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[M] (2) Green peak

Forum Index > StarCraft 2 Maps & Custom Games
 
 moskonia   Israel. August 10 2012 07:16. Posts 932
Profile # 
Good evening / morning / noon / etc people of the TL community! I bring you another of my hard worked maps, green peak:

Overview:

[image loading]

Angled pic:

[image loading]

Some pictures:

+ Show Spoiler +
As you can see the map is pretty simple, I have worked on it quite a bit, but that is just because I suck with the aesthetics, worked a LOT on the textures, but overall there are barley any doodads. As such there are no good looking pictures, but the terrain isn't horrible at least.

The name is pretty bad, but that is cause I am bad with names. I did give the map a bit of lore though: A couple of colonist ships ran from a Zerg infestation into Xil, there they crash landed in an unknown where only two ships survived (they landed on sand while the 3rd ship crashed into harsh rock). The place they crashed into was a big desert with the only place that might have water or food is the mountain nearby. After climbing on top of it they found the rocks to be sort of greenish, the element composing them unknown.

Any match that can happen here can be an explainable scenario:
-TvZ: The Terran forces came looking after they heard the distress signal of the ships, while the Zerg followed the ship and now a battle emerges on the fate of the colonists.
-TvP: The Terran forces came looking after they heard the distress signal of the ships, but the Protoss forces nearby seen it as an act of war and reacted (or they are just crazed fanatics)
-PvZ: The Zerg came after the fleeing colonists seeking to finish the job, but the Protoss forces nearby came in defense of the colonists.

Playable bounds are 164x140, the time for a worker to pass from main ramp to main ramp is 57 sec and the time for a worker to pass from nat ramp to nat ramp is 43 sec.

Any criticism or feedback would be welcomed, map currently is published only at the EU, but if anyone would like to host it on another server just let me know and I'l give you the map file

*Few thing I thinking of but not sure:
-Adding a watch tower in the mid of the map. (with slight movement of mains I can make it so that no vision of the main is granted) or 2 watch towers for each player.
-Rocks at the small ramp of the cliff above the 3rd, to allow easier wall-ins at the 3rd and overall harder harass without drops.
-Forward expo, might be full or might be a half expo. Would allow for longer games since there are more resources on the map but I am not sure of the balance of it.

Last edit: 2012-08-21 07:17:11
"He who learns to walk, should never crawl again"
Old Post

 
 Existor   Russian Federation. August 10 2012 07:18. Posts 3123
Profile # 
And whats green on that map?
Old Post

 
 moskonia   Israel. August 10 2012 07:27. Posts 932
Profile # 
It is a bit hard to tell from the overview, but almost all of the map has some green in it, as I said the name will be changed when I think of a better one ^^
"He who learns to walk, should never crawl again"
Old Post

 
 TheFish7   United States. August 10 2012 07:33. Posts 1213
Profile # 
Pretty cool man, I've been wanting to see a better version of Desert Oasis. I'm not sure how that back door at the natural is going to work out. Having the high ground above the 3rd accessible from the middle of the map is an interesting choice. The 5th base is odd because you can open a side path to get to it by knocking down your own rocks...

To offer a critique, I'd say the mineral placement at the 3rd base could be better.
 
Old Post

 
 moskonia   Israel. August 10 2012 07:43. Posts 932
Profile # 
Exactly how different? is it just bad mineral arrangement or should I rotate the mineral a bit to make it fit more into the cliff behind it?
"He who learns to walk, should never crawl again"
Old Post

 
 TheFish7   United States. August 10 2012 07:48. Posts 1213
Profile # 
Just rotate, so that the geyser isn't in the attack path
 
Old Post

 
 moskonia   Israel. August 10 2012 08:01. Posts 932
Profile # 
After making it look better, I am in a conflict, should I make the mineral line close to the cliff - so its easier to harass it, or should I make it far enough so you can't hit all the line, or even none of it. Right now I think you can't hit it at all, but I have no tested it completely. Anyways, what is you guys' opinion?
"He who learns to walk, should never crawl again"
Old Post

 
 Fatam   August 10 2012 09:44. Posts 938
Profile # 
@ the 3rd I would just rotate it a bit counter-clockwise, so that the geyser that's closer to the middle goes slightly more towards the cliff. Or you could just put both geysers on the same side.

Layout is interesting. @ the addition of watchtowers, you might put 2 instead of 1, near each one of the bigger cracks in the middle.
Mapmaker for Galaxy | galaxyesports.com | Search for "galaxy" in-game on any region to find all the Galaxy maps
Old Post

 
 Scurvy   United States. August 10 2012 10:18. Posts 109
Profile # 
Layout is unique and interesting, definitely Desert Oasis-esque.
With it or on it.
Old Post

  Sea_Food   Finland. August 10 2012 13:13. Posts 1612Profile Blog # 
The map has one very wide attack path. No contested expos. No alternative expansion paths. First 4 bases very easy to take. The backdoor shenanigans dont seem viable until either of the player gets 5th base wich rarely happens in sc2.

All this togheter and you have an extreamly boring map to play.
Last edit: 2012-08-10 13:15:35
Old Post

 
 moskonia   Israel. August 11 2012 05:30. Posts 932
Profile # 

On August 10 2012 13:13 Sea_Food wrote:
The map has one very wide attack path. No contested expos. No alternative expansion paths. First 4 bases very easy to take. The backdoor shenanigans dont seem viable until either of the player gets 5th base wich rarely happens in sc2.

All this togheter and you have an extreamly boring map to play.

Hello negative man. Anyways to address your points, the map has one big middle path, and 2 side paths, I do not think that having one big path is that bad, since it is so open there is almost no way to hold that path, but of course it to be seen. About contested bases, well the 5th is sort of one, but maybe I should add another small expo on the side path, that would be contested, that would also solve the issue of the single expand path (about the expand path, in most maps there is still only one expand path, with maybe one expansion on the other way, so it would be cool). I don't see why the backdoor could not happen until the 5th base, what stops the attack from going to the other side instead of the front and pushing through there? maybe not a full army, but a small strike force, which is always good (splitting the army).
"He who learns to walk, should never crawl again"
Old Post

 
 Callynn   Netherlands. August 11 2012 07:52. Posts 877
Profile # 

On August 10 2012 07:16 moskonia wrote:
As you can see the map is pretty simple, I have worked on it quite a bit, but that is just because I suck with the aesthetics, worked a LOT on the textures, but overall there are barley any doodads. As such there are no good looking pictures, but the terrain isn't horrible at least.

The name is pretty bad, but that is cause I am bad with names.



There is nothing wrong with being a bit more positive about yourself and your work. The map looks quite decent, you shouldn't be hard on yourself. What I can say is that most people (unfortunately) don't care about the lore of maps. You should get into discussion points that worry you balance-wise mostly and provide additional information such as an analyzed map.

If you feel worried that the aesthetics are bad, feel free to just ask a professional mapmaker for advise.
Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
Old Post

 
 moskonia   Israel. August 21 2012 07:18. Posts 932
Profile # 
Hey guys, I have updated the map a bit, I am still not sure of adding watch tower/s, but I did improve the aesthetics a bit and added more pics of the map, tell me what you think
"He who learns to walk, should never crawl again"
Old Post

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