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[Map] Rising Tides - Melee - Page 5

Forum Index > SC2 Maps & Custom Games
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RisingTide
Profile Joined December 2008
Australia769 Posts
July 04 2010 02:25 GMT
#81
On July 04 2010 11:24 Tazza wrote:
I want to try this map out so bad because I want to see what happens when a unit goes into the water

Nothing. They move around on the ground under the water as though there isn't any water.
Barnzy
Profile Joined June 2010
United Kingdom57 Posts
July 04 2010 02:32 GMT
#82
nice map man, i tried fiddling with the map editor and failed miserably so i really do appreciate this! kind of like when you first watch snooker its boring as hell but then u go and try and play and you suck you go back watch a game and your amazed of whats going on! maybe thats just me ^_^ nice map any how!
Gaius Baltar
Profile Blog Joined April 2010
United States449 Posts
July 06 2010 17:31 GMT
#83
On July 04 2010 11:25 RisingTide wrote:
Show nested quote +
On July 04 2010 11:24 Tazza wrote:
I want to try this map out so bad because I want to see what happens when a unit goes into the water

Nothing. They move around on the ground under the water as though there isn't any water.

Tazza, there are no effects like being slowed down or drowning when walking in the water, like RisingTide said. + Show Spoiler +
I've been stalking you for some time now. Do be worried, it's rather sinister.

Since I put a layer of no pathing just beyond the waterline, units wouldn't be able to walk deep enough to drown anyway. This is as far out into the water units can walk.
+ Show Spoiler +
[image loading]
Also note the minimap: the playable bounds hug the farthest beach edges quite tightly, so the amount of underwater beach is much less than what you see in the layout screenshot.

Barnzy, I know just what you mean. I had never used the editor before I made this map, and it shows.
+ Show Spoiler +
[image loading]
All I can advise is keep your head down, keep trying, and eventually you'll figure out what you're doing one discovery at a time. That way, you can look back at your first attempts and take pride in your own improvement.

I should have version 1.3 ready soon. After I adjusted some terrain, the water edges became jagged again so I just have to go back and smooth them out.
Gaius Baltar
Profile Blog Joined April 2010
United States449 Posts
Last Edited: 2010-07-08 16:01:07
July 08 2010 04:47 GMT
#84
It looks like I finished version 1.3 right on time. Updated the changelog, screenshots, and download in the OP.

The big changes, primarily to the main and natural, should all be visible in this comparison:
+ Show Spoiler +
v1.2
[image loading]v1.3[image loading]

I removed the second entrance to the main and instead added a second entrance to the natural. The entrance to the main now extends into the natural in a position to defend its new entrance. The two entrances to the natural are very close together compared to the split attack paths needed to pressure both at once, and both entrances are quite thin, so I don't expect defending the natural should be too difficult.

I felt that the cliffline for colossus and reapers along the main was too long, and I didn't like all the extra beach area behind the blue mineral beach expansions, so I added a pool in each location to fix both of those problems.

In order to better suit the name of the map and its intended atmosphere, I added rain and dimmed the lighting and tinted it slightly green to match the weather. Ideally, I would like to be able to assign weather probabilities to the map. For example, 70% of the time you load the map, it's raining, and the other 30% it's nice and sunny. For now, I'll stick with the rain unless the popular reaction to the new lighting and weather is horrified disgust, in which case I have a sunny version saved.

I'm going to try to publish now, but any feedback is still much appreciated!

Edit: Can't seem to host the map publicly. If there is anybody who wants to try the map, I can friend you on battle.net and invite you that way. Ideally, if two people would like to do that, I'd be happy to spectate.
freshiie22
Profile Joined May 2010
Canada132 Posts
July 08 2010 08:40 GMT
#85
ummmm i just think it could use alot of texture work to make it look and feel morealistic, if you need help im here
Phase 1: Bronze League Rank 78. Phase 2: Silver Rank 45 .August 23: Platinum Rank 7 and climbing
Gaius Baltar
Profile Blog Joined April 2010
United States449 Posts
July 09 2010 18:12 GMT
#86
Hey guys, I managed to publish the map properly on my third attempt. It is available for play in custom games under join a game, however it is nearly at the bottom of the popular list at about 3 games in last hour.

I'd recommend using create a game and searching Rising Tides 1v1. The category is "custom, melee" so you will be able to open the game lobby to the public or invite a friend to play against.

If you have any fun games, please post your replays.
loadme
Profile Joined April 2010
171 Posts
July 09 2010 18:38 GMT
#87
very nice designed map with many possible ways to succeed
looking forward for balancing (tank/colossi range, width of each entrance etc)
Yes.
Gaius Baltar
Profile Blog Joined April 2010
United States449 Posts
July 15 2010 01:36 GMT
#88
Updated the OP with a replay section and information about finding the map in custom games.

There have been several small updates between v1.3 and what is on battle.net, shown here:

[image loading]
I updated the texture on the stretches from the mains to the gold expansions, as I wasn't happy with the dark and gray texture scheme from before. I also added a handful of critters to the map, you can see one next to the tree.

[image loading]
I moved the ramp a little closer to the primary entrance to the natural so it's easier to defend both at the same time. I also made it thinner and changed the angle to it's easier to wall off. Thirdly, I added a few more ancient cliff edge pillars to the beach so you can micro around them.

Again, please post your replays!
Gaius Baltar
Profile Blog Joined April 2010
United States449 Posts
Last Edited: 2010-07-20 03:37:08
July 20 2010 00:11 GMT
#89
I'll be in Florida all next week, but before I leave tomorrow I wanted to post a rather significant, though unpolished, update I've been working on that you guys can munch on before SC2 is released.

I received some feedback from buu and others that I agreed with and wanted to address. What buu had to say was that the area around the entrance to the main, the chokes leading to the natural, and the centerpiece of the map felt very congested. In games I spectated, I observed that players were having a difficult time defending their main and natural base at the same time, despite their close proximity.

To try to fix this, I expanded the playable map bounds from 180x156 to 212x156 so I could allot the extra width where needed. Here is a comparison of the map prior to the size increase and after, with more detailed pictures to follow.

+ Show Spoiler +
v1.3
[image loading]New version[image loading]

As you can see, there is much more room to maneuver in the new version. Now for the specifics.

Center map width changes
+ Show Spoiler +
v1.3 suggestions[image loading]New version[image loading]

However, the added width for the center of the map meant lots of unused space around the edges, so I added a backdoor path to the blue mineral beach expansion and I changed the hill expansion to be two way.
+ Show Spoiler +
[image loading]

One of the major changes I am considering is adjusting the waterline around the map so that you can't walk behind the main base or behind the hill expansions. This is largely because I feel those paths are somewhat cheesy and they have become almost redundant with the addition of new, parallel paths. To explain what I mean, the blue lines in this picture are the new water line, the red are the old paths that would become unpathable, and the green are the new paths that do their jobs.
+ Show Spoiler +
[image loading]

What do you guys think about the changes? And like the water change I am pondering, what would you guys change further? Thanks!
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