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[M] (2) A City Divided

Forum Index > StarCraft 2 Maps & Custom Games 1 2 All
 
 iGrok   United States. July 02 2012 10:29. Posts 4218
Profile Blog # 
[image loading]

Published on NA and EU

[image loading]

Balance testing was leaning Z, so I made a few changes.

1) Compressed the map Vertically. Bridges and main-main distances are now shorter. 6th bases are closer to the 5ths.
2) Pulled the 3rd away from the Natural. Even with the Spawning Pool, taking that third was a little too easy, so I pulled it farther away. This also gives better flow into the fourth.
3) Minor thing but I added LOS Blocked zones in the Main. This was actually suggested to me by a couple people playing, and I really enjoyed it on Metal - all it really does is punish players who don't scout as well.

Aesthetics got an overhaul. The bridges are gone, replaced with military checkpoints, and I made everything cleaner since you guys seemed to think it wasn't. I also replaced the grass bases with 'overgrown' ones. Hopefully this is enough I also added a few more details around the map. I'm still not quite done with the detailing, but balance wise these couple tweaks should be the last things it needs. I'll update with the stats once I get another 100 games played.

+ Show Spoiler [Closeups] +


+ Show Spoiler [Old Overview] +

+ Show Spoiler [Old Details] +
Last edit: 2012-07-07 07:40:08
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Old Post

 
 moskonia   Israel. July 02 2012 10:53. Posts 930
Profile # 
I have also thought of natural Zerg building, but I think that since you can break the wall so early its not really a wall after 3-4 min, if you want a wall that still has high health until closer to its death you can stack several pools on each other, that way breaking it would be harder until closer to 6 min.

If you don't stack at least a couple of pools a couple of lings will break the wall pretty fast I think and will be able to easily runby unless the toss walls there too.

Also, how many building does it take to wall off the nat? seems to be quite large but I might be mistaken. About the 4th, I don't it will be super hard to take, I am personally more worried about the 5th, it seems either one will be really hard to take.
"He who learns to walk, should never crawl again"
Old Post

 
 Insomni7   July 02 2012 10:55. Posts 595
Profile # 
Er, how does this spawning pool slow down aggressive builds? I don't understand that. As far as I can tell all it does is make taking an early third in zvp inordinately hard. Also be careful to make sure that a fast third hatch would not produce enough creep to keep the pool alive accidentally.
"Lay the egg, become the god"
Old Post

 
 NewSunshine   United States. July 02 2012 12:02. Posts 1011
Profile # 
Love the neutral spawning pool, and although its execution could perhaps be better, it's definitely something to toy with. Lots of sweet ideas overall though :D
[ESV mapmaking team member] [Former DF map team founder] [@ESVNewSunshine]
Old Post

 
 Syphon8   Canada. July 02 2012 12:12. Posts 190
Profile # 
I'm a fan of the layout and the neutral pools, but the aesthetics scream for a redo.
',:/
Old Post

 
 FlaShFTW   United States. July 02 2012 14:15. Posts 4957
Profile Blog # 
pretty big rush distance tbh.

i like the overall base layout though. Aesthetics are a big meh though
Never Surrender. Never GG. Always Fighting. BW4LYF. Woo Jung Ho Never Forget.
Old Post

 
 iGrok   United States. July 02 2012 14:22. Posts 4218
Profile Blog # 
Lol, whats wrong with the aesthetics?
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Old Post

 
 Guardian85   July 02 2012 17:29. Posts 155
Profile # 
iGrok, i understand you mate, people jump to conclutions when they see the overview.
A few textures have flaws, but i think your map looks very city alike.
You cant really get a good feeling about how the map really looks, even from detailed aesthetic pictures.
You'd have to record a movie.
And especially when it comes to more urban like looking maps, or manmade terrain.
As soon as you fill up an area with one texture, it looks bad on the overview.. and thats all people are ever gonna look at.. because they made up their mind that it sucks.
If they dont see a X number of details and things that breaks up the bigger areas they think it looks bad, but its usually completely different when you start up the game.

I think its unfair that one cant adress the aesthetics a little better, due to the fact you can only show so much, when its down to pictures.. you dont have to look any further then Facebook to see how much hoax you can get.
The cutest girl you've seen on one picture. then you happen to look through the photo album and you see a dried up whale.

Old Post

 
 iGrok   United States. July 02 2012 17:34. Posts 4218
Profile Blog # 
Haha, thanks Guardian.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | Samurai Champloo | Maker's Mark | Gangnam Style! | Nunu
Old Post

 
 Walitgon   Australia. July 02 2012 17:38. Posts 542
Profile # 
Sick spawning pools, would fap to again/10
BRB laddering ^_^ ¯\_(ツ)_/¯
Old Post

 
 Guardian85   July 02 2012 18:01. Posts 155
Profile # 
Well i just had a look at your map ingame, and it really looks like a city, and i like it.. only little adjustments i'd wanna make is.. you know your map so ill just speak directly out of detail.

Where you put those benches in this little patch, where you also have some small Bonzai looking plants in some plant pots.
I'd reuse that, a little.

On your 5 o'clock spawn, it would improve a little to break up the concrete a little, since theres no people in this "city".
Make it look like the people just vanished like dust... and put in a little random "dust". Put in some garbage.. some City renovation dumpsters, and a few more benches along the sides.
Up to your Mengsk statue.

I'd perhaps then next focus a little on your Starting location pad, where i'd put in a few light poles, and maybe something like you've already used on the map to decorate the very ledge of the cliffs.

The truth to be said, your theme is to make a city, and you acomplished that i think.

Im not the kind of guy who just goes with the majority and sticks with what ever my neighbour said.

And so many has been really spreading words about this map Galápagos, and it does look like a holliday paradise.
But ingame its absolutely something different.. its not that pretty.. and the truth of the fact, his saturation in the map is pumped up like some Bodybuilder addicted to stereoids.
He does have a look of natural touches to it, and he is lucky he choose to use this spesific type of water, with his sand theme.
Its the water around and the good work with making natural looking patches of plants, that makes it look good.

And peoples been going crazy about the map Aesthetics.
But ingame its just like the pretty girl on Facebook, Just that she's only the cute girls sister, who's been lucky enough to not get beaten by the ugly stick yet, shes only just tanned WAY to much, and therefore looks like a Alien project.
Last edit: 2012-07-02 18:03:57
Old Post

 
 Guardian85   July 02 2012 18:11. Posts 155
Profile # 
People in general aint that different, we want something with contrast, we want something that catches the eye..
And if you ever were at a congress with 1500 people wearing black and white suits, then a lady with a red tight dress walks in.. she does not even have to be that pretty.. everyone would GAAAASSSP... because it just stands out right there and then, and the contrast makes her look like Ms. Universe.

Our minds are developed in the fasion that we are drawn to things that stands out of the masses, and we're drawn to symmetry.

To put it simple.
Last edit: 2012-07-02 18:11:11
Old Post

 
 Qwyn   United States. July 02 2012 18:46. Posts 1350
Profile Blog # 
This map is fucking baller. The first aesthetic picture (maybe just the way it is sized) looks really BW'ish to me.

WOW this map is amazing. So complex yet pleasing to the eye. MOTM, GO! Oh wait...

It's too bad that you can't really see elevation changes too well in overhead pictures. Imma' go play a game on this.

Also, to the guy above me, what's with all the analogies lol.

Wtf 1.5k Congressmen and all these facebook girls. LOL.
Last edit: 2012-07-02 18:47:15
IDRA FIGHTING!
Old Post

 
 Guardian85   July 02 2012 19:01. Posts 155
Profile # 

On July 02 2012 18:46 Qwyn wrote:
+ Show Spoiler +


I'm not having this argument in this thread, but if you wanna LOL some, go ahead. But it sounds to me like you just wanna take a piss at it.
Its called a metaphor.
Old Post

 
 iGrok   United States. July 02 2012 22:30. Posts 4218
Profile Blog # 

On July 02 2012 19:01 Guardian85 wrote:

Show nested quote +



I'm not having this argument in this thread, but if you wanna LOL some, go ahead. But it sounds to me like you just wanna take a piss at it.
Its called a metaphor.


Lol dw hes just joking around. Thanks for your advice Guardian, I'll look at doing that as soon as I have some free time!
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | Samurai Champloo | Maker's Mark | Gangnam Style! | Nunu
Old Post

 
 Guardian85   July 02 2012 23:49. Posts 155
Profile # 
Ok, ill take your word on that, but i cant see humor like that of 2 reasons, one of them being my Authism, the other is... if you knew what i knew.. i belive there is some serious cultural crash here.
Old Post

 
 FoxyMayhem   July 03 2012 00:54. Posts 614
Profile Blog # 
Need a new structure called a "Cyst", a zerg building with high armor that can replace the spawning pool.
Old Post

 
 Guardian85   July 03 2012 01:39. Posts 155
Profile # 
why does it have to be a Zerg building?

and what is this Cyst? You can pretty much change any structure and stats you want.. but it'll make it custom requirements.

But to make the look for it, i guess modifying the Char, "Glowing Pod" would be an alternative choice.
Old Post

 
 monitor   United States. July 03 2012 01:41. Posts 2276
Profile Blog # 

On July 03 2012 01:39 Guardian85 wrote:
why does it have to be a Zerg building?

and what is this Cyst? You can pretty much change any structure and stats you want.. but it'll make it custom requirements.

But to make the look for it, i guess modifying the Char, "Glowing Pod" would be an alternative choice.


Because the zerg buildings die off eventually without creep, so it functions as a third timing if you don't want to deal with killing it.
Starcraft 2 Mapmaker for TPW || Author of Korhal Compound
Old Post

 
 iGrok   United States. July 03 2012 01:52. Posts 4218
Profile Blog # 

On July 03 2012 01:41 monitor wrote:

Show nested quote +



Because the zerg buildings die off eventually without creep, so it functions as a third timing if you don't want to deal with killing it.

Exactly.

I'd rather not create a whole new unit, I got my start in BW mapping where we had to live with the constraints of the preset units for melee maps.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | Samurai Champloo | Maker's Mark | Gangnam Style! | Nunu
Old Post

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