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| iGrok United States. July 02 2012 10:29. Posts 4218 | Profile Blog # |
Published on NA and EU![[image loading]](http://i.imgur.com/uvcte.png) 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] +![[image loading]](http://i.imgur.com/1M4oy.png) ![[image loading]](http://i.imgur.com/FGmTL.png) ![[image loading]](http://i.imgur.com/xEVPN.png) ![[image loading]](http://i.imgur.com/Hxe03.png) A City Divided is the result of a couple months' work into various map features, and finding a good way to combine them. The big story here is the Neutral Spawning Pools blocking the ramp from the Natural to 3rd base. The Spawning Pools die at 6:04 game time, but can be brought down quicker by attacking them, or prevented if you get a creep tumor there in time. The function like temporary destructible rocks, enough of an obstacle to be annoying and slow down a few cheesy builds (both aggressive and fast-third), but not enough to force you to get anti-armor units to take a third base. ACD is a rather large 2p map The natural walloff is three 3x3 buildings and a pylon. A small ramp leads down into your third base, blocked by the neutral supply depot. The large open area in front of your base is sectioned off by LOS Blockers Taking a fourth is somewhat difficult, but it is intended to be. It requires control of your half of the map. The top entrance to the 4th can be walled with two 2x2 buildings. It is a large base, so there's plenty of room for rebuilding if you've lost your main  . Control over the middle is very important. Two bridges act as funnels for enemy units, and are more difficult to move through than the wide open side paths, so choose your route carefully! Map Details:Players: 2 Playable Size: 152x156 Bases: 12 Watchtowers: 2 Rocks: 2 Spawning Pools: 2 Statues: 4

Over the last few days I've had 100 games played on this map by Masters & Grandmasters friends of mine, and thy've told me the results (I don't have time to obs 100 games of sc2 while I'm working and doing non-sc2 stuff lol). Here's the results: ![[image loading]](http://i.imgur.com/Nm1SD.png) Please keep in mind that this is only 100 games worth of data, and will surely change with time. Last edit: 2012-07-07 07:40:08 |
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| 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.
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| | "He who learns to walk, should never crawl again" | |
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| 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" |
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| 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] |
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| 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. |
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| 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. |
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| iGrok United States. July 02 2012 14:22. Posts 4218 | Profile Blog # |
| Lol, whats wrong with the aesthetics? |
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| 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.
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| iGrok United States. July 02 2012 17:34. Posts 4218 | Profile Blog # | |
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| Walitgon Australia. July 02 2012 17:38. Posts 542 | Profile # |
| Sick spawning pools, would fap to again/10 |
| | BRB laddering ^_^ ¯\_(ツ)_/¯ |
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| 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 |
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| 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 |
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| 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 |
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| Guardian85 July 02 2012 19:01. Posts 155 | Profile # |
On July 02 2012 18:46 Qwyn wrote:+ Show Spoiler + 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.
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.
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| iGrok United States. July 02 2012 22:30. Posts 4218 | Profile Blog # |
On July 02 2012 19:01 Guardian85 wrote: Show nested quote +On July 02 2012 18:46 Qwyn wrote:+ Show Spoiler + 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.
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 |
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| 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. |
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| 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. |
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| 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. |
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| 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 |
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| iGrok United States. July 03 2012 01:52. Posts 4218 | Profile Blog # |
On July 03 2012 01:41 monitor wrote: Show nested quote +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.
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 |
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