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[M] (2) Cracked Cell & others

Forum Index > StarCraft 2 Maps & Custom Games
 
 Rkynick   July 14 2012 05:23. Posts 75
Profile # 
My three MotM June/July ProAm submissions.

Cracked Cell (v9)
[image loading]
+ Show Spoiler +
Bounds: 128 x 132

Infernal Involution (v6a)
[image loading]
+ Show Spoiler +
Bounds: 140 x 132
Note: The middle is blocked by braxis alpha debris which has the 'conjoin' behavior. The separate units are treated as one unit with one unified health bar.

Ancient Fates (v1)
[image loading]
+ Show Spoiler +
Bounds: 136 x 140
Note: I intend to increase the size of the main slightly.
Old Post

 
 RumbleBadger   July 14 2012 05:31. Posts 322
Profile # 
They look great! Really hope you do well.
Games before dames.
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 TheFish7   United States. July 14 2012 05:39. Posts 1209
Profile # 
I have to say infernal involution is quite awesome
 
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 KapsyL   Sweden. July 14 2012 05:50. Posts 481
Profile # 
Oh man. So good work. Good luck
Jurg Jurg Jurg
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 Veloh15   United States. July 24 2012 09:41. Posts 158
Profile # 
These look incredible!
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  Icetoad   Canada. July 24 2012 10:30. Posts 227Profile # 
They will look even better soon, when we are finish fixing the maps for the ProAM
TPW Mapmaking Team
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 EatThePath   United States. July 24 2012 12:47. Posts 2451
Profile Blog # 
I like your style rkynick. ^^ It's kind of BW-esque and larger than normal for 2player. Which is kind of in style but also your maps look natural at that size compared to the forcefully big maps we've seen in GSL for example.

Looking forward to what you and icetoad come up with. The conjoined debris kind of blew my mind, because think of the possibilities when used on separate rocks around the map... ;D

cheers
Comprehensive strategic intention: DNE
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 RumbleBadger   July 24 2012 13:56. Posts 322
Profile # 
I have to come back and say more. My first post didn't really encompass how awesome these maps are. They look very polished and very well done. They all have a really nice flow and a really unique feel.

You've obviously learned a lot from cracked cell. Your proportions just get better and better and the maps feel less chaotic. Your second and third maps here show a level of performance that most people don't really achieve. They just feel... right. They have that "je ne sais quois" that makes them stand above the rest.

Your maps also have a great readability to them. You can understand them at a glance but then the more you look the more impressed you become. It's great. You can especially see this with infernal involution. It's very easy to understand, it has a consistend "island based" feel, and yet there are intricacies that slowly pop out to the viewer.

Your third map is a little more technical but it's still understood quickly. My only complaints there are that the fourth feels a little far... or maybe a little too close to the fifth... and also the sixth base feels a little too far, or maybe a little too close to the opponent's natural. If I were you I would drop the fifth neatly into the corner. Then I would shift the fourth a little (not much) towards the natural. Then I'd drop the sixth down towards the fifth by quite a bit. The distance between the fifth and sixth should be more than the distance between the fourth and fifth still (at least for this map). As of right now, with the sixth the way it is, you have to basically control both watchtowers to control your bases well. Or at least you have to have a large force near that watchtower/highground-area by the sixth which leaves your main/nat/third open. I hope that makes sense.

Anyway, I'm getting away from myself. When you produced your first three maps (including cracked cell) I thought you were going to be a great mapper someday. Apparently that day came much faster than I thought. Because these are some great maps.

I don't know if you already made your decision for which map to use for ProAm, and all of them are great, but personally I would put Infernal first, then Ancient second, and Cracked third. All of them area great, Cracked has this really cool "three columns" feel that's really unique, Infernal has an awesome bulbous/islandy feel that's sick, and Ancient has this really technical and intricate feel that's hard to come by. All are awesome, and I can't wait to see what you produce next.

Hats of the Rkynick, my favorite upcoming mapper! Good luck in ProAm, I really hope you win, as I think you deserve some recognition here for these maps.
Games before dames.
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 CruxEWPrime   Korea (South). July 24 2012 18:53. Posts 10
Profile # 
I like sec map i ..
Team Crux EastWindy Prime
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 sorrowptoss   Canada. July 24 2012 22:43. Posts 999
Profile Blog # 
First map is great in terms of Main-Nat-3rd conjunction/placement. Slightly turtly, but many maps nowadays have that feature and I think it's fine, especially for ZvP, to hold off 2 base timing attacks . The only problem I find is that there are too many twists and turns and ups and downs, reminding me of the dreaded GSL Crossfire; ZvT would be hell if T goes something along the lines of 3cc into mass marine tank aggression. Otherwise, I believe that TvP on that map would be fine. Just slightly chocky, so marine splitting/stim micro would be a little difficult in the center of the map or near the Xelnaga Towers, but otherwise good.

My thoughts on the 2nd map: the 3rd and the 4th are pretty far apart. Meaning that zerg is going to have a hard time against protoss timing pushes in the late midgame. Also, the map is "wider" in most areas compared to the first map, so surrounds would be easier, though on the other hand, stim micro/marine splitting would also be easier -> nice job. The rest is pretty standard-looking. My favourite map out of the 3.

About the 3rd map: once again, like in the 1st map, I find most areas kind of narrow. So surrounds, flanking and stim micro/marine splitting would be quite difficult to do. I can't really explain why, so don't take the next statement too correctly, but I feel as though it would be very easy to contain a protoss or a zerg on this map as terran. Since it's so narrow and the 4th feels cut-off from the rest, and there are few paths made for flanking, I just feel that it would be difficult. Also, taking a 5th as zerg would be incredibly hard I find, because I feel the 5th base is also cut-off. Harrassing would be extremely efficient on that map I think.

Thanks for reading my wall of words, I hope you see it as constructive criticism !
Flash, Taeja, MvP, Jaedong, Stephano fighting! DEMUSLIM is the most awesome person in the world!
Old Post

 
 Ragoo   Germany. July 24 2012 22:52. Posts 2206
Profile # 
Don't say "& others" :D You're one of the big talents in the mapmaking community and I like these maps alot.

All the maps use space carefully and don't have any Circle Syndrome, so that's great.

Cracked Cell there isn't anything I would change at first glance. Maybe third and fourth are a bit similar.

Infernal Involution I think you should change the middle and unblock it but make it more choked. I would love so see two or three smaller bridges there, so using the highground pathes at the sides would be a lot better than using the middle path for bigger armies.

Ancient Fates I think it's pretty obvious that the relation of fourth and fifth is waay too boring and they are way to close as well. It really is just the same base twice and next to each other. There needs to be something changed drastically there. No suggestions, there is tons of stuff you could come up with.

Other than that as I said I can't spot much I dislike.
Keep making good maps ! : )
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
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 Meltage   Sweden. July 24 2012 23:38. Posts 560
Profile # 
Awesome maps. KEep up the good work. Can we have an update on the ProAm map?
Or just some more maps?
TPW - The Planetary Workshop - map making team
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 Johanaz   Denmark. July 25 2012 02:31. Posts 363
Profile # 
Top notch maps I have to say.

Clean tight layouts - minimalistic yet refined aesthetics.
TPW Map Maker - theplanetaryworkshop.com
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 Meltage   Sweden. July 25 2012 21:46. Posts 560
Profile # 
Its the core aesthetics (texturing) for readability, as it should be imo, before the layout is finished. I think the layouts are not only solid but also interresting. Its a hard balance, and better to err on the side of being too solid rather than being crazy with innovation.
TPW - The Planetary Workshop - map making team
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 Rkynick   July 27 2012 04:58. Posts 75
Profile # 
I appreciate the feedback everyone, I'm taking things into consideration as I begin to revise the maps. Right now my focus is on Ancient Fates, and I've addressed most of the issues with the help of Icetoad and your feedback.

Here's a teaser.

I think I might try to master Cracked Cell next, if only because it's been on my plate for so long (but perhaps also because I dunno what to do with Infernal).
All of these maps are uploaded NA, by the way.
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 NewSunshine   United States. July 27 2012 05:08. Posts 1014
Profile # 
AF's looking sweet, man. Love the change to the expansion layout.
[ESV mapmaking team member] [Former DF map team founder] [@ESVNewSunshine]
Old Post

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