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[Map] CloverField

Forum Index > SC2 Maps & Custom Games
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CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-06-28 07:02:14
June 22 2010 15:48 GMT
#1
[image loading]
Worked on this all day yesterday. Seems mostly complete, with possible minor adjustments and details to be added.

Angle View:
[image loading]
[image loading]

Top View:
[image loading]
(the white shit is the unbuildable doodads dunno how to take them away from the picture)

A Few Bldg Placements:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]


Celtic Decals:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]


In-Game Screens:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]


Analyzer Images:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]


Map Specifics:
  • Xil' Wasteland
  • 2 players (12 v 6)
  • Easily Wallable main ramp, as well as semi wallable nats.
  • Linear base layout, Option of more minerals or gas for 3rd/4th depending on strategy.
  • 12 bases total. Mains & Nats have 8 minerals and 2 gas each.
  • 3rds have 6 minerals and 1 gas.
  • 3 & 9 o'Clock have 9 minerals 2 gas.
  • 2 Pseudo-Island bases with lucky xel'naga watchtowers. 8 minerals and 2 gas. You must drop or break 7 large rocks to reach them.
  • 2 Semi-High yield bases. They are mineral only bases with 5 yellow, 2 blue.
  • 1x1 very long backdoor path after mining a crystal + Show Spoiler +
    unbuildable rock path with LoS blocker into back of main minerals. Easily wallable.

  • Unbuildable pyramid in the center.
  • 2 LoS blocker lines to the North and South of pyramid.
  • 2 LoS blocker forests to the East and West of pyramid.
  • 2 more lucky Xel'Naga Watchtowers on the center 4 leaf clovers.


Download:
http://www.mediafire.com/?wjyznwymnm2

+ Show Spoiler [Rough Draft lol] +

[image loading]

I noticed a few bugs with the editor while making this map. + Show Spoiler +
Namely when you press undo, it tends to change things very slightly (doesn't put them back exactly). Same with saving the map. Also noticed similarly when drawing things with very intimate detail, it will backtrack and effect other places slightly. These were very very annoying when drawing the small intricate celtic designs. And the designs are left looking unlike how they look above in the actual map (no matter how many times I corrected it and saved).
Another bug I noticed is that low ground/water near a ramp will cause black squares to form and be unremovable.
..and then I would, ya know, check em'. (Aka SpoR)
FlamingTurd
Profile Joined April 2010
United States1059 Posts
June 22 2010 15:52 GMT
#2
Really like it dude
Nerf MMMT!!! Liquid`Ret Hwaiting!!!
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
June 22 2010 15:52 GMT
#3
On June 23 2010 00:52 FlamingTurd wrote:
Really like it dude

can you see all the pics? They aren't working for me for some reason.
..and then I would, ya know, check em'. (Aka SpoR)
eSen1a
Profile Blog Joined March 2010
Australia1058 Posts
Last Edited: 2010-06-22 15:56:52
June 22 2010 15:55 GMT
#4
On June 23 2010 00:52 CharlieMurphy wrote:
Show nested quote +
On June 23 2010 00:52 FlamingTurd wrote:
Really like it dude

can you see all the pics? They aren't working for me for some reason.

cool map, cannot see the pics except the first 2
edit for clarity - i.e. cannot see
A Few Bldg Placements
Celtic Decals
zekie
Profile Blog Joined April 2008
Canada380 Posts
June 22 2010 15:59 GMT
#5
i can only see the first 2 pics too.
nosliw
Profile Blog Joined December 2008
United States2716 Posts
June 22 2010 16:01 GMT
#6
same here, but I like it so far
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
June 22 2010 16:02 GMT
#7
Yea, the links worked if you manually typed in the URL, but they wouldn't embed for some reason. Reuploaded. Should be fine now.
..and then I would, ya know, check em'. (Aka SpoR)
Tristan
Profile Blog Joined December 2009
Canada566 Posts
June 22 2010 16:04 GMT
#8
is there a pot of gold minerals at the end of the rainbow?
http://Zangano431.tumblr.com/
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
June 22 2010 16:04 GMT
#9
On June 23 2010 01:04 TheElitists wrote:
is there a pot of gold minerals at the end of the rainbow?

Is there a rainbow doodad? Perhaps waterfalls behind the gold min bases :D
..and then I would, ya know, check em'. (Aka SpoR)
SoL[9]
Profile Blog Joined December 2009
Portugal1370 Posts
June 22 2010 16:08 GMT
#10
Even tho i hate the movie i like the map :d
Gj
I Can Fly...
Illva
Profile Joined May 2010
Sweden137 Posts
June 22 2010 16:11 GMT
#11
Cool idea, any rocks at the gold? looks like terran can float a cc there pretty easily. Also you should take some time to replace the minerals, I dont think its the correct distances
Anxiety
Profile Blog Joined May 2010
United States650 Posts
June 22 2010 16:11 GMT
#12
I like the idea of mixing gold and regular mineral patches.
FlamingTurd
Profile Joined April 2010
United States1059 Posts
June 22 2010 16:26 GMT
#13
Yes, I can see the first 2 pics but after that i have to click on the "hide spoiler" and they work fine.
Nerf MMMT!!! Liquid`Ret Hwaiting!!!
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
June 22 2010 16:26 GMT
#14
On June 23 2010 01:08 SoL[9] wrote:
Even tho i hate the movie i like the map :d
Gj

agreed lol.

On June 23 2010 01:11 Illva wrote:
Cool idea, any rocks at the gold? looks like terran can float a cc there pretty easily. Also you should take some time to replace the minerals, I dont think its the correct distances

the gold is a land base, if you meant the island, no. Just the 7 on the path.

On June 23 2010 01:11 AnxietE wrote:
I like the idea of mixing gold and regular mineral patches.

yea, thinking I should put the blues on the inside though because the way they will mine out.
..and then I would, ya know, check em'. (Aka SpoR)
LunarC
Profile Blog Joined October 2009
United States1186 Posts
June 22 2010 16:30 GMT
#15
Terran could simply lift to the corner expansions for a well-defended, resource-rich base.
REEBUH!!!
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-06-22 16:38:03
June 22 2010 16:32 GMT
#16
On June 23 2010 01:30 LunarC wrote:
Terran could simply lift to the corner expansions for a well-defended, resource-rich base.

Terrans can also do this on LT, DO, KR, IZ, SoW and SS.
..and then I would, ya know, check em'. (Aka SpoR)
just_nick
Profile Joined August 2009
Canada35 Posts
Last Edited: 2010-06-22 16:55:46
June 22 2010 16:47 GMT
#17
You can use the pathing layer and the brush "no building" to make an area not build-able, I found it worked a lot better then using the no building doodad.

Just go into the pathing layer, hit control + shift + H and then go into wireframe mode (at least this is what I had to do but it may have been due to me making a shallow watered area not build-able as control + shift + H didn't reveal all path able areas on the map :/), and use the brush to paint the area not build-able (which shows up goldish).

Awesome map :D
Roggay
Profile Joined April 2010
Switzerland6320 Posts
June 22 2010 17:01 GMT
#18
On June 23 2010 01:30 LunarC wrote:
Terran could simply lift to the corner expansions for a well-defended, resource-rich base.


But then they can't expand safely at all.

Great map, really look forward to play on it.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-06-27 05:06:39
June 22 2010 17:24 GMT
#19
Couple fixes I'm going to make
-Smaller island (it's fuckin huge)
-Some doodads and detail in around the water and island.
-Double high ground ridge on large sections of the mains to prevent reapers, collosus, and blink stalkers from too many angles.
-Also, want the backdoor path to only fit small units like lings/workers/marines but almost everything can fit there.
-Dark colored ridges unwalkable. (can't drop/blink/jump/walk up with anything)
-Fix backdoor walling equality
-Possibly extend the middle ridges down/up next to the 4 leaf clovers
-Possibly reduce 1/3 of the forest to East and West of pyramid to only be LoS blocker.
-create low ground for entire 4 leaf areas, ramps from all sides.
-fix unequal 4 leaf clover sizes

-edit- some more in game pics too.
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
..and then I would, ya know, check em'. (Aka SpoR)
Tenks
Profile Joined April 2010
United States3104 Posts
June 22 2010 17:30 GMT
#20
On June 23 2010 01:32 CharlieMurphy wrote:
Show nested quote +
On June 23 2010 01:30 LunarC wrote:
Terran could simply lift to the corner expansions for a well-defended, resource-rich base.

Terrans can also do this on LT, DO, KR, IZ, SoW and SS.



But islands on official blizzard maps have fewer patches than mains and naturals. It is kind of hard to tell but don't these islands have the same mineral richness as the standard bases?
Wat
never_Nal
Profile Blog Joined March 2008
Costa Rica676 Posts
June 22 2010 17:31 GMT
#21
looks like a golf course full of sand traps to me :D
Be kind whenever possible. It is always possible.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
June 22 2010 17:34 GMT
#22
On June 23 2010 02:31 never_Nal wrote:
looks like a golf course full of sand traps to me :D
Except these sand traps have burrowed roaches in them.
..and then I would, ya know, check em'. (Aka SpoR)
TelecoM
Profile Blog Joined January 2010
United States10682 Posts
June 22 2010 17:51 GMT
#23
damn bro thats sick
AKA: TelecoM[WHITE] Protoss fighting
bakedace
Profile Blog Joined March 2010
United States672 Posts
June 29 2010 20:03 GMT
#24
really good map spoR

<3
Bob300
Profile Joined April 2010
United States505 Posts
Last Edited: 2010-06-29 20:14:36
June 29 2010 20:14 GMT
#25
On June 23 2010 02:30 Tenks wrote:
Show nested quote +
On June 23 2010 01:32 CharlieMurphy wrote:
On June 23 2010 01:30 LunarC wrote:
Terran could simply lift to the corner expansions for a well-defended, resource-rich base.

Terrans can also do this on LT, DO, KR, IZ, SoW and SS.



But islands on official blizzard maps have fewer patches than mains and naturals. It is kind of hard to tell but don't these islands have the same mineral richness as the standard bases?


The flight between the main and gold is really far? I don' t see a valid complaint.

Edit: this map is awesome!!!
NYC Suburbs --- College Freshman --- Season 1 - Drone Whiskey
heishe
Profile Blog Joined June 2009
Germany2284 Posts
June 29 2010 20:22 GMT
#26
island expos have fewer patches? lol never noticed that.
If you value your soul, never look into the eye of a horse. Your soul will forever be lost in the void of the horse.
Tone_
Profile Joined May 2009
United Kingdom554 Posts
June 29 2010 20:30 GMT
#27
Really really impressive dude, gj!
Hasta La Victoria Siempre | 톤
iPlod
Profile Joined June 2009
United States46 Posts
June 29 2010 20:44 GMT
#28
This map looks great, keep up the good work!
Give idra a thousand hugs.
gdroxor
Profile Blog Joined May 2010
United States639 Posts
June 29 2010 21:31 GMT
#29
Awesome map. Only qualm I have is I think that there's just too many (sham)rocks blocking the path to the expansions. Maybe reduce it to 2?
ROOTCatZ
Profile Blog Joined June 2005
Peru1226 Posts
Last Edited: 2010-06-29 21:39:48
June 29 2010 21:37 GMT
#30
gorgeous design, lovely zerg map, i could marry you... but it might need a bit of balancing...
I do really love the bumps all over, i wonder how that would play out in a serious game.
Progamerwww.root-gaming.com
TheAngelofDeath
Profile Blog Joined May 2010
United States2033 Posts
June 29 2010 21:42 GMT
#31
Liking it a bunch man. Very nice.
"Infestors are the suck" - LzGamer
Avril_Lavigne
Profile Joined April 2010
United States446 Posts
Last Edited: 2010-06-29 22:09:10
June 29 2010 21:58 GMT
#32
Great map! However its easy to defend the natural, third, and gold expansions i think as terran. I'd like to see a little more "wild card" expansions; expansions that aren't exactly specifically "owned" by each players. Perhaps prefer to see an expansion in the center? That would be nice therefore if all bases were taken, either player would have a slighter advantage if he were to have the center; thereby decreasing the probability of having a draw. The Island expansions seem reasonable as it seems that it would be a little harder to defend. The bases at 3 and 9 seem hard to take/defend/even attack. since it's such a travel to get to it. So that'll force in some strategy into this map. Seems to me as long as you control the center then you're 5th base is easily secured. That's just my analysis on this map. Hope to play it sometime. good work man

edit: Btw, Looove the 9 and 3 bases. Hard to defend I feel. You'd think that the base at 3 would belong to 12, and base at 9 belongs to 6, however the walking distance to defend it seems huuge. 6 > 3 seems like a lesser distance than 12 > 3. However if 6 were to take 3 as an expansion, it could be easily dropped by 12 since the 12's natural is right above 3.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-07-02 06:08:05
July 02 2010 06:07 GMT
#33
On June 30 2010 06:31 gdroxor wrote:
Awesome map. Only qualm I have is I think that there's just too many (sham)rocks blocking the path to the expansions. Maybe reduce it to 2?

hahah I dunno why this made me laugh so hard. Workign on the updates atm, almost done.
..and then I would, ya know, check em'. (Aka SpoR)
Terranist
Profile Blog Joined March 2009
United States2496 Posts
July 02 2010 06:16 GMT
#34
do units approaching the pyramid/highground in the middle have sight looking toward the top? kind of an interesting mechanic if it worked that way. looks like you've put a lot of time into it and so far it's fantastic. i like the theme.
The Show of a Lifetime
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
July 02 2010 06:24 GMT
#35
On July 02 2010 15:16 Terranist wrote:
do units approaching the pyramid/highground in the middle have sight looking toward the top? kind of an interesting mechanic if it worked that way. looks like you've put a lot of time into it and so far it's fantastic. i like the theme.

pretty sure. It's technically just a hill, not another level of ground.
..and then I would, ya know, check em'. (Aka SpoR)
dimfish
Profile Blog Joined February 2010
United States663 Posts
July 02 2010 06:34 GMT
#36
I'm not sure if you should reduce the resources at the islands or what--but I say don't make them smaller! My first thought was wow, those island expos are HUGE, I wonder if players will A) fight for them and B) divert attacks to break down the bunch-o-destructibles just to discourage opponents from going to the island.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-07-02 06:42:10
July 02 2010 06:41 GMT
#37
On July 02 2010 15:34 dimfish wrote:
I'm not sure if you should reduce the resources at the islands or what--but I say don't make them smaller! My first thought was wow, those island expos are HUGE, I wonder if players will A) fight for them and B) divert attacks to break down the bunch-o-destructibles just to discourage opponents from going to the island.

I wasn't gonna mess with the minerals of them, but they seem to take up quite a bit of space on the map and islands don't need to be this big imo. But I can't really reduce the size of them without redoing a large chunk of the map only to reduce the size slightly (because I don't wanna ruin the look of the clover).
Kinda distracted atm by a bug I found lol
..and then I would, ya know, check em'. (Aka SpoR)
Phayze
Profile Blog Joined June 2009
Canada2029 Posts
Last Edited: 2010-07-02 09:27:51
July 02 2010 09:27 GMT
#38
Looks very nice but I dislike the "Add Random Height" feature you used (Atleast thats what it looks like). It's great in campaign, But i feel it makes a SC2 map look very gross :o. But other than that It looks VERY snazzy . I look forward to trying a game or two on it when the beta re opens
Proud member of the LGA-1366 Core-i7 4Ghz Club
CagedMind
Profile Joined February 2010
United States506 Posts
July 02 2010 12:31 GMT
#39
Wait until you find the other bugs in editor...
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