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[M] (2) Worldship Core

Forum Index > StarCraft 2 Maps & Custom Games
 
 HaZardous47   United States. July 09 2012 07:46. Posts 106
Profile # 
Worldship Core - (version 0.2)
Made by: HaZardous
Published on [NA]


[image loading]


Introduction/Inspiration:

Hey there, TL mapmaking forum. This is my first time opening the editor, and while I'm not sure how the map *actually* turned out, I think it looks somewhat decent...though I'll admit my knowledge on mapmaking (and balance) is not the best. I wanted to keep it smallish, but still have good openness and I think I achieved that. Just let me know what you think and Ill continue to improve on it as much as possible. I've also avoided adding in tons of details and aesthetics, as I'm expecting to make major changes before I'm satisfied...doodads will just get in the way until then



Pictures (Aesthetics):
+ Show Spoiler +
+ Show Spoiler +

[image loading]
[image loading]



Data (Aesthetics):
Texture Set:
Worldship

Cliff Type:
Ulnar Manmade


Pictures (Gameplay):
+ Show Spoiler [Analyzer] +
+ Show Spoiler +

[image loading]
[image loading]



Data (Gameplay):
Playable Bounds: 168x136
Nat <-> Nat Walking: 135
Expansions: 10

Changelog:
+ Show Spoiler +
+ Show Spoiler +
0.2: Modified main, nat, 12, 6, 8 & 2 base ramps. Added highground by 3rd. removed central XNT. increased main size & 8/2 base size. Added LOS blockers on XNTs


Cheers!
Last edit: 2012-07-09 09:10:45
"And he is going to make a nice smooth transition into losing his whole fucking base" -Day[9] ~~Be sure to check out the Chobo Team League every night at www.twitch.tv/hazardous47 !
Old Post

 
 Existor   Russian Federation. July 09 2012 07:55. Posts 3186
Profile # 
Finaly someone did new map with Xel'Naga ship tileset. Nice work
Old Post

 
 ChaosRefined   United States. July 09 2012 07:57. Posts 52
Profile # 
This is really good! Some quick notes though: the mains look a little cramped, I would either make the mains bigger or the natural bigger. When you get to late game terran and protoss will fill up the ones you have right now rather quickly with production buildings. The 2 and 7 o'clock bases look rather choked too, I would space them out a lot more. When you take those bases you're going to have very large armies unless the meta game shifts to a quick 4 base play. Also, I would take out the middle XNT because as you have them right now, they see a lot of the map and it's actually impossible to get from one side to the other undetected if one player holds all three of them. Oh, and the 12 and 6 bases should have multiple ramps in, maybe make them a little larger as well. Over all though, this is an incredible map. I really like the wide open space you managed to work into the overall layout. I REALLY like the little backdoor to the third, remind me of xel'naga caverns. Sick map.
Old Post

 
 FlaShFTW   United States. July 09 2012 08:26. Posts 5001
Profile Blog # 
ramps MUST be intermediate direction. MUST. map is basically unplayable without it.

rush distance feels WAY too long. the third seems way too easily taken. those corner bases look way to clausterphobic.
Never Surrender. Never GG. Always Fighting. BW4LYF. Woo Jung Ho Never Forget.
Old Post

 
 HaZardous47   United States. July 09 2012 09:33. Posts 106
Profile # 
Thanks for the feedback. I took most of it into account in this update.
"And he is going to make a nice smooth transition into losing his whole fucking base" -Day[9] ~~Be sure to check out the Chobo Team League every night at www.twitch.tv/hazardous47 !
Old Post

 
 HaZardous47   United States. July 10 2012 14:54. Posts 106
Profile # 
Im not sure how frowned upon shameless self-bumps are in this forum, but I'd love to know if the changes helped and whatnot :S
"And he is going to make a nice smooth transition into losing his whole fucking base" -Day[9] ~~Be sure to check out the Chobo Team League every night at www.twitch.tv/hazardous47 !
Old Post

 
 honed   Canada. July 10 2012 15:12. Posts 478
Profile # 

On July 09 2012 08:26 FlaShFTW wrote:
ramps MUST be intermediate direction. MUST. map is basically unplayable without it.

rush distance feels WAY too long. the third seems way too easily taken. those corner bases look way to clausterphobic.

bitch about thirds will you?!?! im shocked!

nice looking map. seems insanely easy to hold 3, even 4 bases.
Old Post

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