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[M] (4) Sacred Sands

Forum Index > StarCraft 2 Maps & Custom Games 1 2 All
 
 ScorpSCII   Denmark. July 23 2012 05:50. Posts 295
Profile # 
Sacred Sands 0.2
Created by Scorp

[EU] [NA] [SEA] [KR]

Featured in Starbow Mod and Mapper's Monthly Tournament

[image loading]

+ Show Spoiler [Analyzer] +

I decided to give 4p rotational symmetry an attempt, and here's the outcome. Aesthetics are inspired by Timetwister's Serpent Sands.

Aesthetics
+ Show Spoiler +


Details
Spawns: 4
Playable Bounds: 140x140
Main2Main Close: 152.4
Main2Main Cross: 171.9
All positions enabled

Please leave a comment, all feedback is appreciated.
Last edit: 2012-08-01 00:40:12
Author of Atlas | Dreamforge Mapmaking Team
Old Post

 
 Duvon   Sweden. July 23 2012 06:27. Posts 124
Profile # 
Looks good, textures a bit incoherent but meh, that'll come I'm sure.
Nothing is impossible, only some things for some people.
Old Post

 
 ArcticRaven   France. July 23 2012 06:30. Posts 1168
Profile # 
What do you mean incoherent ?
[EatThePath] I call assassins as my faction. Please tell me we can all agree that in the version of history, Steppes of War will be Jerusalem.
Old Post

 
 Duvon   Sweden. July 23 2012 06:47. Posts 124
Profile # 
Hmm, might be inconsistent I mean. Sacred Sands, with the majority of the map dominated by what looks like metal or concrete floors.
Nothing is impossible, only some things for some people.
Old Post

 
 ArcticRaven   France. July 23 2012 06:48. Posts 1168
Profile # 
Oh. That's very true ^^.
[EatThePath] I call assassins as my faction. Please tell me we can all agree that in the version of history, Steppes of War will be Jerusalem.
Old Post

 
 qiza   Germany. July 23 2012 07:07. Posts 17
Profile # 
very tight. to small, dont think u can paly a long macrogame. favours toss really hard. ff will be really good.
Zergrush!
Old Post

 
 EatThePath   United States. July 23 2012 07:28. Posts 2461
Profile Blog # 
Very nice! The proportions are good (very nicely placed ramps, given your space restrictions) for this kind of design, and the expansions flow nicely in both directions. You could remove the tower to make the middle feel more open and dangerous, but it's okay as is. The path outside tower vision is quite long. The different pathways encourage map presence.

You should put some rocks, a doodad clump, or raised ground/hole in order to make the natural choke smaller, 9-10 squares is "standard" and on this map I don't think you should have more than 11-12.

edit: Sands? The whole ground floor in the middle is sand. Which is apparently sacred. Makes sense to me. ^^
Last edit: 2012-07-23 07:29:06
Comprehensive strategic intention: DNE
Old Post

 
 ArcticRaven   France. July 23 2012 08:00. Posts 1168
Profile # 
Just took a second look - main 2 main rush distance isn't high enough.

[image loading]

I think rocks in those places should help.
[EatThePath] I call assassins as my faction. Please tell me we can all agree that in the version of history, Steppes of War will be Jerusalem.
Old Post

 
 FlaShFTW   United States. July 23 2012 08:07. Posts 4960
Profile Blog # 

On July 23 2012 08:00 ArcticRaven wrote:
Just took a second look - main 2 main rush distance isn't high enough.

[image loading]

I think rocks in those places should help.

i feel like rocks there would increase it too much. maybe, maybe not.
Never Surrender. Never GG. Always Fighting. BW4LYF. Woo Jung Ho Never Forget.
Old Post

 
 algue   France. July 23 2012 08:19. Posts 653
Profile # 

On July 23 2012 08:07 FlaShFTW wrote:

Show nested quote +


i feel like rocks there would increase it too much. maybe, maybe not.


what about only cross spawn ? Problem solved
Last edit: 2012-07-23 08:19:33
rly ?
Old Post

 
 ScorpSCII   Denmark. July 23 2012 16:46. Posts 295
Profile # 
Thanks for all of the nice feedback, guys.

The name is meh, but I couldn't come up with anything better. Feel free to suggest a replacement.

I have played around with the nat and rocks that you have suggested, and these are the results.

+ Show Spoiler [FFE] +

+ Show Spoiler [Rocks] +

I'll be working on the aesthetics in the next couple of days as well as the suggestions you guys come up with. Keep 'em rollin in
Last edit: 2012-07-23 16:48:04
Author of Atlas | Dreamforge Mapmaking Team
Old Post

 
 Apoo   July 23 2012 19:33. Posts 410
Profile # 
Great map, i really like it. I think the rocks would work great!
The aesthetics are fine, it looks really clean (a bit Metropolis-like), so it doesnt distract from the gameplay. Great!
Old Post

 
 OxyGenesis   United Kingdom. July 23 2012 19:37. Posts 278
Profile # 
This map is really nice. I like ArcticRaven's suggestion for the rocks, that helps balance it symmetrically whilst not making the 3rds too easy.

I would love to see some high level games on it. Maybe it could be picked up by Mappers monthly or something. Once the aesthetics are finished of course.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Old Post

  Aunvilgod   July 23 2012 22:46. Posts 2031Profile # 
I like your aesthetics, especially your water. Could you tell me the settings?

The layout of your bases however is super standard. Not specifically about this map, I would love to see more variations in the layout of the first 3 bases.
Incredible Miracle
Old Post

 
 ScorpSCII   Denmark. July 24 2012 00:01. Posts 295
Profile # 
Update
I have updated first post with the new version. Rocks have been added, as suggested by ArticRaven, and aesthetic changes have been made.


On July 23 2012 19:33 Apoo wrote:
Great map, i really like it. I think the rocks would work great!
The aesthetics are fine, it looks really clean (a bit Metropolis-like), so it doesnt distract from the gameplay. Great!

On July 23 2012 19:37 OxyGenesis wrote:
This map is really nice. I like ArcticRaven's suggestion for the rocks, that helps balance it symmetrically whilst not making the 3rds too easy.

I would love to see some high level games on it. Maybe it could be picked up by Mappers monthly or something. Once the aesthetics are finished of course.

Thanks!


On July 23 2012 22:46 Aunvilgod wrote:
I like your aesthetics, especially your water. Could you tell me the settings?

The layout of your bases however is super standard. Not specifically about this map, I would love to see more variations in the layout of the first 3 bases.

I use a modifed Shakuras water with 0 alpha, 1.0 mesh roughness and full texture roughness. I also gave it full reflective effect and disabled shadows.
Last edit: 2012-07-24 00:03:51
Author of Atlas | Dreamforge Mapmaking Team
Old Post

 
 ScorpSCII   Denmark. July 24 2012 07:01. Posts 295
Profile # 
Update
Aesthetics have been finished, and lighting has been standardized (no pretty night theme anymore )
Author of Atlas | Dreamforge Mapmaking Team
Old Post

 
 ChaosRefined   United States. July 24 2012 09:30. Posts 52
Profile # 
I'm not entirely sure about this, but 30 cc's seems pretty small for the mains. Also, the ramps seem to choke it up a little too much for me. I would widen one of the two ramps by the high ground third, probably the middle-r one of the two. Otherwise it looks pretty good! I really like the middleground, I feel like it could lead to a lot of flanks and tip-toe dance kind of battles. Maybe I'll steal it(;
Old Post

 
 EatThePath   United States. July 24 2012 12:54. Posts 2461
Profile Blog # 
Ha I like the little destructible doodad. It lets you wall at first, and a cannon can protect it, but is easily opened like a pylon self-kill or the enemy can. Nifty little uniqueness.

Personally the nat2nat is fine without rocks, it's at least as long as xelnaga caverns (the ollllld standard). But adding them is great suggestion for adjusting the map without changing its character. Also it forces to walk past tower for early attacks, which means walking to middle to tag there first is important, creating more interesting midmap dynamics at all stages of the game. Also the rocks make the towards-opponent expansions a little more useful. All in all great change, good suggestion.
Comprehensive strategic intention: DNE
Old Post

 
 Fatam   July 25 2012 10:09. Posts 938
Profile # 
30 CCs is about the minimum acceptable size. I think 30 is ok as long as you have a decently roomy natural. If you have a small natural it is problematic though.
Mapmaker for Galaxy | galaxyesports.com | Search for "galaxy" in-game on any region to find all the Galaxy maps
Old Post

 
 thurst0n   United States. July 25 2012 11:13. Posts 573
Profile Blog # 
I like this map, A LOT.
I love how there are options to expand, but it doesn't seem too big.
It also seems to have chokes but a reasonable amount. I'm very interested to see how this plays out..
Last edit: 2012-07-25 11:13:54
P.S. I'm nub. If you'd like you can follow me @xthurst but its not worth it ill be honest
Old Post

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