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[M] (4) Underwater Paradise

Forum Index > StarCraft 2 Maps & Custom Games 1 2 All
 
 Semmo   Korea (South). June 29 2012 19:51. Posts 399
Profile # 
WIP
[M] (4) Underwater Paradise
Playable Size: 140x140
Published in NA/SEA
Published in Korea as 물속 낙원


Underwater themed 1v1 map.
[image loading]

Angled Picture:
+ Show Spoiler +

Pretty pictures:
+ Show Spoiler +

I may submit it for MotM. Please, give me all the feedback, good or bad, whether this map is playable, etc. I appreciate it. Thanks.

Send replays to kim9067@gmail.com
Last edit: 2012-07-04 19:49:26
Team Crux | teamcrux.tistory.com
Old Post

 
 Callynn   Netherlands. June 29 2012 20:29. Posts 877
Profile # 
Looks nice and clean, just wondering;

- Is it cross spawns only?

- Is the 'island' ground near the mains pathable? I'm talking about the peninsula thingy sticking out, it looks like an unpolished part of the map boundaries.

- Can you add an analysis (rush distance, main to main, natural to natural, etc.)?

Also:

- I would flatten the middle area entirely, it is just begging to appear original and fun but I don't think it will play out smoothly at all.
Last edit: 2012-06-29 21:54:02
Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
Old Post

  CaptainCrush   United States. June 29 2012 20:37. Posts 784Profile Blog # 
Looks pretty good overall, I like the layout. I think it could use just a bit more polishing and doodads though.

I forsee some zergs complaining about all the chokes though... I think it looks pretty good, but I would be prepared for that.
Old Post

 
 SeinGalton   South Africa. June 29 2012 20:49. Posts 295
Profile Blog # 
It has me thinking of Crevasse a little. I especially like that you're going for an underwater theme - eager to see how that turns out. I feel aesthetics and theme is a big part of a cool map, it should be enjoyable for the players.

Right now the biggest concern for me is the middle - the topology seems very awkward and chokey, and I don't see engagements there being fun. I see them turning out very uncomfortable and difficult to control because it's so packed with ramps and variation in surface areas. I think simplifying that will go a long way. The high ground brackets tangential to the destructible rocks also strike me as making the terrain awkward. I definitely think that if you spend some time you can get a better solution that still achieves all the goals you have with the current center.

I also want to echo the concerns over spawn locations - close spawns is going to make it a lot more difficult for one player to take a fourth, and that's particularly bad for a matchup like ZvP. Bad close spawns (say Toss top left and Zerg bottom left) will allow Protoss to easily take 4 bases whilst Zerg will have a tough time getting beyond his third.

My two cents, hope it helps!
They're coming to get you, Barbara.
Old Post

 
 Callynn   Netherlands. June 29 2012 21:56. Posts 877
Profile # 

On June 29 2012 20:37 CaptainCrush wrote:
I forsee some zergs complaining about all the chokes though... I think it looks pretty good, but I would be prepared for that.


I am actually a Zerg player and not concerned. I see up to four different attack paths to the third and on, which is absolutely fine. Next to that, there is quite a decent open area near the third, though I would perhaps half the size of the 'crack' in the ground that protects pathing to the third.

If that is done, this map is in fact quite balanced.

And don't forget to fix that middle. Make it either one plateau with ramps all around it or flatten it out completely and add some interesting doodadd topology that fits your underwater theme.
Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
Old Post

 
 Gfire   United States. June 30 2012 00:10. Posts 1479
Profile # 
Seems like it has a lot of potential. I definitely think you should submit it to motm, it's pretty much ideal for something like that. The concept is really solid, and the execution is pretty good. With a little tweaking and some polishing, it could be a pretty good map.

I think it's pretty playable, and the layout is interesting.
ESV Mapmaking Team -- @TheGfire
Old Post

 
 FlaShFTW   United States. June 30 2012 01:02. Posts 4960
Profile Blog # 
love the layout of this map. I feel that it's really well done. Unfortunately, I feel that the map is too choky. consider making the middle a taldarim styled with just a boring plateau.

otherwise, really good map. good third placement :D
Never Surrender. Never GG. Always Fighting. BW4LYF. Woo Jung Ho Never Forget.
Old Post

 
 OxyGenesis   United Kingdom. June 30 2012 02:01. Posts 278
Profile # 
I like the expansion layout, I think the use of destructible rocks is very clever.

Not really a fan of the aesthetics. The idea of an underwater map is original, but seeing units running around on it is kinda silly imo. Also there are no doodads or texture work, I guess this is probably intentional as you wanted to get the layout right first but definitely feels unfinished atm.

I also agree with those saying the middle needs changing. I made this diagram very quickly as to how I might do it, apologies if it isn't very clear.

[image loading]

red = ramp, blue = destructible rocks and Xel'Nagas.

The idea here is that it opens up the middle a bit. With 4 Xel'Nagas it helps a lot with positional imbalances as you can see the enemy coming up their main ramp (they can go through their small ramp or break down the destructible rocks if they don't want to be seen. Feel free to ignore this advice btw I'm new to map making myself.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Old Post

 
 Catatonic   United States. June 30 2012 03:40. Posts 690
Profile # 

On June 29 2012 21:56 Callynn wrote:
On June 29 2012 20:37 CaptainCrush wrote:
I forsee some zergs complaining about all the chokes though... I think it looks pretty good, but I would be prepared for that.

Cause chokes make it easier to fight out of more so then any of the other races right? You make it seem like zerg "complaining" about that is completely unfounded which is false beyond all reasonable belief :l.
Last edit: 2012-06-30 03:41:14
T: DeMuslim SeleCT. P: Naniwa Genius. Z: IdrA Destiny Team: EG
Old Post

 
 Semmo   Korea (South). June 30 2012 11:57. Posts 399
Profile # 
Map Updated:
[image loading]

Published as Underwater Paradise on US
and as 물속 낙원 in KR
Last edit: 2012-06-30 11:58:48
Team Crux | teamcrux.tistory.com
Old Post

 
 Semmo   Korea (South). June 30 2012 17:28. Posts 399
Profile # 
Map Update, again:
[image loading]

Also, pretty pictures:
[image loading]
[image loading]
[image loading]
Last edit: 2012-06-30 17:30:14
Team Crux | teamcrux.tistory.com
Old Post

 
 Alexj   Ukraine. June 30 2012 22:22. Posts 410
Profile Blog # 
These new doodads are great, nice job!

As a P: the ramp on natural seems a bit too wide to wall-off in a safe way, while neutral depo makes it awkward to simcity near nexus. Though I've been doing gate expands lately, so it doesn't matter too much for me

Regarding the center -- it seems like you're trying to go for "split the deathball" approach, in the same way Cloud Kingdom did. Can't be sure regarding how succeful you are, but CK got a lot of praise, so don't pay attention to those zerg whiners One of the big annoyances of CK for zergs is how good sentry immortal pushes are there due to chokey-ness of the 3rd, which is obviously not the case here. This also means P will have a harder time taking their third, but it's not as bad as Korhal Compound.

Overall the map is shaping up great, good luck with your work!
More GGs, more skill
Old Post

 
 monitor   United States. July 01 2012 01:57. Posts 2279
Profile Blog # 
I love this layout. You've really got a nack for creating really interesting stuff that fits with the metagame. I think the aesthetics are the weakest part (I don't like the underwater theme at all), and I'd suggest just to keep working on your textures and doodads.
Starcraft 2 Mapmaker for TPW || Author of Korhal Compound
Old Post

 
 Semmo   Korea (South). July 01 2012 09:37. Posts 399
Profile # 
SUPER REPLY POST!


On June 29 2012 20:29 Callynn wrote:
Looks nice and clean, just wondering;

- Is it cross spawns only?

- Is the 'island' ground near the mains pathable? I'm talking about the peninsula thingy sticking out, it looks like an unpolished part of the map boundaries.

- Can you add an analysis (rush distance, main to main, natural to natural, etc.)?

Also:

- I would flatten the middle area entirely, it is just begging to appear original and fun but I don't think it will play out smoothly at all.


It's not cross spawn only; That's why I gave a choice of thirds.
The Peninsula is not patchable, I made it smaller so it'd be clearer.
I changed the center, not COmpletely, I still have some height difference, but this is underwater, so I wanted to keep that.
I can't add an analysis, sadly, it never works for me T.T



On June 29 2012 20:37 CaptainCrush wrote:
Looks pretty good overall, I like the layout. I think it could use just a bit more polishing and doodads though.

I forsee some zergs complaining about all the chokes though... I think it looks pretty good, but I would be prepared for that.


Thanks! I added more doodads, etc! I also went a bit easier on the chokes, hopefully it's better.


On June 29 2012 20:49 SeinGalton wrote:
It has me thinking of Crevasse a little. I especially like that you're going for an underwater theme - eager to see how that turns out. I feel aesthetics and theme is a big part of a cool map, it should be enjoyable for the players.

Right now the biggest concern for me is the middle - the topology seems very awkward and choky, and I don't see engagements there being fun. I see them turning out very uncomfortable and difficult to control because it's so packed with ramps and variation in surface areas. I think simplifying that will go a long way. The high ground brackets tangential to the destructible rocks also strike me as making the terrain awkward. I definitely think that if you spend some time you can get a better solution that still achieves all the goals you have with the current center.

I also want to echo the concerns over spawn locations - close spawns is going to make it a lot more difficult for one player to take a fourth, and that's particularly bad for a matchup like ZvP. Bad close spawns (say Toss top left and Zerg bottom left) will allow Protoss to easily take 4 bases whilst Zerg will have a tough time getting beyond his third.

My two cents, hope it helps!


Yeah, I'm proud to say it's the first underwater map! This is my favorite look of a map I made, I'll work hard on it.
Changed the middle, still a bit interesting, but less choky, more beautiful. (loll)
I want to keep close spawns if possible because you can choose your third already, and by the time you have a third you should really have an army to blast the rocks. I'll see how it turns out though.
I changed the center a little.


On June 29 2012 21:56 Callynn wrote:

Show nested quote +



I am actually a Zerg player and not concerned. I see up to four different attack paths to the third and on, which is absolutely fine. Next to that, there is quite a decent open area near the third, though I would perhaps half the size of the 'crack' in the ground that protects pathing to the third.

If that is done, this map is in fact quite balanced.

And don't forget to fix that middle. Make it either one plateau with ramps all around it or flatten it out completely and add some interesting doodadd topology that fits your underwater theme.


Yay, thanks for supporting the map! I tried to have corridors, as I think it fits well with the underwater theme, and was something I wanted to try out for a long time.
I changed the center, and it's a bit more open now, hopefully it's more balanced :D


On June 30 2012 00:10 Gfire wrote:
Seems like it has a lot of potential. I definitely think you should submit it to motm, it's pretty much ideal for something like that. The concept is really solid, and the execution is pretty good. With a little tweaking and some polishing, it could be a pretty good map.

I think it's pretty playable, and the layout is interesting.


Thanks! I want to submit to motm, thanks for the confidence booster. I thought pretty hard on the concept, as i wanted a smaller map, but still close positions possible, and this is the best I could come up with.


On June 30 2012 01:02 FlaShFTW wrote:
love the layout of this map. I feel that it's really well done. Unfortunately, I feel that the map is too choky. consider making the middle a taldarim styled with just a boring plateau.

otherwise, really good map. good third placement :D


HURRAY FOR THIRD.
I changed the chokiness, and I opened up the center a little, but still kept some of my ideas.


On June 30 2012 02:01 OxyGenesis wrote:
I like the expansion layout, I think the use of destructible rocks is very clever.

Not really a fan of the aesthetics. The idea of an underwater map is original, but seeing units running around on it is kinda silly imo. Also there are no doodads or texture work, I guess this is probably intentional as you wanted to get the layout right first but definitely feels unfinished atm.

I also agree with those saying the middle needs changing. I made this diagram very quickly as to how I might do it, apologies if it isn't very clear.

[image loading]

red = ramp, blue = destructible rocks and Xel'Nagas.

The idea here is that it opens up the middle a bit. With 4 Xel'Nagas it helps a lot with positional imbalances as you can see the enemy coming up their main ramp (they can go through their small ramp or break down the destructible rocks if they don't want to be seen. Feel free to ignore this advice btw I'm new to map making myself.


I listened to your opinion on the center to a degree, but not 4 xelnagas.


On June 30 2012 22:22 Alexj wrote:
These new doodads are great, nice job!

As a P: the ramp on natural seems a bit too wide to wall-off in a safe way, while neutral depo makes it awkward to simcity near nexus. Though I've been doing gate expands lately, so it doesn't matter too much for me

Regarding the center -- it seems like you're trying to go for "split the deathball" approach, in the same way Cloud Kingdom did. Can't be sure regarding how succeful you are, but CK got a lot of praise, so don't pay attention to those zerg whiners One of the big annoyances of CK for zergs is how good sentry immortal pushes are there due to chokey-ness of the 3rd, which is obviously not the case here. This also means P will have a harder time taking their third, but it's not as bad as Korhal Compound.

Overall the map is shaping up great, good luck with your work!


Thanks for such a supportive comment! The ramp at natural can be changed anytime, but it's same as antiga, and entombed. you can wall off at nexus as normal actually.
The center I wanted to be interesting, and have dynamics, split the death ball a little, but not too much. I think it's pretty good xD


On July 01 2012 01:57 monitor wrote:
I love this layout. You've really got a nack for creating really interesting stuff that fits with the metagame. I think the aesthetics are the weakest part (I don't like the underwater theme at all), and I'd suggest just to keep working on your textures and doodads.


Thanks! I thought hard about the layout, since this is a small map, which makes thirds VERY important. also, NOOOOOOO the aesthetics were my favorite part, I loved the underwater theme, it's the first and everything T.T I am still working on the textures and doodads, I think it's shaping up pretty nicely.
Team Crux | teamcrux.tistory.com
Old Post

 
 Semmo   Korea (South). July 01 2012 13:54. Posts 399
Profile # 
Map Update:

Flat Picture:
[image loading]

Angled Picture:
[image loading]

Changelog:
- Mains are larger
- No more reaper path, as it could be bad...
- Added more doodads
- Naturals have more space behind them for worse cannon rushes
Team Crux | teamcrux.tistory.com
Old Post

  WniO   United States. July 01 2012 14:05. Posts 2704Profile Blog # 
i really like the red doodads, adds nice contrast to the rest of the map, i think you should implement some redscales textures to it, or something of the sort.
Old Post

 
 moskonia   Israel. July 01 2012 21:44. Posts 932
Profile # 
I wonder, how will you make the underwater affect? Of course you can add many fish and shark doodads, also maybe add many wind affect as well - to make everything move like in water, or you can just make water and put it really high, so everything will be underwater, that will give of course the best affect, but I am not sure if it will be good since it will be harder to control units underwater.

Anyways, by now the map looks awesome, both aesthetics side and balance side even though it doesn't make sense to fight underwater, it is still pretty sweet
"He who learns to walk, should never crawl again"
Old Post

 
 Gfire   United States. July 01 2012 23:46. Posts 1479
Profile # 
I think you can also reduce the gravity so it feels like you're underwater.
ESV Mapmaking Team -- @TheGfire
Old Post

 
 SeinGalton   South Africa. July 01 2012 23:54. Posts 295
Profile Blog # 
I think it's looking a lot better - that center certainly looks like a more fun place to engage, nice work.

I'm not sure whether anyone else mentioned this or whether you already know - make sure to tweak the reverb/sound effects so that it also seems underwater. With some intelligent use of fog, particle effects, doodads and sound effects I think you can give it a good submerged feel.

It shaping up really well I think, good luck with it in the future too!
They're coming to get you, Barbara.
Old Post

 
 Semmo   Korea (South). July 02 2012 09:31. Posts 399
Profile # 

On July 01 2012 14:05 WniO wrote:
i really like the red doodads, adds nice contrast to the rest of the map, i think you should implement some redscales textures to it, or something of the sort.


Thanks! I looked at real corals (google images) and I tried to make them as vibrant as possible :D



On July 01 2012 21:44 moskonia wrote:
I wonder, how will you make the underwater affect? Of course you can add many fish and shark doodads, also maybe add many wind affect as well - to make everything move like in water, or you can just make water and put it really high, so everything will be underwater, that will give of course the best affect, but I am not sure if it will be good since it will be harder to control units underwater.

Anyways, by now the map looks awesome, both aesthetics side and balance side even though it doesn't make sense to fight underwater, it is still pretty sweet


I don't think it has to be 100% convincing that it's underwater; it can be a theme, but I don't have to superimpose it so that the gameplay is poor.


On July 01 2012 23:46 Gfire wrote:
I think you can also reduce the gravity so it feels like you're underwater.


Good Idea, if it doesn't change the gameplay.


On July 01 2012 23:54 SeinGalton wrote:
I think it's looking a lot better - that center certainly looks like a more fun place to engage, nice work.

I'm not sure whether anyone else mentioned this or whether you already know - make sure to tweak the reverb/sound effects so that it also seems underwater. With some intelligent use of fog, particle effects, doodads and sound effects I think you can give it a good submerged feel.

It shaping up really well I think, good luck with it in the future too!


Thanks, I didn't want to give up a cliffy center, but I made sure it's more open. tweaking every single sound is just not worth it, I don't think. As I said, it'll have an underwater theme, but if the players don't trust it, it could be a planet that's just like Earth's ocean haha xP
Team Crux | teamcrux.tistory.com
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