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[Map] Ground Xero

Forum Index > SC2 Maps & Custom Games
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1 2 3 Next All
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-06-27 19:15:08
June 15 2010 21:33 GMT
#1
[image loading]

Inspired by Metalopolis, takes place in a demolished city environment. Macro-Oriented map.

[image loading]

+ Show Spoiler [Features] +

Easy to take natural
[image loading]

Andromeda-style main with cliff behind natural. LOS Blockers for proxy and hidden tech
[image loading]

Watchtowers over the 3rd and outer lane of the map
[image loading]

Fire!
[image loading]

Destructible Tower in middle blocking the base. If you want the base, forfeit the vision.
[image loading]

[image loading]



+ Show Spoiler [Load Screen] +

Load Screen image
[image loading]

In-Game
[image loading]


+ Show Spoiler [Known bugs] +

Tarmac appears under the road, apparently the tarmac actor is bugged :/
[image loading]


+ Show Spoiler [Progress] +

Expansions placed, map is half textured, outside areas doodaded up
[image loading]

Map theme / out of bounds scenery
[image loading]

Terrain v0.1
[image loading]

Concept
[image loading]


+ Show Spoiler [Changelog] +

Version 1.0
-Added destructible tower
-Changed the name to "Ground Xero" from "Ground Zero" because the map turned out to look like an X
Version 1.1
-Fixed destructible tower
-Removed 2 mineral patches, added 2 geysers to center
-Removed broken Terran Tarmac doodads from intersections. Will re-add in later patch if the actors get fixed (they're bugged, apparently.)
-Added custom load screen
-Added trees blocking the edge of the middle facing the low-ground expansions under it. Units will have a harder time shooting down those expansions.
-Debating switching low-ground expansions to the other side of that area, just under the watchtower.


Feedback is appreciated! Check out my other projects!
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
DreaM)XeRO
Profile Blog Joined December 2008
Korea (South)4667 Posts
June 15 2010 21:36 GMT
#2
saw my handle. i was interested
aha. reminds me of andromeda for some reason
:D
cw)minsean(ru
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-06-15 21:40:36
June 15 2010 21:37 GMT
#3
On June 16 2010 06:36 DreaM)XeRO wrote:
saw my handle. i was interested
aha. reminds me of andromeda for some reason
:D

The mains are a lot like Andromeda

...i should update the OP with that!

EDIT: updated~
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
StarStruck
Profile Blog Joined April 2010
25339 Posts
Last Edited: 2010-06-15 21:42:03
June 15 2010 21:41 GMT
#4
Very nice work. My only suggestion would be to make the naturals a bit bigger other than that me likey. I never liked minerals right in the middle of any map because most of the time they are never taken. It's pointless really. ;/

Metropolis had parallel expos and it worked unlike the rest. I don't see it working here either. This would make a great 1v1 map.
Alou
Profile Blog Joined March 2010
United States3748 Posts
June 15 2010 21:42 GMT
#5
I like this one. Really need to start dabbling in the map editor some more -.-
Life is Good.
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2010-06-15 21:52:32
June 15 2010 21:50 GMT
#6
I think the gold minerals in the middle are a waste, I'm not really sure how you'd ever be able to take them.

I'm also a little unsure about the layout. 1v1 with vertical placements mean there really isn't much for expansion opportunities past your natural which could create imbalances. On the other hand Horizontal or cross positions gives you crazy expansion opportunities and you can cover up to 6 bases with only 2 relatively close ground chokes. I suppose the horizontal isn't a terribly big issue, but I think vertical placements might have problems.
Logo
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
June 15 2010 21:53 GMT
#7
On June 16 2010 06:50 Logo wrote:
I think the gold minerals in the middle are a waste, I'm not really sure how you'd ever be able to take them.

I'm also a little unsure about the layout. 1v1 with vertical placements mean there really isn't much for expansion opportunities past your natural which could create imbalances. On the other hand Horizontal or cross positions gives you crazy expansion opportunities and you can cover up to 6 bases with only 2 relatively close ground chokes.


There are plenty of opportunities to expand no matter which way you spawn. You just have to think outside the box and take them <:D
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
June 15 2010 21:55 GMT
#8
At a first glance seems there is so little space to build stuff.

I would like the map was a little more open.
"When the geyser died, a probe came out" - SirJolt
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
June 15 2010 21:56 GMT
#9
On June 16 2010 06:55 fabiano wrote:
At a first glance seems there is so little space to build stuff.

I would like the map was a little more open.

The mains are actually a bit bigger than your average map :O
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
stroggos
Profile Joined February 2009
New Zealand1543 Posts
June 15 2010 22:09 GMT
#10
this map looks great! i would remove the middle minerals and make the expansions beside middle gold though. This gives a little more space for the map and gives more value for those hard to defend expansions.
hi
goofoffjw
Profile Joined June 2010
United States20 Posts
June 16 2010 00:13 GMT
#11
Really looks like you put a lot of work into the design; artistically speaking it looks amazing. I really can't say much about balance as I'm not that good, but since it seems so similar in many ways to Metalopolis (by design) I doubt it's much less balanced than that.
IaniAniaN
Profile Joined September 2007
Canada555 Posts
June 16 2010 00:19 GMT
#12
The thirds will be a lot more difficult to defend than on metropolis, the path to them is a bit convoluted (not sure how this would play out though).
ionlyplayPROtoss
Profile Joined March 2010
Canada573 Posts
June 16 2010 00:24 GMT
#13
really nice map bravo!
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
June 16 2010 01:13 GMT
#14
prodiG keeps making awesome maps :D nice work dude!

One thing though, are there no geysers at the middle gold?
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
June 16 2010 01:20 GMT
#15
On June 16 2010 10:13 Subversion wrote:
prodiG keeps making awesome maps :D nice work dude!

One thing though, are there no geysers at the middle gold?

Nope, I wanted to keep it mineral only.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
MD_Vegetables
Profile Joined June 2010
United States43 Posts
June 16 2010 02:16 GMT
#16
Hey man, I really like this map! While this doesn't matter to most, I do like that it is aesthetically pleasing and the visuals have a touch of professionalism. As for the functionality of the map, I'm not really in a position to comment because I am not terribly good at the game itself. I agree with some of the others that the high-yield minerals in the middle of the map will be difficult to take, but I don't think that that merits their removal - the reward is clearly worth the risk if the expansion can be held, and the fact that there is only one high-yield mineral expansion means that it is worth controlling, even if you aren't mining at it. Therefore, in my somewhat naive opinion, I think the placement of the high-yield expansion is cool and interesting, and overall, the map is definitely one of the best community-designed levels that I've seen so far. Keep up the good work!
"50 seconds is a lifetime - seriously, most dogs are born, have puppies, and die in the time it takes to build a Reactor is Starcraft 2." - Day[9]
Leoj
Profile Joined January 2010
United States396 Posts
June 16 2010 02:26 GMT
#17
I like that this map is everything that Metalopolis isn't. It feels a lot more constricted, easier to lock down expos, naturals aren't nearly as vulnerable. Looks great, can't wait to play it. =)
GreatestThreat
Profile Joined May 2010
United States631 Posts
June 16 2010 02:46 GMT
#18
I love it. The set-up of the main/natural is extremely pleasing to the eye, and depending on how the players spawn in relation to one another this could be a map of very diverse games.
"I'm ethereal! My children are legion, serial! They stick to my skin like beloved cysts... I TEAR AWAY WITH MY NAILS AND TEETH AND FISTS!"
Merikh
Profile Blog Joined June 2010
United States918 Posts
June 16 2010 02:48 GMT
#19
Looks really good, the X in the middle reminds me of X-Men :D
G4MR | I mod day9, djwheat and GLHF's stream
Grebliv
Profile Joined May 2006
Iceland800 Posts
June 16 2010 03:21 GMT
#20
Pretty impressive texture work
ESV Mapmaking!
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