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[Map] (4) Valhalla by prodiG - Page 3

Forum Index > SC2 Maps & Custom Games
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prodiG
Profile Blog Joined January 2010
Canada2016 Posts
October 07 2010 06:32 GMT
#41
On October 07 2010 15:14 iCCup.Diamond wrote:
CONGRATS PRODIG!!!

Vahalla deserves that award. It's been the most consistent map in the iCCup map pool by far.

Thanks Diamond! I'm really happy about it ^_^
excellent bump!
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
dimfish
Profile Blog Joined February 2010
United States663 Posts
October 07 2010 06:35 GMT
#42
Wow, congratulations prodiG! Ha, you should've bumped! At least throw a little "medal" on the OP or something.
baskerville
Profile Blog Joined April 2010
541 Posts
November 10 2010 11:16 GMT
#43
realy possibly my favorite
for what thats worth
just think you should free up with the textures, they work as a scrambling effect on the player
for instance, you should not make all pathways so easily scannable for the player
it adds to the drama
http://www.teamliquid.net/mirror/smilies/random-big.gif
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
November 10 2010 19:37 GMT
#44
On November 10 2010 20:16 baskerville wrote:
realy possibly my favorite
for what thats worth
just think you should free up with the textures, they work as a scrambling effect on the player
for instance, you should not make all pathways so easily scannable for the player
it adds to the drama

The pathways are easily scannable because I wanted the map to be easy to understand. I created this map when custom maps were accepted by the community even less than they are now so that aspect was crucial in its design.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Ragoo
Profile Joined March 2010
Germany2773 Posts
March 21 2011 12:53 GMT
#45
I never really liked this map that much (boring Jungle textures and the old mineral only I didn't like). But since Saturday's Justin.tv Invitational I think otherwise. Maybe that has to do with Socke picking that map vs Brat_Ok, Cloud and some other terran and winning at it ^^

Anyway, first of all the version on EU is outdated and still has mineral only without the gas.
And then I saw two concerning things when watching replays yesterday:

+ Show Spoiler [Bunker at natural] +

First thing is the Bunker position for Bunker pressure in TvZ on Zerg's natural, especially if Terran spawns clockwise from Zerg. I think then the Bunker behind the minerals is just too good. Rush distance are not very long and you can easily reinforce the Bunker when spawning clockwise from Zerg as I said.
Also the possible Bunker positions differ quite a lot depending on the spawning position. I know that this might be a problem with mineral patches being 2x1 sized, but considering that 2 rax Bunker pressure is the most important TvZ opening you should try to fix this.

Pictures:
+ Show Spoiler [Pictures] +


5o'clock - no space for Bunker behind mineral line
[image loading]
2o'clock - space for a Marine/SCV behind Bunker
[image loading]
7o'clock - space for a Marine/SCV behind Bunker
[image loading]
11o'clock - no space for Marine/SCV behind Bunker
[image loading]



+ Show Spoiler [Natural wall-off] +

Second thing is the wall-off of the path to the natural with the LOS blockers.
At the 5o'clock position I could wall off with 2 ebays+a depot but at every other position I had to use 3 ebays.
+ Show Spoiler [Pictures] +

[image loading]
[image loading]
[image loading]
[image loading]



Thx for reading
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
March 25 2011 14:51 GMT
#46
Thanks for messaging me about these issues, I'll look into them this weekend. It's been awhile since I've given this map any love ;D
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
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