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[Contest] Map Redesign Contest! - Page 5

Forum Index > SC2 Maps & Custom Games
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CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-06-28 15:02:37
June 28 2010 14:53 GMT
#81
On June 28 2010 02:04 ymirheim wrote:
Show nested quote +
On June 27 2010 12:27 CharlieMurphy wrote:
Also, Beta resumes July 1st. So that is the deadline for this contest.

Supposedly, I have yet to see a confirmation from blizzard on this.

I thought there was a blue post from bashiok telling PCbang company about it.

Anyways, I have another map for this:

(4)Neo Metalopolis
[image loading]
[image loading]
Pink = removed statues added high ground block with LoSB on top.
Yellow = Moved XWTs out a little, made this area smaller.
Red = Removed ramps, added LoSBs
Blue = Opened up this space here more so it's more even on all bases.


DL:
http://www.mediafire.com/?mnmz3tyt3g2
..and then I would, ya know, check em'. (Aka SpoR)
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-06-28 15:44:05
June 28 2010 15:43 GMT
#82
CharlieMurphy has chosen the same map as me :O

Here's my entry, I don't think I'm going to be doing anything else to it before the beta ends.

Neo Metalopolis by prodiG
[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

Concept:
I wanted to make the map a bit harder to macro on, and I believe this is what I've accomplished here.


DL:
http://www.mediafire.com/?ommyj3zjtb2


EDIT: I forgot, these screenshots are out of date. I'll update when I get home from work.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
driftme
Profile Joined June 2010
United States360 Posts
Last Edited: 2010-06-28 17:34:05
June 28 2010 17:33 GMT
#83
charlie: question... what is the purpose of the pink high ground blocks?

also... i must say I don't really like the los blocker by the high min.. it basically makes it so someone with a spotter (observer etc) can assault the high min from below, but the defender can't fight back unless they have their own air unit or something on the ground beyond the los blocker. looks to me like it gives a huge advantage to the attacker of the high min base, and would make it pointless to use the ramp if you have tanks or some other equally long range unit


EDIT: Oh, also.... I'll be submitting my DO remake today or tomorrow! =]
Antares777
Profile Joined June 2010
United States1971 Posts
June 28 2010 18:10 GMT
#84
On June 12 2010 04:50 sev1 wrote:
Scrap Station 2.0

Image
+ Show Spoiler +
[image loading]


With notes
+ Show Spoiler +
[image loading]


Did this in about an hour last night, so it's not entirely polished, but I thought it was worth posting. I decided to redo Scrap Station. I don't think it's a map that needs a lot of balancing, I just did it to see if I could change the playstyle of the map a bit, from 2-base oriented to 3 or 4 base macro (something that isn't seen too often on two player maps).

The biggest changes happened to bottom bases, which I've seen used in ladder games... maybe two or three times. I connected the island bases to the mainland in three ways: a ramp from the metal plateaus by the natural, a sight-blocked chokepoint near the middle, and a more broad entrance from the bottom. It is rather easy to defend if you focus your entire army on the third, but I also wanted to make the blocked-off bridge more of a threat by adding a tower to its center. This gives the first army to advance across the bridge a significant advantage. The intent is to make map awareness and mobility more important.

I also added small sight-blocked areas to the mains, I think they open up some interesting gameplay options (drops, proxies, hidden tech, etc).


AWESOME!!!!!!!!!!!!
Surprisingly I don't really have any thing to criticize about this map.
:D
tfmdjeff
Profile Joined June 2010
United States170 Posts
June 28 2010 18:34 GMT
#85
prodiG, that map looks slightly asymmetrical. Some gaps and walkways appear to be bigger than the opposite one. I have no real knowledge of the map editor so I don't know if it's possible, but if you just sliced the map in half, copied one side, rotated it, and replaced the other side, then it'd be golden.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-06-28 18:39:11
June 28 2010 18:37 GMT
#86
On June 29 2010 03:34 tfmdjeff wrote:
prodiG, that map looks slightly asymmetrical. Some gaps and walkways appear to be bigger than the opposite one. I have no real knowledge of the map editor so I don't know if it's possible, but if you just sliced the map in half, copied one side, rotated it, and replaced the other side, then it'd be golden.

That's exactly what I did. Metalopolis is not a symmetrical design, and if I wanted to make it perfectly symmetrical I'd have to start over from the ground up. I posted my thoughts on this on the second or third page I think.

At any rate, all of the ramps and everything are the same size and the distances are pretty much the same, so I think it's okay
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
monkh
Profile Blog Joined April 2010
United Kingdom568 Posts
Last Edited: 2010-06-28 20:19:17
June 28 2010 20:18 GMT
#87
I made a remake of Blistering Sands im not sure if it will qualify for the contest tho, since I have moved the starting positions a bit.

http://www.sc2mapster.com/maps/blistering-sands-2-daedenremake/

Changes:
Modified Spawn locations and natural
Added back entrance to gold (to improve expanding path)

New Spawn Location
[image loading]


More images @ SC2 Mapster including Map Analyser images

Not huge remake in terms of textures but i think it will effect game play quite abit just wanted to make a Blistering sands with what i see as better start location for zerg to connect to natural
Daeden.620
Red7z7
Profile Joined March 2010
United States74 Posts
July 18 2010 04:20 GMT
#88
So, who wins?
o hai thar
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