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And another one done:
Dimensionshed Version: 0.81 (BETA) Size: 128×112 Author: 𝔉𝔯𝔢𝔞𝔨𝔩𝔦𝔫𝔤
Concept:
- Uses same sideways natural and triangle third layout as Защитная Технология.
- Main layout constructed from three nested ellipses that are further split up and interconnected by twisted high and low ground structures.+ Show Spoiler [show image] +
- Late game will probably revolve around the four open neutral midline bases on the low ground.
Download full Freakling map pack
Disclaimer: As usual, this is a beta version, so it can be played on, but not everything is running 100% smoothly yet.
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- Your ID: 효진 (CrystalDrag) - Location: US - Map Name: (2)Anthropocene - Map Version: 0.50 - Map Size: 128*112 - Map Concept: 2p Reverse semi-island highly experimental map. + Show Spoiler +*Beginning Game: Minerals at main ramp are 24 each. Which ramp you mine out first, in addition to which your opponent mines, will affect the early pathing. Terrain decoration is a rough estimate of unit rally path when issued an attack command to the opponent's main building's 4x3 location. *Early Game: Single Stasis Cell and the first set of Troy gates. Troy Gate wikipedia explanation: + Show Spoiler +Neutral Assimilators - While both Assimilators exist, any ground unit can pass through this choke. If one is destroyed, however, and only one Assimilator is present, only small units may pass through. Once both Assimilators have been destroyed, the choke becomes impassible for all units except Ghosts. This can lead to strategies such as taking your opponent's Assimilators out early in order to trap him or her inside his or her main. Another popular tactic is to send a worker inside an unused base and take out the Assimilators so the opponent cannot harass or attack that base using land units. The defender can choose to destroy their troy gate to protect their expansion choice, and cannot be accessed from the other side unless the other troy gate remains and the stasis cell is standing. The attacker can choose to destroy the gate to trap units from pathing through the avenue. If both are destroyed, the defender loses access to the central expansions and enemy base with ground units. *Mid Game: Temples are stacked 5 each and the second set of Troy gates. These can be destroyed to access a new expansion and a new set of troy gates. If the opponent destroys the same set of temples, then ground units can once again re-access the opponents base, until one set of troy gates go down. Similar to the center base, a new base is available away from the center. *Late Game: Once all troy gates are destroyed, the map becomes an air map. to help balance for Zerg, Creep Beacons are featured in this map. Zerg beacons throughout the map start with a Mature Chrysalis. Destroying these will reveal a 2x2 buildable creep square for Nydus Canals / Creep Colonies. + Show Spoiler +Credit to Freakling for discovering mechanic. All resource values are standard. As a highly experimental map, resource/building values are subject to change. - Map Image:
Download @ BWMN.net
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That map needs to land in the BSL14 map-pool. It will be the spice.
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loving these additions, fellas! <3 especially "Dimensionshed" looking sick!
keep it up, cheers!
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On December 17 2021 00:16 oxKnu wrote:
Finish Static and post it. It can be your last, you won't have to feel any regret about opening scmdraft ever again. From then on you can be free.
One of these years Blizzard will have to pull of Eclipse off of the map-pool. New blood will have to surge.
My problem is motivation and focus, I want to make broodwar maps but then don't want to put in the work to make broodwar maps xd and even when I try to sit myself down and force myself to work on a project (and this isn't specific to broodwar maps this could be almost anything) I have a lot of trouble staying focused, I burn a lot of hours not being very productive and it takes me a lot longer than it should to get anything done.
I may try and attempt to submit something if I have free time, but I make no promises that I'll have anything done.
Even with starcraft 2 maps my finalists were all maps that weren't created in the span of announcement to deadline, it was always stuff that was made way in advance, and even then they were maps that sat in half finished states for like 6 months - a year simply because I didn't work on them.
Talking broodwar, Static was a map that the first draft was made in like 2020 or 2019, I don't even remember it's been way too long. i also have quite a few maps that are pretty much in draft states in scmdraft, but only a single map that could be considered finished by the name of Mystery Box.
and whenever I've tried to do something within a 2week or less deadline I never finish anything even when I do work on things.
TL:DR Maybe I'll try to force myself to sit down and do something this weekend, but I make no promises that anything will get done.
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▷ Your ID: KD_MAN ▷ Location: Korea ▷ Map Name: (2) Blindness ▷ Map Version: 0.91 ▷ Map Size: 128x120
▷ Map Concept: 2p standard map with a limited sight.
▷ Features: -The stone doodads in the middle battlefield are blocked from sight. (It's like whiteout.)
-12, 6 o'clock expo is blocked by one Xel'Naga temple.
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- Your ID: HeMsK - Location: Sweden - Map Name: Treachery - Map Version: 0.62 - Map Size: 128x128 - Map Concept: Standard, 3 player
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- Your ID: chariot - Location: South Korea - Map Name: (3) Kamar Taj - Map Version: 0.9 - Map Size: 128 x 128 - Map Concept: = 3p standard
- Mineral only expansions has 6 patches, each with 1000 minerals. - 3rd gas is 3500.
kapiolani.tistory.com
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nice to see many high quality brandnew maps
really nice..
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On December 23 2021 08:27 Kapiolani wrote:- Your ID: chariot - Location: South Korea - Map Name: (3) Kamar Taj - Map Version: 0.9 - Map Size: 128 x 128 - Map Concept: = 3p standard - Mineral only expansions has 6 patches, each with 1000 minerals. - 3rd gas is 3500. beautiful stuff!
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btw why isn't the lowest elevation level of Twilight tileset never used? it's even buildable, right? any particular reason?
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On December 24 2021 18:18 M3t4PhYzX wrote: btw why isn't the lowest elevation level of Twilight tileset never used? it's even buildable, right? any particular reason?
The sunken ground level in Twilight is just an illusion. It is actually the same height as the ground it is placed on, whether is is normal elevation or high ground.
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On December 25 2021 03:20 MineraIs wrote:Show nested quote +On December 24 2021 18:18 M3t4PhYzX wrote: btw why isn't the lowest elevation level of Twilight tileset never used? it's even buildable, right? any particular reason? The sunken ground level in Twilight is just an illusion. It is actually the same height as the ground it is placed on, whether is is normal elevation or high ground. that is very interesting.. would love to see it used in a map even more now!
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On December 25 2021 05:24 M3t4PhYzX wrote:Show nested quote +On December 25 2021 03:20 MineraIs wrote:On December 24 2021 18:18 M3t4PhYzX wrote: btw why isn't the lowest elevation level of Twilight tileset never used? it's even buildable, right? any particular reason? The sunken ground level in Twilight is just an illusion. It is actually the same height as the ground it is placed on, whether is is normal elevation or high ground. that is very interesting.. would love to see it used in a map even more now!
It likely isn't used much because it can confuse players due to false elevation changes. We'll be posting a map soon that uses some of this terrain.
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