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[Map] Ground Xero - Page 2

Forum Index > SC2 Maps & Custom Games
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Prev 1 2 3 Next All
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
June 16 2010 03:45 GMT
#21
Thanks for the feedback everyone. I think I've spent longer doodad'ing this map than any of my other ones~
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
jamesr12
Profile Blog Joined April 2010
United States1549 Posts
June 16 2010 03:51 GMT
#22
dear blizzard,

for ladder session 1 just use all the maps prodiG has made so far for the 1v1 map pool.

thank you
http://www.teamliquid.net/forum/viewmessage.php?topic_id=306479
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
June 16 2010 04:20 GMT
#23
On June 16 2010 12:51 jamesr12 wrote:
dear blizzard,

for ladder session 1 just use all the maps prodiG has made so far for the 1v1 map pool.

thank you

Dear Blizzard,

Give me more than five slots to upload maps to. Damn straight I'm going to make more than five. T_T
(I'll probably upload any extra maps on a friend's account or something)
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
MangoTango
Profile Blog Joined June 2010
United States3670 Posts
June 16 2010 04:25 GMT
#24
Wow, middle with 10 gold minerals and no gas? Very odd. But I do like the idea of destructible vision tower. That's a cool gimmick.

But otherwise, very pretty. Mains are kinda huge, though.
"One fish, two fish, red fish, BLUE TANK!" - Artosis
AskJoshy
Profile Blog Joined February 2010
United States1625 Posts
June 16 2010 04:44 GMT
#25
prodiG you've done it again, man. This map seriously looks like a really, really fun 2v2 map with good potential for some excellent macro-oriented 1v1 play. I may be speaking prematurely here, but I think I'd like to see this map get some use in our iCCup TV events. =)
Heroes, Hearthstone, and SC2 videos: http://www.youtube.com/AskJoshy
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
June 16 2010 14:20 GMT
#26
On June 16 2010 13:44 JoshSuth wrote:
prodiG you've done it again, man. This map seriously looks like a really, really fun 2v2 map with good potential for some excellent macro-oriented 1v1 play. I may be speaking prematurely here, but I think I'd like to see this map get some use in our iCCup TV events. =)

If you do end up using it, let me know. I'd love to see it played by some high-level players. I've only personally played it against some of the downloadable AI and I haven't found any outstanding or game-breaking problems with the map, but it's understandably hard to have a good game against AI that loses to my first push or AI that cheats and rapes me with a 40 unit ball of roach hydra muta in 8 minutes

I hope all of my future projects are received as well as this one! I plan on finishing Redemption next.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Inkarnate
Profile Blog Joined April 2010
Canada840 Posts
June 16 2010 14:54 GMT
#27
Looks really nice, though for a macro oriented map a third expansion is going to be hard to take, especially if you spawn directly across from each other.
Ghostcom
Profile Joined March 2010
Denmark4782 Posts
June 16 2010 15:10 GMT
#28
On June 16 2010 13:20 prodiG wrote:
Show nested quote +
On June 16 2010 12:51 jamesr12 wrote:
dear blizzard,

for ladder session 1 just use all the maps prodiG has made so far for the 1v1 map pool.

thank you

Dear Blizzard,

Give me more than five slots to upload maps to. Damn straight I'm going to make more than five. T_T
(I'll probably upload any extra maps on a friend's account or something)


I'll gladly give my five slots away if you keep making good maps
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
June 16 2010 15:39 GMT
#29
I think this is the best-looking map I've seen so far.

The only comment I really have on what I feel could be improved is:

-The path from any base to any other base seems very choked in some places where it shouldn't be. It would be pretty easy to block someone in I feel. If you look at the highest elevation area in the middle, possibly consider widening (via a slant? to keep the X theme?) the areas immediately above the upper ramps and below the lower ramps. I think this would solve the problem. I like that the elevation dips low for the contested middle grounds.


Great-looking map though.
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
June 17 2010 14:20 GMT
#30
On June 17 2010 00:39 mlbrandow wrote:
I think this is the best-looking map I've seen so far.

The only comment I really have on what I feel could be improved is:

-The path from any base to any other base seems very choked in some places where it shouldn't be. It would be pretty easy to block someone in I feel. If you look at the highest elevation area in the middle, possibly consider widening (via a slant? to keep the X theme?) the areas immediately above the upper ramps and below the lower ramps. I think this would solve the problem. I like that the elevation dips low for the contested middle grounds.


Great-looking map though.


When I designed the map, I wanted it to punish you for sitting in your base for too long, which would result in some aggression being necessary if you wanted to keep up with a good opponent. I think it works well, but I'll keep your suggestion/any other suggestions in mind once I can actually test the map
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
DJDemon
Profile Joined June 2010
United States39 Posts
June 19 2010 20:45 GMT
#31
The map looks great, can't wait to download it.
Whiplash
Profile Blog Joined October 2008
United States2928 Posts
June 19 2010 20:49 GMT
#32
Great to see another prodiG map. This guy knows how to make balanced maps, unlike 99% of the other stuff we see in the map section (rambles on about impossible to defend naturals and mains with 2 unblocked entrances).
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
EnderW
Profile Joined March 2010
United States170 Posts
June 19 2010 20:54 GMT
#33
looks like a really cool map, can't wait to try it out in some practice games when the beta is back!
Learn from the mistakes of others, because you wont live long enough to make them all yourself.
Challe
Profile Joined June 2010
Afghanistan58 Posts
June 19 2010 20:58 GMT
#34
is it possible to have cars going around the track and if you have your units inthe middle of the track when when the cars come by they can get hit and die? that would be awesome
Grebliv
Profile Joined May 2006
Iceland800 Posts
June 19 2010 21:02 GMT
#35
On June 20 2010 05:58 Challe wrote:
is it possible to have cars going around the track and if you have your units inthe middle of the track when when the cars come by they can get hit and die? that would be awesome


+1, imperative for a good melee map experience
ESV Mapmaking!
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
June 19 2010 22:11 GMT
#36
On June 20 2010 05:49 Whiplash wrote:
Great to see another prodiG map. This guy knows how to make balanced maps, unlike 99% of the other stuff we see in the map section (rambles on about impossible to defend naturals and mains with 2 unblocked entrances).


I *think* they're balanced. Time will tell

Not enough people are using drops or ferrying units around in sc2 so that's my excuse for everything
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: 2010-06-21 06:34:54
June 21 2010 06:34 GMT
#37
Here's a quick game of me dicking around vs GreenTea AI v0.48, it's super sloppy since i've forgotten my build but it shows some of the map features.

I think it turned out well
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
June 21 2010 07:06 GMT
#38
i really like it, but i must admit not liking the no gas expansion. feel thats the reason i always have to expand!
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
June 21 2010 07:12 GMT
#39
On June 21 2010 16:06 Subversion wrote:
i really like it, but i must admit not liking the no gas expansion. feel thats the reason i always have to expand!

The only base with no gas is the one in the middle :o
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Christmastaflex
Profile Joined May 2010
United States35 Posts
Last Edited: 2010-06-21 07:13:41
June 21 2010 07:13 GMT
#40
--------------------------------------------------------------------------------
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


I think you should really take into consideration the criticism on the high yield. A 4 play map with 1 high yield containing no gas? Sure there are pleanty of other expansions to take, but at what point of the game does a player have a decision to make a pivotal move for a dangerous high yeild. Simple enough 1 hy for 4 players with no gas...ATLEAST add gas. Outside of that; I really appreciate the main//natural. Large base with alot of room for great drop harrass on both main and natural. However, I feel uncomforable with such tight travel lanes. Gains way to terran mech imo. Not much opportunity for flanking which makes Zerg ground Bantha Fodder. Against a turtling terran I see it being even more of a nightmare with the Main/Natural in comparison to the lane sizes. A siege tank on the ledge of the main is in range to shred units all the way to the next expansions ramp. I like the general cosmetics of the map but I would suggest amplifying the size of the map giving more room in the lanes. All in all thanks for the thread. Good Luck, I hope you submit more.
All you know about me is what I've sold you.
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