EDT 13:21 CEST 19:21 KST 02:21

Streams: 122 live
96538 total viewers

Active: 9762
Pizza Meter
Bruno Community Q&A
Beyond the Summit and TL S…
[WCS KR] Code S Recap/Code…
[WCS AM] Ro16 Group B Prev…
WCS AM - Ro16 Interviews a…
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…
Liquid wins the Curse Invi…
New Get 50% off Papa Joh…
TL Advertising Features
One Piece Manga
Should people be allowed…
New XBOX reveal May 21st
What Are You Reading 2013
Daft Punk: Random Access…
Happy Birthday GMarshal!
Presenting Store 2.0
Happy Birthday Resource Th…
Ask TL Staff Anything
Houston Barcraft
The ToD Fanclub
The LosirA Fanclub
[Stream] High Masters Terr…
stream of Flixse
Any fix for Twitch tv lag?
Windows Has Detected Perfo…
Computer Build Resource Th…
Simple Questions Simple An…
The Ultimate Headphone/Aud…
Day 9 Tribute.
Papa John's explores EG,…
FXOpen acquires Seed fro…
[Show] Pro Corner Offici…
[Interview] 2013 WCS KR …
WCS AM - Ro16 Interviews…
[WCS EU] Challenger League…
Numericable M-House Cup 2 …
Kaspersky Arena - May - 10…
[ATC] Quantic vs. Milleniu…
[Code S] Placement Matches…
[G] Zest's 4 immortal / ar…
[H] ZvT mech
[H] Need help holding Prot…
CatZ CC first counter - a …
[G] NaNiwa's PvZ (vs HyuN)…
Work In Progress Melee Maps
TeamLiquid Map Contest Fin…
TeamLiquid Mapping Contest…
[M] (2) Crux Frost
[A] Starbow
General Discussion
Bruno Community Q&A
Dota 2 QQ thread
G-1 League LAN Finals An…
Beyond the Summit and TL…
Liquid wins the Curse In…
[D2L] EG vs. Na'Vi & VP
[The International] Easter…
Perfect World's Dota 2 Su…
Starladder Season 6
Liquid Pasture Community L…
A guide to Krobelus, the D…
Simple Questions, Simple A…
[H] Night Stalker
[G] Clockwerk, The Offlani…
Learning Dota 2
[D] New BW Server
DES Sonic Interview 5/18…
Gothenburg SSL8 Finals M…
[SOSPA] Event Matches
snipealots 24/7 afreeca …
[Update] itemBay SSL Gra…
Gem League II
C Ranks Teamleague Season 1
[SRT13] Ro16 Group A
[GC S3] Gambit's Cup Semif…
D Ranks Teamleague Season 4
Practice Partner Thread
Challenger map on Starcraf…
Simple Questions, Simple A…
Increasing APM/EAPM
FINALLY! - The 2013 NHL …
Civilization V + DLC's, …
2012 - 2013 Football Thr…
World of Tanks
Formula 1 - 2013
[Patch 3.07: Nerf Everythi…
[LoL] [SFW] Random Pics & …
The Shikyo Memorial for QQ…
[LCS] All-Star Tournament
[OGN] Olympus The Champion…
[LoL] General Stream Thread
[Guide] Montegomery's Supe…
[Champion] Nunu
[TL R&D] T.R.O.L.L.S.
D3 Hardcore Community
The: What is my item worth?
Wizard builds /discussions
[M][N] Les Mafia
Chinese Grammar Micro Mafi…
Carnival Cruise Mafia
Running Thread
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 (76 users)

[M] (2) Mar Sara Fissure

Forum Index > StarCraft 2 Maps & Custom Games 1 2 3 All
 
 OxyGenesis   United Kingdom. July 08 2012 18:53. Posts 278
Profile # 
[image loading]

Mar Sara Fissure (1.0)
Made by: OxyGenesis
Published on: N/A
Map Size: 147x154

[image loading]

[image loading]

This is my first map, so I wanted to explore as much of the editor as possible. I made it for the MotM: ProAm tournament. The layout is something that has been in my head for a while, the main features being the ridge of high ground through the middle, different expansion paths and split map opportunities.

I am still learning, and so welcome any feedback.



Pictures (Aesthetics):
+ Show Spoiler +


Texture Set:
Mainly Mar Sara, custom lighting.


OxyGenesis
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Old Post

  Aunvilgod   July 08 2012 19:11. Posts 2031Profile # 
The aesthetics are done quite nicely. You should use less straight edges though.

You need bigger chokes. Are you sure that your bridges work? Your mains look quite small, they should be 25 CCs at the very very least. Your 9 and 6 o´clock bases are impossible to take because they block the only chokes on the whole map.
Incredible Miracle
Old Post

 
 OxyGenesis   United Kingdom. July 08 2012 19:24. Posts 278
Profile # 

On July 08 2012 19:11 Aunvilgod wrote:
The aesthetics are done quite nicely. You should use less straight edges though.

You need bigger chokes. Are you sure that your bridges work? Your mains look quite small, they should be 25 CCs at the very very least. Your 9 and 6 o´clock bases are impossible to take because they block the only chokes on the whole map.


The bridges do work (they are traversable) but I am sure that someone knows a better way of doing them. I searched for quite a while but couldn't find anything on how to do proper bridges.

How do I calculate the size of the mains? I have made them larger from a previous version but they may need to be enlarged again.

Do you mean the 9 and 3 o'clock bases? I'm not entirely sure what you mean by them blocking the only chokes on the map.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Old Post

 
 Semmo   Korea (South). July 08 2012 19:31. Posts 399
Profile # 

OMG HOW DID YOU DO THE BRIDGES PLEASE TELL ME IVE BEEN WANTING TO KNOW THIS FOR SO LONG!
Anyways, nice map, But, like aunvil says, the mains look a little straight - diagonal is better, for some reason.
Team Crux | teamcrux.tistory.com
Old Post

 
 OxyGenesis   United Kingdom. July 08 2012 19:38. Posts 278
Profile # 

On July 08 2012 19:31 kim9067 wrote:

OMG HOW DID YOU DO THE BRIDGES PLEASE TELL ME IVE BEEN WANTING TO KNOW THIS FOR SO LONG!
Anyways, nice map, But, like aunvil says, the mains look a little straight - diagonal is better, for some reason.


You place the doodad on the low ground below where you want it, then double click it and change the height value up to where you need it
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Old Post

 
 Semmo   Korea (South). July 08 2012 19:47. Posts 399
Profile # 

On July 08 2012 19:38 OxyGenesis wrote:

Show nested quote +



You place the doodad on the low ground below where you want it, then double click it and change the height value up to where you need it


Can you do this with any doodad? For example on my map virtual battle, could I do it with the forcefield walls?

Also, one thing I realized, you know the rocks at the third? wouldnt it be better on the defender's side? Or did you have another intent?
Team Crux | teamcrux.tistory.com
Old Post

 
 OxyGenesis   United Kingdom. July 08 2012 19:53. Posts 278
Profile # 

On July 08 2012 19:47 kim9067 wrote:

Show nested quote +



Can you do this with any doodad? For example on my map virtual battle, could I do it with the forcefield walls?

Also, one thing I realized, you know the rocks at the third? wouldnt it be better on the defender's side? Or did you have another intent?


I'm not sure if it would work with other doodads, I have only tried with the mar sara bridges. Needs testing I'm pretty sure creep doesn't work on these bridges though, and despite searching a lot, I have no idea how the 'pro' map makers make their bridges.

The rocks on the 3rd are meant to make it easier to defend attacks from that side. The other side isn't too bad as you can defend at the bridge instead and the Xel'Naga gives you prior warning.

EDIT

Or did you mean that side of the ramp? You could be right with that one. I can't remember my logic for placing it on that side except that maybe it would be harder to get a good concave on it due to the gas geyser, thus forcing the attacker to be a bit further forwards if they want to destroy the rocks. I haven't tested this however.
Last edit: 2012-07-08 20:03:12
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Old Post

 
 Semmo   Korea (South). July 08 2012 20:00. Posts 399
Profile # 

On July 08 2012 19:53 OxyGenesis wrote:

Show nested quote +



I'm not sure if it would work with other doodads, I have only tried with the mar sara bridges. Needs testing I'm pretty sure creep doesn't work on these bridges though, and despite searching a lot, I have no idea how the 'pro' map makers make their bridges.

The rocks on the 3rd are meant to make it easier to defend attacks from that side. The other side isn't too bad as you can defend at the bridge instead and the Xel'Naga gives you prior warning.

Yeah, that's what I thought. But since it's quite narrow, I'm afraid of siege tank pushes. But since there's a xelnaga-esque cliff at third, I guess it could be ok.
Team Crux | teamcrux.tistory.com
Old Post

 
 OxyGenesis   United Kingdom. July 08 2012 20:08. Posts 278
Profile # 

On July 08 2012 20:00 kim9067 wrote:

Show nested quote +


Yeah, that's what I thought. But since it's quite narrow, I'm afraid of siege tank pushes. But since there's a xelnaga-esque cliff at third, I guess it could be ok.


Yeah if you let siege tanks siege up on that cliff above the 3rd you are going to have a bad time. I originally had the Xel'Naga-esque path wider, but made it thinner to encourage attacks through the middle. I think the layout of the 3rd needs some testing.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Old Post

 
 NewSunshine   United States. July 09 2012 01:12. Posts 1014
Profile # 
The bridges you see on 'pro' level maps aren't bridge doodads, but something more complicated. Most always it's a combination of a bridge-shaped piece of terrain(straight, usually narrow), manmade cliffs, and various doodads and textures to give it a distinctive bridge-type look. Still, I feel slightly dumb, because I didn't know the Mar Sara bridges actually worked, until now. I wonder if I'm the only one who didn't know... and NO, my next map is not going to be loaded with them.

Anyway, the layout itself also looks very choked, force fields would absolutely tear an army to pieces here. Combine that with how every path but the center one goes around the edges of the map, and I feel any sizable army would feel rather immobile here. It's a good first map, but I think that's your first step to improving right there. Try to get the map analyzer working, and work on the openness of the maps you make.
[ESV mapmaking team member] [Former DF map team founder] [@ESVNewSunshine]
Old Post

  WniO   United States. July 09 2012 01:15. Posts 2704Profile Blog # 
i think the bridges need to be much bigger, cause split map stuff will be hell late game, nice map though.
Old Post

 
 iGrok   United States. July 09 2012 01:20. Posts 4228
Profile Blog # 
Lol WniO, I think they need to be a little wider but shorter. They need to be shorter to make sure Creep Tumor Range can get across them
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | Samurai Champloo | Maker's Mark | Gangnam Style! | Nunu
Old Post

 
 EatThePath   United States. July 09 2012 02:06. Posts 2454
Profile Blog # 

On July 09 2012 01:20 iGrok wrote:
Lol WniO, I think they need to be a little wider but shorter. They need to be shorter to make sure Creep Tumor Range can get across them


You'll have to use real terrain there if you want creep to spread. You can hide it underneath the doodad. Also, make sure you set the cliff level to the same as the terrain on either side (it looks like 2) so that vision behaves correctly for units on the bridge.

Also forcefields cant be cast unless you put terrain under the bridge (that isn't level 0.. hole).
Comprehensive strategic intention: DNE
Old Post

 
 Gfire   United States. July 09 2012 02:11. Posts 1479
Profile # 
Bridges bug out some units, too. It's generally accepted that they're broken and you have to use another method.
Last edit: 2012-07-09 02:11:47
ESV Mapmaking Team -- @TheGfire
Old Post

  Aunvilgod   July 09 2012 02:17. Posts 2031Profile # 
Just use Braxis Alpha Cliffs instead. They look good enough.
Incredible Miracle
Old Post

 
 Insomni7   July 09 2012 02:35. Posts 599
Profile # 
I'm really concerned about the cliffs behind the third on this map. If the position above the third mineral line was open, maybe you could get away with it, but because an army could lodge themselves so tightly in there, it seems like a bad idea to have cliffs there. Otherwise pretty solid first map.
"Lay the egg, become the god"
Old Post

 
 NewSunshine   United States. July 09 2012 03:10. Posts 1014
Profile # 

On July 09 2012 02:06 EatThePath wrote:
You'll have to use real terrain there if you want creep to spread. You can hide it underneath the doodad. Also, make sure you set the cliff level to the same as the terrain on either side (it looks like 2) so that vision behaves correctly for units on the bridge.

Also forcefields cant be cast unless you put terrain under the bridge (that isn't level 0.. hole).

Some people see that as a broken doodad, I see it as a new way to rig up a dead-end base. Hmmmmm...
[ESV mapmaking team member] [Former DF map team founder] [@ESVNewSunshine]
Old Post

 
 OxyGenesis   United Kingdom. July 09 2012 03:28. Posts 278
Profile # 
Thanks for all the advice guys, I'm working on an update.

Does anyone know how the bridges were done on Cherno by Superouman?
http://www.teamliquid.net/forum/viewmessage.php?topic_id=345022

Seems like an ESV secret.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Old Post

 
 iGrok   United States. July 09 2012 03:29. Posts 4228
Profile Blog # 
Braxis cliffs.
Last edit: 2012-07-09 03:30:02
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | Samurai Champloo | Maker's Mark | Gangnam Style! | Nunu
Old Post

 
 Gfire   United States. July 09 2012 03:34. Posts 1479
Profile # 
It's an ESV secret.
ESV Mapmaking Team -- @TheGfire
Old Post

1 2 3 All
Please log in or register to reply.
 
Refresh
StarCraft: Brood War
StarCraft 2
Dota 2
Other Notable Streams
[ Show 95 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