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Active: 1759 users

[GE] prodiG's Map Thread - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 5 6 Next All
Radwall
Profile Joined June 2010
United States14 Posts
June 09 2010 06:50 GMT
#21
On June 09 2010 05:23 prodiG wrote:
Show nested quote +
On June 08 2010 19:29 Radwall wrote:
Wow, Fighting Spirit looks great! I hope to see more renditions of other classic brood war maps in the future. Maybe we'll see Destination or Matchpoint soon.

Heh, they're both already done and very good, otherwise I'd be doing them myself.

Destination by nomsayin

Outdated compilation of all the BW map conversions - Match point is in there twice

Oh my god these look amazing, thanks for the link.
infinite douchery
Merikh
Profile Blog Joined June 2010
United States918 Posts
June 09 2010 07:19 GMT
#22
I don't like the high yield on your Impervious map. Too easy to defend, I think you should make it regular minerals and call it a day. Just my personal opinion.
G4MR | I mod day9, djwheat and GLHF's stream
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
June 09 2010 07:30 GMT
#23
Neo Metalopolis v1.0 is complete!

[image loading]

+ Show Spoiler [Neo Metalopolis 1.0 Still image] +

Neo Metalopolis
[image loading]

...The map image tool in the editor decided to clip out the road at the 6oclock natural for some reason...

Original Metalopolis
[image loading]


Features/Changes:
-Main on double high ground
-Nat on high ground, large ramp to middle with not a lot of space above it, making fights there more challenging
-Nat backdoor to third, ramp out to middle
-Gold minerals easily to harass

I wanted to make the map a bit harder to macro on, and I believe this is what I've accomplished here.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Cirno
Profile Joined December 2008
Canada168 Posts
June 10 2010 04:19 GMT
#24
nice looking maps sir keep it up
NrG.Cirno
Dukat
Profile Joined April 2009
United States235 Posts
June 10 2010 04:28 GMT
#25
TL Supercool map needs SpaceShark! May some homage to some of the popular casters around here too, maybe let them pick a feature or design a starting base to use.
R4ptur3d
Profile Blog Joined November 2009
Canada206 Posts
June 10 2010 04:29 GMT
#26
Kool maps bro, btw I love you josh~
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
June 10 2010 04:34 GMT
#27
On June 10 2010 13:28 Dukat wrote:
TL Supercool map needs SpaceShark! May some homage to some of the popular casters around here too, maybe let them pick a feature or design a starting base to use.

If any of them see this and have any ideas, let me know. I am totally down for putting together a completely community-designed map.

...As a matter of fact, I think I might start a thread right now!
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-06-10 07:01:24
June 10 2010 06:58 GMT
#28
[image loading]


Textured and placed resources on Neo Tornado!
I'm probably going to work on the doodads tomorrow or Friday~

EDIT: For the record, the cliffs behind main and nat are purely decorational, they are not pathable and cannot be tank dropped or anything like that.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
EvilMaishidon
Profile Joined May 2010
United States125 Posts
June 10 2010 07:09 GMT
#29
On June 10 2010 15:58 prodiG wrote:
EDIT: For the record, the cliffs behind main and nat are purely decorational, they are not pathable and cannot be tank dropped or anything like that.

Thats good, but just keep in mind how incredibly ideal that cliff is for raven harass. I can just leave the raven safe up there, then drop an auto turret into the minerals with pretty much zero risk. Not really a bad thing, but it does affect anyone using the fast one of each build, by prioritizing a quick raven over extra tanks in the early game.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
June 10 2010 07:14 GMT
#30
On June 10 2010 16:09 used man wrote:
Show nested quote +
On June 10 2010 15:58 prodiG wrote:
EDIT: For the record, the cliffs behind main and nat are purely decorational, they are not pathable and cannot be tank dropped or anything like that.

Thats good, but just keep in mind how incredibly ideal that cliff is for raven harass. I can just leave the raven safe up there, then drop an auto turret into the minerals with pretty much zero risk. Not really a bad thing, but it does affect anyone using the fast one of each build, by prioritizing a quick raven over extra tanks in the early game.

The cliff is outside the map boundary, you can't even fly up there
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
EvilMaishidon
Profile Joined May 2010
United States125 Posts
Last Edited: 2010-06-10 07:21:02
June 10 2010 07:16 GMT
#31
Ah, I thought you meant that you had put that pathing block doodad up there

EDIT: you might also consider putting some more green looking grass in there, the BW grass stood out alot more, and it looks pretty bland as is. Although doodads might fix that anyway.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-06-10 09:07:30
June 10 2010 07:55 GMT
#32
On June 10 2010 16:16 used man wrote:
Ah, I thought you meant that you had put that pathing block doodad up there

EDIT: you might also consider putting some more green looking grass in there, the BW grass stood out alot more, and it looks pretty bland as is. Although doodads might fix that anyway.

Doodads will fix it up, and it looks significantly less bland once you actually get in-game. It may require a bit of touching up, but i think the idea of the entire tileset is to give the badlands dirty bland feel anyway
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
sob3k
Profile Blog Joined August 2009
United States7572 Posts
June 10 2010 08:07 GMT
#33
On your fighting spirit conversion you have allowed pathing on the walls around the center base, this wasn't allowed in BW and makes tank drops/other stuff rather annoying. Some of the guys playing during the Extravaganza where complaining about it.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
June 10 2010 09:22 GMT
#34
On June 10 2010 17:07 sob3k wrote:
On your fighting spirit conversion you have allowed pathing on the walls around the center base, this wasn't allowed in BW and makes tank drops/other stuff rather annoying. Some of the guys playing during the Extravaganza where complaining about it.

Originally, I had it non-pathable but apparently you couldn't cast neural parasite over it. I think I may change it back, since I definitately agree tanks sitting up there would be irritating as hell.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
sob3k
Profile Blog Joined August 2009
United States7572 Posts
June 10 2010 12:37 GMT
#35
On June 10 2010 18:22 prodiG wrote:
Show nested quote +
On June 10 2010 17:07 sob3k wrote:
On your fighting spirit conversion you have allowed pathing on the walls around the center base, this wasn't allowed in BW and makes tank drops/other stuff rather annoying. Some of the guys playing during the Extravaganza where complaining about it.

Originally, I had it non-pathable but apparently you couldn't cast neural parasite over it. I think I may change it back, since I definitately agree tanks sitting up there would be irritating as hell.


Did you use nopath zoning or the blocking doodad? They might interact differently with NP.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
Jokey665
Profile Joined April 2010
United States138 Posts
June 10 2010 13:03 GMT
#36
definitately

Read this word out loud to yourself; I bet it's not what you meant to say.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
June 10 2010 23:10 GMT
#37
On June 10 2010 21:37 sob3k wrote:
Show nested quote +
On June 10 2010 18:22 prodiG wrote:
On June 10 2010 17:07 sob3k wrote:
On your fighting spirit conversion you have allowed pathing on the walls around the center base, this wasn't allowed in BW and makes tank drops/other stuff rather annoying. Some of the guys playing during the Extravaganza where complaining about it.

Originally, I had it non-pathable but apparently you couldn't cast neural parasite over it. I think I may change it back, since I definitately agree tanks sitting up there would be irritating as hell.


Did you use nopath zoning or the blocking doodad? They might interact differently with NP.

I used the pathing layer, not the doodad. It's worth testing, I'll look into it later tonight.


New screenshot of Neo Tornado, has about 80% of the doodads
[image loading]
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
PsykoMantis
Profile Joined June 2010
United States203 Posts
June 11 2010 01:32 GMT
#38
Map name: Atlantis, it is very much a work in progress
the map is suppose to be a large 1v1 map, with many attack paths and large battle grounds near natural and expos
i wanted to see what people would think of the really small forked path that lead straight to the ramp to the main, they only fit smaller units like zels, lings, rine no tanks or col, its suppose to be a quicker route you use early game for getting your scout there and quick attacks like 2 gate, or early lings/marine push.
feedback appreciated
+ Show Spoiler +

[image loading]
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
June 11 2010 01:37 GMT
#39
with the new image of neo tornedo we can see some mineral patch are out of bound
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
metaldragon
Profile Joined October 2009
United States251 Posts
June 11 2010 01:43 GMT
#40
On June 11 2010 10:32 PsykoMantis wrote:
Map name: Atlantis, it is very much a work in progress
the map is suppose to be a large 1v1 map, with many attack paths and large battle grounds near natural and expos
i wanted to see what people would think of the really small forked path that lead straight to the ramp to the main, they only fit smaller units like zels, lings, rine no tanks or col, its suppose to be a quicker route you use early game for getting your scout there and quick attacks like 2 gate, or early lings/marine push.
feedback appreciated
+ Show Spoiler +

[image loading]



This Actually Looks Pretty GOOD!
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