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[map] Aphareus (2) - Page 3

Forum Index > SC2 Maps & Custom Games
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Clearout
Profile Blog Joined April 2010
Norway1060 Posts
April 26 2010 07:29 GMT
#41
Yeah, like big ramps on the sides, but smaller in the most direct path. That way if someone is holding them they will have trouble going down the small one, but it will be easier to hold.

But great map, i liked it. When the final version is ready to be shipped i look forward to playing on it
really?
Tef
Profile Joined April 2008
Sweden443 Posts
April 26 2010 07:42 GMT
#42
Would it not be cool to change the ramps so that the rush distance is really short but push distance gets really long. Like Polaris Rapsody.

Edited image:
[image loading]


Dont fuck up, dont fuck yourself
guitarizt
Profile Blog Joined March 2009
United States1492 Posts
April 26 2010 07:46 GMT
#43
Looks like an anti-zerg map to me.
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.” - Hemingway
coltrane
Profile Blog Joined June 2008
Chile988 Posts
April 26 2010 07:54 GMT
#44
I would love to see only one gas on naturals, so the control of the high ground is key for the transition to midgame, and heavy macro builds with many timming pushes and technical rushes.
Jävla skit
Zlasher
Profile Blog Joined February 2010
United States9129 Posts
April 26 2010 08:09 GMT
#45
christ it looks like steppes of war without the brush and moving the 12/6 places to 3/9 lol...and no destructible rocks
Follow me: www.twitter.com/zlasher
haga
Profile Joined February 2009
Norway24 Posts
April 26 2010 08:27 GMT
#46
Cool =] Looks like a macro heavy map with lotsa late-game clashes.
Don't lead me into temptation, I'll walk myself.
Skee
Profile Joined March 2010
Canada702 Posts
Last Edited: 2010-04-26 15:13:09
April 26 2010 15:01 GMT
#47
Controlling the watch tower gives you vision to the middle of the center doodad.
(ill post an actual screenshot of watchtower vision when I get home.)

This also gives you plenty of time to see an attack and prepare for it.

I really like the idea of making the base-to-base ramps a little smaller, but I want to actually play it a little on 1.0.0 before I make a major change like that. (Blizzard, let me actually play my map now pls)

On April 26 2010 17:09 ZlaSHeR wrote:
christ it looks like steppes of war without the brush and moving the 12/6 places to 3/9 lol...and no destructible rocks

I don't see it. =P

On April 26 2010 16:03 Kuzmorgo wrote:
EDIT: I just realized the placement of the watch towers are such that they would give sight of the middle, but still i think the one who takes middle first, would be in a huge advantage.

I designed it so controlling the middle would be a key factor of giving you the advantage of mobility, but the dis advantage of being in watch tower sight range and in a more open area.
3FFA
Profile Blog Joined February 2010
United States3931 Posts
Last Edited: 2010-04-27 02:22:58
April 27 2010 02:16 GMT
#48
On April 26 2010 14:19 mity wrote:
I added the first version, Aphareus 1.0.0 to the OP.

Any suggestions, and thanks for all the feedback, a special thanks to 3FFA who kept this thread alive. =P

The middle doodad got grayed out when I exported the image, so just ignore that for now.

Edit: The high yield expo has 1 rich geyser that gives off extra gas per trip instead of 2 regular geysers.

aww thx!
[image loading]
I thought that this looked even better than blizzard's maps so I just had to keep it alive(and still have the same instinct as I'm bumping this after searching for it)so that it is recognized and improved more and more. I think that the current version is great and the lower ground middle is an idea I don't favor as it makes controlling the middle much more disadvantageous. I can't wait to see ZvZ and TvT on this map! I'm glad that you made a rich geyser with the rich minerals as that really helps make them better. I'm not entirely sure as to how the 3/9 expos are more open but, wtf. Also, fix your pic in the OP! I can't see it any more!

edit: nvm the map pics are fine now. I think my cpu just hadn't been loading fully when I looked at them.

edit2: Also, I can't wait to
1. get beta and...
2. Buy this map! =)
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
3FFA
Profile Blog Joined February 2010
United States3931 Posts
Last Edited: 2010-04-27 02:40:36
April 27 2010 02:29 GMT
#49
LOL, are people sooooo obsessed with getting beta that they can't help with making a map that is already better than blizzard's?


edit: well, I try -.- I guess this (4th?) time I have lost my 3 strikes and people are no longer affected by my bumps=(

Anyways, make sure you sell this because it is pro map making material(probably korean material too)
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
Skee
Profile Joined March 2010
Canada702 Posts
April 27 2010 04:03 GMT
#50
On April 27 2010 11:29 3FFA wrote:
LOL, are people sooooo obsessed with getting beta that they can't help with making a map that is already better than blizzard's?


edit: well, I try -.- I guess this (4th?) time I have lost my 3 strikes and people are no longer affected by my bumps=(

Anyways, make sure you sell this because it is pro map making material(probably korean material too)


errr... You like it a little too much. I doubt it would ever be worth paying for.

Would love to see it on the ladder someday. Doubt it though.
Badred
Profile Joined August 2009
Canada129 Posts
April 27 2010 07:11 GMT
#51
This map is pretty neat. The only thing I'd be concerned about is that it seems like because of how far apart the nat, 3rd, and 4th/rich expos are, control of the middle would end up being the deciding factor in nearly every game. Whoever had map control over the high central ground there would be able to launch attacks over the other side of the map that their opponent would be extremely hard pressed to defend against. For example: attack their top expo with a medium force, then when their army is out of position, attack the bottom. Because the run distance is so long, they'd be hard pressed to defend both areas. It may stifle (or on the flip-side encourage) innovation since control over that area basically gives you free rein of your opponent's side of the map.

As far as general design, texturing and so forth go, though, it's top notch. Good job!
Skee
Profile Joined March 2010
Canada702 Posts
April 27 2010 15:01 GMT
#52
On April 27 2010 16:11 Badred wrote:
This map is pretty neat. The only thing I'd be concerned about is that it seems like because of how far apart the nat, 3rd, and 4th/rich expos are, control of the middle would end up being the deciding factor in nearly every game. Whoever had map control over the high central ground there would be able to launch attacks over the other side of the map that their opponent would be extremely hard pressed to defend against. For example: attack their top expo with a medium force, then when their army is out of position, attack the bottom. Because the run distance is so long, they'd be hard pressed to defend both areas. It may stifle (or on the flip-side encourage) innovation since control over that area basically gives you free rein of your opponent's side of the map.

As far as general design, texturing and so forth go, though, it's top notch. Good job!


Yes, but thanks to hard counters, holding a position on the map is now much harder.
ADAM.1
Profile Joined March 2010
United States36 Posts
April 27 2010 15:14 GMT
#53
Nice map bro - I think the simplicity (along with the great textures) make this map great. A+
Terran Lifestyle
3FFA
Profile Blog Joined February 2010
United States3931 Posts
April 27 2010 19:54 GMT
#54
On April 28 2010 00:14 ADAM.1 wrote:
Nice map bro - I think the simplicity (along with the great textures) make this map great. A+

This man said everything I did about this map in only one line! Great job man! Maybe my english skills are getting to me and now I'm starting to describe everything and I don't even know it!

On topic: I just really like this map mibz(I can't go to the page before so I'm saying your name from memory so sorry if I got it wrong)and I do think that its worth paying at least $10 for. Maybe put in some doodads in the water and then it will be worth the money but other than that great map and I think you should message me when SCII is finally out and you have your map up for download so I can put it to the final test "playability". GL and HF with any more maps you create(Please more!).
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
Skee
Profile Joined March 2010
Canada702 Posts
Last Edited: 2010-04-27 21:00:20
April 27 2010 20:59 GMT
#55
On April 28 2010 04:54 3FFA wrote:
Show nested quote +
On April 28 2010 00:14 ADAM.1 wrote:
Nice map bro - I think the simplicity (along with the great textures) make this map great. A+

This man said everything I did about this map in only one line! Great job man! Maybe my english skills are getting to me and now I'm starting to describe everything and I don't even know it!

On topic: I just really like this map mibz(I can't go to the page before so I'm saying your name from memory so sorry if I got it wrong)and I do think that its worth paying at least $10 for. Maybe put in some doodads in the water and then it will be worth the money but other than that great map and I think you should message me when SCII is finally out and you have your map up for download so I can put it to the final test "playability". GL and HF with any more maps you create(Please more!).


How do you get mibz from mity....

I have drawn of a sketch of a new map, ill probably get started on it tomorrow.

Though, I do need doodads in the water for Aphareus.
3FFA
Profile Blog Joined February 2010
United States3931 Posts
Last Edited: 2010-04-27 21:17:44
April 27 2010 21:15 GMT
#56
I was only two letters off! besides, mibz is a player that I talked with in the past month and we had a pretty in debt conversation.

edit: but gl with the next map!
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
Skee
Profile Joined March 2010
Canada702 Posts
May 31 2010 22:18 GMT
#57
I published my map, but with the new BNET 2.0 its impossible to get in a game of it. >.<
Pablols
Profile Joined August 2009
Chile519 Posts
May 31 2010 23:15 GMT
#58
i really like this map :D
Skee
Profile Joined March 2010
Canada702 Posts
May 31 2010 23:38 GMT
#59
On June 01 2010 08:15 Pablols wrote:
i really like this map :D


want to play it then? lol. I cant find anyone to play it and its not working for publishing.
TelecoM
Profile Blog Joined January 2010
United States10725 Posts
May 31 2010 23:38 GMT
#60
this looks like a very nice map! keep em comin
AKA: TelecoM[WHITE] Protoss fighting
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