sounds like a really bad story, about some dude who got a massive mouth disease.

Tartarus was part of the Greek Underworld, which admittedly I don't know much about but I imagine it being firey and hellish, which fits the style.
Last edit: 2012-06-29 07:58:14
Old Post

  Aunvilgod   June 29 2012 22:55. Posts 2031Profile # 
This map is interesting. Looks to me like you are a great mapper who knows his stuff but was drunk making it.
Incredible Miracle
Old Post

 
 Coppermantis   United States. June 30 2012 04:30. Posts 363
Profile # 
Quite the opposite, I'm a complete amateur mapmaker who was sober making it.
Old Post

 
 SidianTheBard   United States. June 30 2012 07:38. Posts 970
Profile # 
Still want that top down overview please! :D
Old Post

 
 FlaShFTW   United States. June 30 2012 08:44. Posts 4960
Profile Blog # 

On June 30 2012 04:30 Coppermantis wrote:
Quite the opposite, I'm a complete amateur mapmaker who was sober making it.

>amateur. Implying amateurs know how to do that good of a job on aesthetics. don't sell urself short. I consider all amateurs as those who have never made a map yet and always complain about 3rds. reminds me of someone don't you think?
Never Surrender. Never GG. Always Fighting. BW4LYF. Woo Jung Ho Never Forget.
Old Post

 
 Coppermantis   United States. June 30 2012 10:18. Posts 363
Profile # 

On June 30 2012 08:44 FlaShFTW wrote:

Show nested quote +


>amateur. Implying amateurs know how to do that good of a job on aesthetics. don't sell urself short. I consider all amateurs as those who have never made a map yet and always complain about 3rds. reminds me of someone don't you think?


Maybe amateur player would be a better description. I know how to make maps, but not how to balance them. I always saw myself as more of an artist as game-design goes, my levels tend to be pretty but take quite a few revisions to play well. I do sourcemods as well, but it's the opposite case there as aesthetically pleasing environments are much harder.


Also, top down image. Linked because I'm too lazy to resize it for these forums right now.
http://imgur.com/FcZWP
Old Post

 
 SidianTheBard   United States. June 30 2012 11:15. Posts 970
Profile # 
Here's an image for ya of a some possible changes I'd work with on the map. Sorry for the messy work, I'm on my laptop and trying to use paint with a touchpad is awfully hard.

+ Show Spoiler +

First off the map is just waaaaaaaay too big. You really really really need to cut the size of the map down. By doing that first thing you'll probably notice is that the first 4 bases are more then likely too close to each other. At that point you can probably take out the 3rd base that is up against the main. Once you shrink it your current 4th base should be close enough that it can easily be taken as a third.

The map is just way too square. All those greens lines, change it to a rock terrain and make it less square. You already have all the sweet doodads around the cliffs but it doesn't work well because you are using manmade cliffs and they are straight as a line. Turn it to a rocky ground and make it look like you'd see a cliff in real life, all jagged. The green lines by the main is just more so so more of a "blocky" texture for the manmade sections. Think Korhal Compound mains.

Get rid of the gold bases, them being in the direct middle just doens't work. They don't help gameplay and they will just be complete winner bases. once you make the map smaller you will have to play around with the xel naga watchtowers to find a better place because right now they aren't in a great place.

Add some high ground (The dark green) around the map. Right now that whole northwest/southeast corners are sooooo flat and open. Not good. Choke it up a little more. I moved the corner bases closer so they also could be a viable 3rd if you wanted to take them. Plus the high ground next to them could make it a little easier to defend with.

The yellowish is Line of Sight Blockers. Add some in around the map to "break" it up and create strategic points.

The middle just looks too fake with it being a straight "bridge" that long. I definately think when you make the map smaller it could fix it.

Use the terrain raise & lower tool to add little "islands" around the outside of your map so it isn't just flat lava. Or least add cliff levels and/or doodads out around the edges of the map to give it some more appeal.

Continue working on Doodads. You have tons of spikes and rocks around the cliffs, but what about the middle? What about the edges? What about the open areas? Remember, you can use doodads as pathing block tools as well to create more chokes if you'd like.

Good luck, I know it's a lot to suggest but just put some more time into the map and it can turn out much better. If you are going to do anything I suggest just shrinking the map, that alone could fix a lot of the problems.
Last edit: 2012-06-30 11:16:40
Old Post

 
 Coppermantis   United States. June 30 2012 11:57. Posts 363
Profile # 
Wow. Thanks for the detailed feedback. Again, I'll hold off making changes until It's decided whether or not this will be included in ProAm but I'll take that into consideration.
Old Post

 
 Insomni7   July 02 2012 07:55. Posts 599
Profile # 
I played the map a little just for fun by myself. I agree with much of what Sidianthebard said and I would add just a small detail that there is a mineral patch in each natural which workers cannot reach except from the back.
"Lay the egg, become the god"
Old Post

Please log in or register to reply.
 
Refresh
StarCraft: Brood War
StarCraft 2
Dota 2
[ Show 88 non-featured ]

» Recent SC2 Results
» Premier SC2 Tournaments
Sidebar Settings...

The Little App Factory



The opinions expressed by our users do not reflect the official position of TeamLiquid.net or its staff.

Advertising | Jobs | Privacy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren. Ad tag: TF_US.
The contents of this webpage are copyright © 2002-2013 Teamliquid.net. All Rights Reserved