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Active: 2150 users

[Map] (4) God's Garden by prodiG

Forum Index > SC2 Maps & Custom Games
Post a Reply
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-09-24 03:26:39
September 24 2010 03:25 GMT
#1
[image loading]

Diamond threatened to lash me if I didn't make a port of God's Garden and I HATE GETTING LASHED >:O

Oh, and God's Garden is a pretty cool map, so I did it up.

Search "iCCup" to play!

[image loading]

Link to the image because TL seems to be acting up

This map is going to be featured in quite a few future iCCup events!

Features
-Unbuildable Center (checkerboarded for creep tumors)
-Easy to take natural and 3rd

GO AND 12HATCH/14CC/14NEXUS MY FRIENDS!

ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Meta
Profile Blog Joined June 2003
United States6226 Posts
September 24 2010 03:41 GMT
#2
Who doesn't love a good old-fashioned macro game?!

Is the backdoor cliff walkable?
good vibes only
Zeroes
Profile Blog Joined April 2010
United States1102 Posts
September 24 2010 03:51 GMT
#3
i love this map in bw

ty! keep up the good work!
Check out my SC Lan pics Here: http://picasaweb.google.com/bunk.habit
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
September 24 2010 03:59 GMT
#4
On September 24 2010 12:41 Meta wrote:
Who doesn't love a good old-fashioned macro game?!

Is the backdoor cliff walkable?


Of course it's walkable, it's a remake.

I'm not a big fan of your maps in general but this one looks really well done. Though you don't 14cc as Terran because of orbital and 14 hatch is better as Zerg. But I get the picture.

What size is the map?
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-09-24 04:01:43
September 24 2010 04:01 GMT
#5
On September 24 2010 12:59 neobowman wrote:
Show nested quote +
On September 24 2010 12:41 Meta wrote:
Who doesn't love a good old-fashioned macro game?!

Is the backdoor cliff walkable?


Of course it's walkable, it's a remake.

I'm not a big fan of your maps in general but this one looks really well done. Though you don't 14cc as Terran because of orbital and 14 hatch is better as Zerg. But I get the picture.

What size is the map?

Why aren't you a fan of them?

EDIT: Yes, it's walkable
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Ftrunkz
Profile Blog Joined April 2007
Australia2474 Posts
September 24 2010 06:44 GMT
#6
yeah wow, that seems like such a harsh comment haha.

as always, <3 for the bw ports =]
@NvPinder on twitter | Member of Gamecom Nv | http://www.clan-ta.com | http://www.youtube.com/user/ftrunkz | http://www.twitchtv.com/xghpinder
Arco
Profile Joined September 2009
United States2090 Posts
Last Edited: 2010-09-24 07:17:12
September 24 2010 07:16 GMT
#7
Thanks for doing this, one of my all-time favorite BW maps! gogo fast Nexus

Should be very interesting to play considering Force Field now exists
Monokeros
Profile Blog Joined November 2005
United States2493 Posts
September 24 2010 08:15 GMT
#8
I have to say, the base distance between the top/bottom 2 is RIDICULOUSLY SHORT, i dont know if its possible but you just need a flat increase of the maps dimensions, everything should be farther away for a 'macro map'. This is basically a Delta Quadrant without rocks(but the air distance for the top/bottom two is a LOT shorter. Ground distance looks nice though but any kind of dropship play (which I understand was popular on this map in BW) would be simply overwhelming.

Just a bit larger if possible, which is something I say a lot for sc2 maps they all just seem so small..
Keep the Dream Alive twitch.tv/monokerros
disco
Profile Blog Joined June 2009
Netherlands1667 Posts
September 24 2010 11:26 GMT
#9
On September 24 2010 17:15 Monokeros wrote:
I have to say, the base distance between the top/bottom 2 is RIDICULOUSLY SHORT, i dont know if its possible but you just need a flat increase of the maps dimensions, everything should be farther away for a 'macro map'. This is basically a Delta Quadrant without rocks(but the air distance for the top/bottom two is a LOT shorter. Ground distance looks nice though but any kind of dropship play (which I understand was popular on this map in BW) would be simply overwhelming.

Just a bit larger if possible, which is something I say a lot for sc2 maps they all just seem so small..


Yeah, the map looks so small while God's Garden on BW was so massive. Are bigger maps not possible in sc2?
this game is a fucking jokie
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
September 24 2010 12:17 GMT
#10
On September 24 2010 13:01 prodiG wrote:
Show nested quote +
On September 24 2010 12:59 neobowman wrote:
On September 24 2010 12:41 Meta wrote:
Who doesn't love a good old-fashioned macro game?!

Is the backdoor cliff walkable?


Of course it's walkable, it's a remake.

I'm not a big fan of your maps in general but this one looks really well done. Though you don't 14cc as Terran because of orbital and 14 hatch is better as Zerg. But I get the picture.

What size is the map?

Why aren't you a fan of them?

EDIT: Yes, it's walkable


Because most of them tend to have little flaws that really annoy me. Like divinity, it's too easy to take three bases early as Terran. Zerg have a harder time because of the rocks. Enigma has the expansions spaced too closely together. Fighting spirit is pretty unsightly to be honest. The gold expo in Fury looks a bit forced. I like Match Point though.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
September 24 2010 16:40 GMT
#11
On September 24 2010 20:26 disco wrote:
Show nested quote +
On September 24 2010 17:15 Monokeros wrote:
I have to say, the base distance between the top/bottom 2 is RIDICULOUSLY SHORT, i dont know if its possible but you just need a flat increase of the maps dimensions, everything should be farther away for a 'macro map'. This is basically a Delta Quadrant without rocks(but the air distance for the top/bottom two is a LOT shorter. Ground distance looks nice though but any kind of dropship play (which I understand was popular on this map in BW) would be simply overwhelming.

Just a bit larger if possible, which is something I say a lot for sc2 maps they all just seem so small..


Yeah, the map looks so small while God's Garden on BW was so massive. Are bigger maps not possible in sc2?

I've found 140x140 to be a very standard size map if the 4 bases are in the corners. Enigma is 176x168 and it felt like it was about as big as a 1v1 map should ever be in testing, possibly even bigger. The distances from base to base on God's Garden have shown in testing to translate nicely so I think I'll leave it be for now


On September 24 2010 21:17 neobowman wrote:
Show nested quote +
On September 24 2010 13:01 prodiG wrote:
On September 24 2010 12:59 neobowman wrote:
On September 24 2010 12:41 Meta wrote:
Who doesn't love a good old-fashioned macro game?!

Is the backdoor cliff walkable?


Of course it's walkable, it's a remake.

I'm not a big fan of your maps in general but this one looks really well done. Though you don't 14cc as Terran because of orbital and 14 hatch is better as Zerg. But I get the picture.

What size is the map?

Why aren't you a fan of them?

EDIT: Yes, it's walkable


Because most of them tend to have little flaws that really annoy me. Like divinity, it's too easy to take three bases early as Terran. Zerg have a harder time because of the rocks. Enigma has the expansions spaced too closely together. Fighting spirit is pretty unsightly to be honest. The gold expo in Fury looks a bit forced. I like Match Point though.

All of my original designs have features that are purely experimental. For example, the easy three bases on Divinity or the close expansions on Enigma or the gold on Fury. All of these are placed because I'm trying to find what features work and what features don't in SC2.


...and Fighting Spirit was my first map, what do you expect?
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
R4ptur3d
Profile Blog Joined November 2009
Canada206 Posts
September 24 2010 17:09 GMT
#12
On September 24 2010 21:17 neobowman wrote:
Show nested quote +
On September 24 2010 13:01 prodiG wrote:
On September 24 2010 12:59 neobowman wrote:
On September 24 2010 12:41 Meta wrote:
Who doesn't love a good old-fashioned macro game?!

Is the backdoor cliff walkable?


Of course it's walkable, it's a remake.

I'm not a big fan of your maps in general but this one looks really well done. Though you don't 14cc as Terran because of orbital and 14 hatch is better as Zerg. But I get the picture.

What size is the map?

Why aren't you a fan of them?

EDIT: Yes, it's walkable


Because most of them tend to have little flaws that really annoy me. Like divinity, it's too easy to take three bases early as Terran. Zerg have a harder time because of the rocks. Enigma has the expansions spaced too closely together. Fighting spirit is pretty unsightly to be honest. The gold expo in Fury looks a bit forced. I like Match Point though.



All i see is jealousy
Madsquare
Profile Joined April 2010
Germany157 Posts
Last Edited: 2010-09-24 20:09:16
September 24 2010 20:04 GMT
#13
On September 25 2010 01:40 prodiG wrote:
All of my original designs have features that are purely experimental. For example, the easy three bases on Divinity or the close expansions on Enigma or the gold on Fury. All of these are placed because I'm trying to find what features work and what features don't in SC2.

Taking this opportunity to hop into the conversation.
Im really up for experiemts and im doing at least in every of my maps too. And i have to say that some experiments are recognizabel as not working just by looking at the map.
Also i think its the wrong approach to walk around say 'well, my map is imbalanced, but thats fine because its an experiment', but rather one should admit his errors, fix it and learn for the future.
not meaning anything or anyone in particular here though.

------
i dont have any problem with you, but...
On September 25 2010 01:40 prodiG wrote:
...and Fighting Spirit was my first map, what do you expect?

The FUCK are you talking about? i assume you typed it accidently. you would be really the lowest of lows if you seriously claimed that.
Fighting Spirit is a Legendary broodwar map created by Rose.of.Dream and nobody who claims its his deserves any respect.

And of course, if you arent entirely satisfied with your map, make a new version

------
almost forgot - nice remake. i think the geyser at the indoor natural that is closer to the ramp should be moved. it seems somewhat awkward in this position.

madsquare.
I do not obey any norms. I redefine standard with every thought I make.
rwrzr
Profile Joined February 2010
United States1980 Posts
Last Edited: 2010-09-24 20:14:28
September 24 2010 20:13 GMT
#14
On September 25 2010 05:04 Madsquare wrote:

i dont have any problem with you, but...
Show nested quote +
On September 25 2010 01:40 prodiG wrote:
...and Fighting Spirit was my first map, what do you expect?

The FUCK are you talking about? i assume you typed it accidently. you would be really the lowest of lows if you seriously claimed that.
Fighting Spirit is a Legendary broodwar map created by Rose.of.Dream and nobody who claims its his deserves any respect.

And of course, if you arent entirely satisfied with your map, make a new version

------
almost forgot - nice remake. i think the geyser at the indoor natural that is closer to the ramp should be moved. it seems somewhat awkward in this position.

madsquare.



lol http://www.teamliquid.net/forum/viewmessage.php?topic_id=121019

he made a remake of fighting spirit for sc2. he isn't talking about BW.

FADC
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
September 24 2010 20:29 GMT
#15
On September 25 2010 05:04 Madsquare wrote:
Show nested quote +
On September 25 2010 01:40 prodiG wrote:
All of my original designs have features that are purely experimental. For example, the easy three bases on Divinity or the close expansions on Enigma or the gold on Fury. All of these are placed because I'm trying to find what features work and what features don't in SC2.

Taking this opportunity to hop into the conversation.
Im really up for experiemts and im doing at least in every of my maps too. And i have to say that some experiments are recognizabel as not working just by looking at the map.
Also i think its the wrong approach to walk around say 'well, my map is imbalanced, but thats fine because its an experiment', but rather one should admit his errors, fix it and learn for the future.
not meaning anything or anyone in particular here though.

------
i dont have any problem with you, but...
Show nested quote +
On September 25 2010 01:40 prodiG wrote:
...and Fighting Spirit was my first map, what do you expect?

The FUCK are you talking about? i assume you typed it accidently. you would be really the lowest of lows if you seriously claimed that.
Fighting Spirit is a Legendary broodwar map created by Rose.of.Dream and nobody who claims its his deserves any respect.

And of course, if you arent entirely satisfied with your map, make a new version

------
almost forgot - nice remake. i think the geyser at the indoor natural that is closer to the ramp should be moved. it seems somewhat awkward in this position.

madsquare.

if you've played the map and read its description, seen the TL thread or my website all of these places have credit to Rose.Of.Dream.

And the community seems happy enough with it which is why I don't want to change anything, its proving to be a valuable testing platfform and id like to keep it that way.

As far as experimental features go, the reason things like the IMS exist is to find what works and what doesn't, and in the meantime try to create good maps in the process

ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
Last Edited: 2010-09-24 21:17:28
September 24 2010 20:52 GMT
#16
On September 25 2010 02:09 R4ptur3d wrote:
Show nested quote +
On September 24 2010 21:17 neobowman wrote:
On September 24 2010 13:01 prodiG wrote:
On September 24 2010 12:59 neobowman wrote:
On September 24 2010 12:41 Meta wrote:
Who doesn't love a good old-fashioned macro game?!

Is the backdoor cliff walkable?


Of course it's walkable, it's a remake.

I'm not a big fan of your maps in general but this one looks really well done. Though you don't 14cc as Terran because of orbital and 14 hatch is better as Zerg. But I get the picture.

What size is the map?

Why aren't you a fan of them?

EDIT: Yes, it's walkable


Because most of them tend to have little flaws that really annoy me. Like divinity, it's too easy to take three bases early as Terran. Zerg have a harder time because of the rocks. Enigma has the expansions spaced too closely together. Fighting spirit is pretty unsightly to be honest. The gold expo in Fury looks a bit forced. I like Match Point though.



All i see is jealousy


<3 you too.

On September 24 2010 21:17 neobowman wrote:
Show nested quote +
On September 24 2010 13:01 prodiG wrote:
On September 24 2010 12:59 neobowman wrote:
On September 24 2010 12:41 Meta wrote:
Who doesn't love a good old-fashioned macro game?!

Is the backdoor cliff walkable?


Of course it's walkable, it's a remake.

I'm not a big fan of your maps in general but this one looks really well done. Though you don't 14cc as Terran because of orbital and 14 hatch is better as Zerg. But I get the picture.

What size is the map?

Why aren't you a fan of them?

EDIT: Yes, it's walkable


Show nested quote +
Because most of them tend to have little flaws that really annoy me. Like divinity, it's too easy to take three bases early as Terran. Zerg have a harder time because of the rocks. Enigma has the expansions spaced too closely together. Fighting spirit is pretty unsightly to be honest. The gold expo in Fury looks a bit forced. I like Match Point though.

All of my original designs have features that are purely experimental. For example, the easy three bases on Divinity or the close expansions on Enigma or the gold on Fury. All of these are placed because I'm trying to find what features work and what features don't in SC2.


...and Fighting Spirit was my first map, what do you expect?


Haha, I guess FS was, but I wouldn't mind you going back to it and rounding out the edges a bit.

I don't have a problem with experimenting with stuff, but having expansions that close together is going to favour some races over others quite obviously. Maybe try reducing the minerals at each expansion when they're too close together.
Antares777
Profile Joined June 2010
United States1971 Posts
September 24 2010 21:40 GMT
#17
So someone finally remade God's Garden. The community sure has taken its time on this one.

Good job prodiG!
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
September 25 2010 03:51 GMT
#18
On September 25 2010 06:40 Antares777 wrote:
So someone finally remade God's Garden. The community sure has taken its time on this one.

Good job prodiG!

Blinn actually did it up in the beta, but it was tiny and didn't have room for creep tumors in the middle.


He also used the Bel'Shir Tileset which at the time was baller as hell but now it's a passed trend imo. Aiur is so cool : D

Anyway, I had already finished the beta version by the time I realized he had already finished it so the reasons why I pressed on are many 8)
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Smigi
Profile Joined April 2010
United States328 Posts
Last Edited: 2010-09-25 03:58:54
September 25 2010 03:58 GMT
#19
prodiG, you should remake Medusa next

That would be so awsome, and you'd be my hero!
Drone then Own
sob3k
Profile Blog Joined August 2009
United States7572 Posts
September 25 2010 05:23 GMT
#20
This map actually looks tiny. What are the rush distances?
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
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