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[M] (2) Prophecies - Page 2

Forum Index > SC2 Maps & Custom Games
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Samro225am
Profile Joined August 2010
Germany982 Posts
September 22 2010 11:59 GMT
#21

I am quite confident with the positoning of the watchtowers (having one in centre does not give any additional info). also the double-choke between gold and natural(backdoor) works in my opinion.


some things I would like to have more feedback about:
* LoSBs
* dropable highround between gold and fourth expansion
* are there any more suggestions for changes in the layout?
* should the goldarea be smaller?
* highround for gold area instead of lowground?
* highround for fourth expansion to favour it over gold and have longer games?
* should I set the third expansion a bit back (towards norh/south) to make it saver?

Samro225am
Profile Joined August 2010
Germany982 Posts
September 29 2010 08:36 GMT
#22
updated first post with first steps in adding textures.
Samro225am
Profile Joined August 2010
Germany982 Posts
October 01 2010 00:39 GMT
#23
updated first post with images of version 1.1 which I consider the final version if there are no real bugs.
Antares777
Profile Joined June 2010
United States1971 Posts
October 01 2010 02:48 GMT
#24
Bases in the top left/bottom right look really easy to defend. Maybe force the defender to destroy some DRs to get access to that base?

Textured version looks great imo!

Samro225am
Profile Joined August 2010
Germany982 Posts
October 01 2010 10:41 GMT
#25
On October 01 2010 11:48 Antares777 wrote:
Bases in the top left/bottom right look really easy to defend. Maybe force the defender to destroy some DRs to get access to that base?

Textured version looks great imo!



thx for thumbs, I'm quite happy with texturing, too.

@semi-island
topleft and bottomright expo is lowground and fourth/semi-island. it is easy to defend as there is only one ramp, but if you try to get there early your forces are split. I think the relative save character is okay for a semi-island. You can take it instead of third for a defensive stand but then you might be a bit slow to react towards centre/gold. I thought it is just not attractive enoug to put destructble rocks between minerals.
also I did not want to have any DRs but at the nat's backdoor.
Ongweldt
Profile Joined August 2010
Sweden54 Posts
October 03 2010 21:42 GMT
#26
I like the design of the map, though I got some weird FPS drops when scrolling over the middle area starting with naturals. Rarely have FPS drops with smaller maps. Anyways, sent you a replay too, check PM.
I aim to misbehave - www.dazonic.com
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2010-10-04 01:21:12
October 04 2010 01:18 GMT
#27
On October 01 2010 19:41 Samro225am wrote:

thx for thumbs.


I <3 my thumbs! Thumbs up FTW!

I should actually put that in my quote. EDIT: noooooooo code doesn't work in quotes :'(

Samro225am
Profile Joined August 2010
Germany982 Posts
October 04 2010 10:22 GMT
#28
On October 04 2010 06:42 Ongweldt wrote:
I like the design of the map, though I got some weird FPS drops when scrolling over the middle area starting with naturals. Rarely have FPS drops with smaller maps. Anyways, sent you a replay too, check PM.



thanks for the replay. probably a miss-cklick? as there is nothing wrong with the passing.

regarding the fps: I think the four animated beams are a bit to much. I'll get rid of at least two when publishing another version.
Samro225am
Profile Joined August 2010
Germany982 Posts
October 04 2010 22:57 GMT
#29
coming changes:
- no tower doodads in centre, more fps
- ramp moved towards choke into natural to prevail units from running in dead end

do you have any more suggestions?
please help me to make this map better!
chuky500
Profile Blog Joined March 2010
France473 Posts
October 05 2010 03:31 GMT
#30
I'm not sure but the xel naga tower shouldn't have so much space. You can have a siege tank on the far side of the high ground and a marine to hold the tower and the tank will almost shoot anything in the middle. You can have 3 production buildings up there it's a bit much.
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2010-10-05 13:50:00
October 05 2010 11:51 GMT
#31
chuky500:
good point.

moved Xel'Naga 2 units towards centre, made platform smaller, ramp stays the same.
+ Show Spoiler +
[image loading]


another thing I'd like to know your opinion on:
+ Show Spoiler +
[image loading]

platform added next to semi-island for drop harass.


edit:
1.2 online (EU)
- slightly repositioned ramp at main
- fixed fps drop problem
- smaller cliff at xel'nagas
Samro225am
Profile Joined August 2010
Germany982 Posts
October 06 2010 16:17 GMT
#32
1.3 online (EU)
- fixed performance issues
dimfish
Profile Blog Joined February 2010
United States663 Posts
October 06 2010 16:23 GMT
#33
Wow, this map really evolved nicely, great work!
TedJustice
Profile Blog Joined June 2010
Canada1324 Posts
October 06 2010 18:13 GMT
#34
Playing this map, I would most likely skip the natural and go straight to the third, cause then I can expand right to the gold afterward.

But I really like the layout of the map.
Samro225am
Profile Joined August 2010
Germany982 Posts
October 07 2010 13:57 GMT
#35
On October 07 2010 01:23 dimfish wrote:
Wow, this map really evolved nicely, great work!

thx! and your mapanalyzer really helped deciding between alternatives!

On October 07 2010 03:13 TedJustice wrote:
Playing this map, I would most likely skip the natural and go straight to the third, cause then I can expand right to the gold afterward.

But I really like the layout of the map.

I think the aspect you describe is one of the strong point of this layout. you can decide to go third and gold, nat and third nat and gold(behind rocks) or nat and semi-island as first and second expansion. there arequite some options and decisions possible here.

is somebody interested to have this map on a us server?
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