| Nogan United States. September 13 2012 12:51. Posts 8 | Profile # |
Light Everlasting v1.0 by Nogan
Published on: NA
![[image loading]](http://i.imgur.com/mCMnb.jpg)
Introduction: I'm new here. This isn't my first map, but it's the first I've completed and felt good enough about to share. Its incredibly masculine name was lifted from this Hitoshi Sakimoto composition.
I wanted to make a map with multiple winding attack paths opposed to wide open spaces, particularly in a way so that its expansions would flow with the map rather than being strictly defined as bases. The main hope behind this was to avoid having the map turn into a ring of expansions with a vast and largely underutilized center, and to spread the action out over the whole map rather than just a few key places. I also wanted to make a Protoss themed map without those glowly lines covering every single ramp and rock. On those notes, I think I succeeded.
That said, the map feels small and cramped despite being particularly large. I had to make a number of changes to even get it to this point, which, if nothing else, gave me a better understanding of the importance of space.
I'm not sure if I'll continue to make maps, but I'd appreciate any criticism.
Features: - Multiple attack paths - Short rush distance for air - Backdoors to both natural and main - Very safe half-expansion (walling the natural isolates this base)
Map Details: Playable Size: 142x152 Bases: 12 (including two half expansions) Tileset/Cliffs: Aiur
Pictures: Angled overview: + Show Spoiler +
Walling the natural and half expansion: + Show Spoiler +
Half expansion: + Show Spoiler +
Main ramp (showing the gap): + Show Spoiler + |
| | I'll show you who's boss of this gym. |
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WniO United States. September 13 2012 13:01. Posts 2704 | Profile Blog # |
| this looks extremely familiar - even down to the tileset, maybe its just the textures/main layout but i swear ive seen this before. good textures regardless. maybe one of the motm submissions way back in the day. |
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| freshnw United States. September 13 2012 13:26. Posts 26 | Profile # |
Very nice looking map, the aesthetics are well done. I really like the middle. But I am concerned after the main gets filled with buildings, the pathways will become congested making it easy for your opponent to abuse your army position, if it ever gets that far in a game.
Keep up the good work! |
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| -NegativeZero- United States. September 13 2012 15:03. Posts 583 | Profile # |
On September 13 2012 13:01 WniO wrote: this looks extremely familiar - even down to the tileset, maybe its just the textures/main layout but i swear ive seen this before. good textures regardless. maybe one of the motm submissions way back in the day.
He posted this in the WIP map thread, is that where you saw it? |
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| Fatam September 13 2012 15:55. Posts 922 | Profile # | |
| | Mapmaker for Galaxy | galaxyesports.com | Search for "galaxy" in-game on any region to find all the Galaxy maps |
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| Samcai Belgium. September 13 2012 19:48. Posts 37 | Profile # |
Really like the idea but i think it'll lack of open space for zerg to engage in the middle... It's really hard to flank on a map like this...
I'd get rid of the two central bases and I'd removed the forest around theses too.Last edit: 2012-09-13 19:49:22 |
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| Qikz United Kingdom. September 13 2012 20:00. Posts 6688 | Profile # |
I really love the idea of the backdoor to the natural/main and also love your half base at the back.
I think this map's going to be fine for flanking too since there's a bunch of different ways around. This is really awesome I think, hopefully you get more exposure! |
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WniO United States. September 13 2012 21:39. Posts 2704 | Profile Blog # |
![[image loading]](http://i.imgur.com/lD5fx.jpg) ah i guess its not too similar but im glad i got to look through the old motm stuff from 2 years ago and such haha. |
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| ArcticRaven France. September 13 2012 23:50. Posts 1163 | Profile # |
:O
That's an awesome map. Really great job there. |
| | [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. |
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Aunvilgod September 14 2012 00:14. Posts 2031 | Profile # |
You could make the mains cliffs a tad less straight, that would look better.
Backdoors have been relatively Protoss favoured, don´t know if a half base is much better.
The aesthetics all but revolutionary but well done. |
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| Big J Austria. September 14 2012 03:25. Posts 4998 | Profile Blog # |
I love the basic layout, but I think that blink+obs would be too strong on this version of the map (in vP and vT): -) possible attack at the natural -) possible hidden probe(s)/pylon in the third area -) possible blink from the front into the main Also you can run into the natural/blink through and if the opponent chases you, you can blink in the main and he loses.
I guess this build should really be tested a lot and I'd simply remove the possibility for a frontal blink into the main (add some dead space in front of the cliffs to the main).
Also I think it is too chokey :S |
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