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On September 21 2013 01:18 s.Q.uelched wrote:It's a damn shame TSL was too scared to add in 1 Freakling map. I tried hosting these maps on ICCup a while back, no1 seemed interested in playing them... Could you please update OP with observer versions of your maps? TSL or TLS? xD you could always try starting and iccup channel or Skype group that's interested in new maps... If you goto broodwarmaps.net you can probably find observer versions for many of the maps...
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Netherlands4652 Posts
On September 21 2013 01:26 traceurling wrote:Show nested quote +On September 21 2013 01:18 s.Q.uelched wrote:It's a damn shame TSL was too scared to add in 1 Freakling map. I tried hosting these maps on ICCup a while back, no1 seemed interested in playing them... Could you please update OP with observer versions of your maps? TSL or TLS? xD you could always try starting and iccup channel or Skype group that's interested in new maps... If you goto broodwarmaps.net you can probably find observer versions for many of the maps... I guess I meant TLS. I always mix it up, because it all started as TSL imho. I realise TSL is now SC2, my bad. ;(
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Has there been no tournament that has featured Freakling's map then? It is quite disappointing, would have loved to see how they worked in practice.
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Update/bugfix to (5)Quintessence.
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I'd like to use oxide for the upcoming season of CRTL. And I'll try to get you some feedback from the players. btw you say in the OP that version 1.03 is about to come out. When can we expect that and what are the changes?
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Update: Added three new, or rather old, maps.
On September 21 2013 11:32 L3gendary wrote: I'd like to use oxide for the upcoming season of CRTL. And I'll try to get you some feedback from the players. btw you say in the OP that version 1.03 is about to come out. When can we expect that and what are the changes? I have sent you the drafts on skype.
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konadora
Singapore66063 Posts
man, i wish SSL or TSL would use these maps :< some are really fun
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- Updated (8)Arachnid to tournament status - Updated (8)Times of Splendour to tournament status - (2)Oxide updated to version 1.03, now used in C-Rank Team League 2 as well as in SBWI Team League.
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Why can't I edit my OP? There are new maps to be added!
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On April 04 2014 03:41 Freakling wrote: Why can't I edit my OP? There are new maps to be added! ask a moderator like 2Pacalypse-
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I'm pretty sure they disabled editing of really old posts. Unfortunately.
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I have to say a lot of your maps seems pretty awesome. This all concept of vision blockers and areas where shots would be missed is awesome. I would not play that I guess ; but I'd be pretty happy to see replay or casts of other players playing on it. It's amazing how that can add some strategy in this game. It seems that even if it's a 15 years old game, we'll never have totally discovered all the strategic aspects of it. I read your article on brood war maps.net (awesome website btw). This article is really deep and well written. I actually ignored so many things about how the maps influence the units behavior. In this regard, sc2 did not improve anything :s. I think that your map atlantis is a new kind of python or FS : a map pretty balanced and simple allowing cheesy strats as well as standard macro game. A map which everyone would like to play on. Oxide, Voidrim, quintessence and arachnid seem real masterpieces to me. Even chem lab seems rather good. I like all your explainations for each map, you even indicated your sources of inspiration for the names and features which is really awesome too. I wish that sonic or team liquid included some of your maps in big scale tournaments. I also whish there was more constent brood war players in other parts of the world than Korea to really use the new features your adding to your maps and which really could add a whole new strategic aspect to the game. I think that map makers are really the folks who made half of the brood war's perfection. You guys were/are the one who made/make this game balanced, fun and eternal so I would like to thank you for all the work you seem to have done. I'll make a review of my favourite maps among the one you've done on my channel, like I already did for two maps I've found on broodwarmaps.net : whoosh and dread core. Also if someone as a nice replay to give me on those maps, I'd be happy if you could mp me to send them to me and I would cast them with a commentary focused on map descriptions and gameplay.
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We're hosting games on oxide obs mode right now gogo join
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after playing about 20 games on oxyde, I got tos say it's a perfect map.
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Seems like this has been inactive for so long again that I cannot update the OP... Anyway, here are some maps I made furing the last year or so:
(3)Reap the Storm + Show Spoiler [show image] + Never can have enough Three/odd spawn maps, but sadly few people really even attempt to make them. Obviously I made a lot of space maps lately, because as a tileset it comes with a bunch of its very own possibilities, and drawbacks. Probably the most useful unique characteristic of it is that it is the only terrain type that offers three fully usable levels of terrain, and this map makes full use of this option, with high ground mains, a medium ground natural and an easily defendable area in front of it with two wide ramps to a low ground middle, with each of those terran levels having its own set of expansions and pathways to move around the map and find good engagement spots.
Otherwise, this is a pretty straight forward macro map that took some inspiration from Fighting Spirit for its base and pathing structure.
The map is fully playable, resources have been debugged/balanced out and only some decoration, including fine adjustments to where the ground is to be unbuildable, still need to be finished to wrap this up.
The map name is based on the saying "They that sow the wind, shall reap the whirlwind", which is derived from a bible phrase (Hosea 8-7) [background read on wikipedia] ; the map description quotes the StarCraft version of it: "You called down the Thunder?" "Now reap the Whirlwind!" (if you do not know what I am refering to, you have probably never played Brood War Terran Mission 5a: Emperor's Fall (Ground Zero)).
Dowload newest version from broodwarmaps.net
(3)Flight Path + Show Spoiler [show image] + Unlike the previous one, this map is defintely far from the ordinary, for the simple and obvious reason that it is an island map. The basic layout is highly symmetric along three axes.
To allow for a quick start into the game (and not totally screw Zerg over their early hyperdependance on gas for drop and air tech), each player starts out with free access to a "natural" second gas base (which, due to the hypersymmetry of the map, forms a double base with their "main"). To account for the more gas-focussed play on an island maps, all bases harbour a full gas geyser, whereas mineral counts for all bases are comparatively lower than on other maps (8 ptaches for mains and nats, 6 pathces for neutral expansions)
The namesake "flight paths", formed by beacons on unwalkable ridges, which connect each player's base to the centre of the map, are not merely a decorative element, but actually serve a tactic purpose: Because the beacons of each path appear in the respective colour of the player in the adjacent base, it suffices to send a flying scout (such as a floating rax or Overlord) to the centre of the map for each player to find their opponent's spawn, so they can then send their scout to the correct base.
Dowload newest version from broodwarmaps.net
(4)Magrathea + Show Spoiler [show image] + I always wanted to name a map "Magrathea" to pay tribute to the planet building civilization from the "Hitchhiker's Guide to the Galaxy", the ultimate paragon map makers of all times, so to speak.
This map is based on the Python symmetry/base layout. It is very hard to come up with a concept that incorporates that kind of symmetry because due to how the mains are placed (not in the corners an very close to each other) and how the naturals need to be spaced out (i.e. equidistant, but inevitably realtively close to each other due to being on the midlines of each edge), majour problems and grave limitation as to how the rest of the available map space is to be allocated inevitably ensue. The solution I came up with here was to use the installation gate mechanic from (4)Fortress to create semi-island gas expansions in each corner of the map (just like on Fortress). I also designed a middle with some overlord cliffs, wide bridges and some obstructing terrain to make natural to natural pathing a little less short and straight forward than on Python while still mostly retaining the general open middle.
Thus, overall, this map is mostly a hybrid of Python and Fortress and thus has probably most of the virtues, as well as flaws, of either of these maps.
Mineral counts for the semi-island and mineral-only expansions are reduced to 1024 per patch, whereas the counts for the mains and naturals are slightly increased to 1536.
The decoration of this map is not quite finished yet, but otherwise it is fully playable.
Dowload newest version from broodwarmaps.net
(4)Dies Iræ + Show Spoiler [show image] + Finally we are out of space and... right in the fiery hell of Char, while the end of the world is coming... ?!!?.
This map is not quite as new as the other ones and an older version is already listed in the OP, but it has certainly made some giant leaps forward in the meantime and is now almost finished and fully playable.
Conceptually, this is obviously far from standard. The natural is not in front of your main when you move out but tucked away in the corner behind the main as a backdoor natural (somewhat similar to (2)Loki (4)God's Garden), but connected to rest of the map through a wide choke which is inially blocked by a mineral only expansion (with reduced mineral counts) that allows units to be pushed through to harrass the natural and be mined away later on to completely open up that passage.
Even thought the structure of the middle obstructs all direct pathways through the centre, as a result of the reversal of main and natural, early rushing distances are relatively short, compared to standard maps, but the main being high ground with a relatively small ramp, which is easily walled off (T can wall it ling-tight with just a Rax and one Depot with marines spawning inside the main on all four locations, Protoss can tighten the choke with just a Pylon and a Forge), means that very economic builds do not necessarily fall easy prey to early aggression, thus giving this map its very unique early game balance between aggressive and greedy strategies.
To give Zerg equal opportunity to defend their ramp, there are two neutral sunken colonies at each main choke, which will spread creep on top of the ramp, but only if a Zerg player spawns at that particular base (Zerg will spawn with just the regular creep area aound their Hatchery, but the creep will immideately start to spread out towards the choke, due to the colonies).
This map also makes extensive use of vision blockers (marked by the lines of "bushes" on the bottom of the ramps, behind the mineral onlies, and some other choke points), making good air-scouting a key component in moving around the map and egaging in mid- to late-game.
Dies Iræ (Day of Wrath) is the title of a medieval Latin hymn depciting the biblical judegment day [background read on wikipedia].
Dowload newest version from broodwarmaps.net
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Amazing maps. It's a shame that it's so hard to use those on ladders etc. (no one will want to play unless it has been featured in leagues etc.)
Btw. I'll reach out to you about an UMS map I want to make a competition on. I've done many maps on my own, but the ones you're presenting are so beautiful that I got inspired.
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Freakling, what would your feelings be on me using some of your concepts for my sc2 maps? I'm not talking direct ports, just concepts. I would give you some credit for the origional map of course.
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All of this awesome work should really go to more use. Your maps are works of art.
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On March 16 2015 07:14 SwedenTheKid wrote: Freakling, what would your feelings be on me using some of your concepts for my sc2 maps? I'm not talking direct ports, just concepts. I would give you some credit for the origional map of course. Go ahead. I have a feeling that SC2 could use more odd-player maps. A lot more.
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On March 16 2015 09:59 Freakling wrote:Show nested quote +On March 16 2015 07:14 SwedenTheKid wrote: Freakling, what would your feelings be on me using some of your concepts for my sc2 maps? I'm not talking direct ports, just concepts. I would give you some credit for the origional map of course. Go ahead. I have a feeling that SC2 could use more odd-player maps. A lot more.
Thanks! I'm thinking Incidence will work with a harder 3rd, my WIP is in the sc2 WIP Thread, btw. Anyways, amazing maps.
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