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[Map] Rising Tides - Melee - Page 3

Forum Index > SC2 Maps & Custom Games
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Prev 1 2 3 4 5 Next All
Kurumi
Profile Blog Joined April 2010
Poland6130 Posts
June 14 2010 16:49 GMT
#41
This map is nice looking and... THE MOST BALANCED MAP EVER. No one choke leading to 2483279523 bases,high ground covering another 242356235 bases making it super easy for Terran to hold. Big amount of ramps and paths opens different tactics and makes Zerg shine with Nydus and Protoss with Proxy Pylons. Terrans? PROBLEM TERRANS,MAPS NOT FAVORED FOR YA?
Still,this map has cool high grounds,must have the middle high ground as Terran. I'd like to see more maps like that. A ladder must have. Totally <3
I work alone. // Visit TL Mafia subforum!
Mack
Profile Joined May 2010
United States25 Posts
June 14 2010 17:29 GMT
#42
Very cool looking map. Keep up the good work!
Logo
Profile Blog Joined April 2010
United States7542 Posts
June 14 2010 17:34 GMT
#43
Is this map going to have issues with siege tanks on the low ground behind the mains? That'd be my concern, but otherwise it looks like a very well done map
Logo
FarbrorAbavna
Profile Joined July 2009
Sweden4856 Posts
June 14 2010 21:00 GMT
#44
Man I need to have my eyes checked, indeed there are quite alot of doodads around the map. my bad :D
Do you really want chat rooms?
Crais
Profile Blog Joined March 2010
Canada2136 Posts
June 14 2010 21:07 GMT
#45
Holy crap thats awesome. Seriously blown away by this. WTB beta back so I can play it.
RIP MBC Game Hero
Qw4z1
Profile Joined April 2008
Sweden55 Posts
June 14 2010 21:18 GMT
#46
Plz don't kill me now but this reminds me of some of the CnC:Generals maps. =P

Can't wait to try it out though! Keep up the good work!
"All these new players are really thin skinned" - IdrA
gnuell
Profile Joined June 2010
Sweden16 Posts
June 14 2010 21:23 GMT
#47
how come almost every map in sc2 have ramps?

Why not have flat or open bases, to get some age of empires like game play where you can easily harass the economy.
nicksa
Profile Joined May 2010
United States8 Posts
June 14 2010 21:39 GMT
#48
This map looks really great and would be a lot of fun to play.

If you're trying to take advantage of new mechanics, do you think there are any other cute places you can stick weeds in all that space? I only noticed one (mirrored) use.
iNty.sCream
Profile Joined April 2010
Germany195 Posts
June 14 2010 21:45 GMT
#49
looks pretty good
Bisu best hairspray = win
Gaius Baltar
Profile Blog Joined April 2010
United States449 Posts
June 14 2010 23:51 GMT
#50
Jinro, something like that sounds reasonable. I'll save that project for a rainy day.

Logo, I'm not sure how much terror the paths behind the mains will cause, but your concern is definitely noted. We'll see what happens if people test it enough when beta gets back up.

Crais, you can still test the map against the computer while beta is down. Just open it in the map editor and click this button:
+ Show Spoiler +
[image loading]


Nicksa, I really like the two spots I have los blockers now and I'm not sure if more are necessary. You'll note I didn't use destructible rocks anywhere on the map either, just going with what feels right.
Whole
Profile Blog Joined May 2010
United States6046 Posts
June 15 2010 00:13 GMT
#51
This is a beautiful map and it seems fairly balanced. However, I think the top and bottom edges (around the 12 and 6 o'clock expansion) could use more open space. Right now the middle is narrow so it is good for siege tanks, but I'm afraid if you manage to siege up the 12 and 6 o'clock expansion, you might have easy and total map control. If those areas would have more moving room, it would be a little bit for balanced. I'm fine with Terran controlling the middle, but not with the whole map. Possibly widen the ramps to that expansion and just add some more low ground (sand) to make armies more maneuverable against siege tanks.
EmeraldSparks
Profile Blog Joined January 2008
United States1451 Posts
June 15 2010 00:14 GMT
#52
Even if you can't get the water to visually rise, maybe as a stand-in you could add a trigger to switch between high and low tide every five minutes, coloring the sand blue (can you do that? I've seen some custom map with color-changing terrain,) and applying a 75% slow effect in the shallow water.
But why?
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
June 15 2010 00:25 GMT
#53
On June 15 2010 00:05 Gaius Baltar wrote:
Subversion, terran can't cover the side paths leading to the naturals from the middle high ground even with siege tanks behind the los blockers. They can defend the wide ramp from the gold beach expansion leading to the main, but I'm ok with that because they can't cover the other two ramps leading to that same middle ground. My hope is that turtlers putting too many eggs in one basket will find their bases under attack from other angles.


Ahhh yes, I see that you can get out the side there from your natural, and skip that middle ground altogether. That definitely shouldn't be any kind of a problem then.

Nice map, can't wait to play it One of the best-looking I've seen so far, love this tileset.
xylon
Profile Joined October 2009
United States22 Posts
Last Edited: 2010-06-15 03:31:07
June 15 2010 03:17 GMT
#54
if a unit is in the water we should just assume that can still touch because it is the beach. wading in the water should just cause 1/2 to 1/3 movement just like what happens when wading in water.

also if the tides are not actually going to rise i suggest a name change.

how about
-Lord of the Flies.
-castaway.
-stranded.
-survivor.
-lost.
-enemy within.
-unrising tides.
-tease of tides.
-have a nice day island. (smiley face at 11 o'clock)

i would also like to suggest some easter island heads or a parody there of the heads as some cool map artifacts.

also would like to say that you are doing good work. it looks really good.
ckw
Profile Blog Joined February 2010
United States1018 Posts
June 15 2010 03:20 GMT
#55
Sick
Being weak is a choice.
Pablols
Profile Joined August 2009
Chile517 Posts
June 15 2010 03:23 GMT
#56
This is beautiful!
monitor
Profile Blog Joined June 2010
United States2404 Posts
June 15 2010 04:56 GMT
#57
Wow! Every time I look at this it amazes me how balanced it seems.

You really captured how I imagine Starcraft 2 to feel like when you play it.

Really inspired me to make maps that feel this way!!! Thanks
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
cyoadventure
Profile Joined May 2010
United States35 Posts
June 15 2010 05:04 GMT
#58
I love the look of this map. Hands down the best *looking* player made map I've seen on teamliquid. will download it to play around on. cheers.
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
June 15 2010 05:13 GMT
#59
thats Koopa Beach Race from Mario Kart lol

looks nice.

On a side note, I really hope somebody makes a decent Mario Kart mod (better than those which appeared soon after teh editor was launched). I'd get addicted to that.
"When the geyser died, a probe came out" - SirJolt
cyoadventure
Profile Joined May 2010
United States35 Posts
Last Edited: 2010-06-15 05:40:20
June 15 2010 05:33 GMT
#60
so just got done playing around with it for 20 minutes. here are a few things I noticed right off.

This mineral patch infuriates me. The SCV's have to travel all the way around the backside of the mineral line to mine from it. I am not entirely sure if this is a "balance" issue, because it appears the left side spawn point has an equally infuriating mineral cluster but I would personally change this unless you're terribly attached to it being this way.
+ Show Spoiler +
[image loading]


Secondly, there is a cute little tank-able ridge right under the starting area on both sides. This is probably intentional, but I just wanted to point it out on the off chance you weren't aware of it. Could cause some balance issues, not sure.
+ Show Spoiler +
[image loading]


all in all pretty awesome looking map. the beach area's seem a little... bland? when playing on them, as does the water. Maybe throw some doodads on/around/in these areas to make it look less monotone. Edit: Very minor complaint however and I may be in the minority in this opinion,

Edit: This little section of terrain hurts my eyes for some reason. I don't know if it's because its 1:40am or what but my brain keeps trying to process the texture of the high-ground directly up the ramp near the SCV as elevated when it is most certainly not. Perhaps smooth this out.
+ Show Spoiler +
[image loading]


Hope this feedback helps!
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