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BoomStevo's Map Thread - Page 5

Forum Index > SC2 Maps & Custom Games
Post a Reply
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iGrok
Profile Blog Joined October 2010
United States5142 Posts
December 08 2010 08:31 GMT
#81
I like Judicator. The layout's pretty cool, and the lava pits keep it from looking square.

It would be cool if the droppable cliff in the topleft/botright corners had a small ramp to get up it.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
dezi
Profile Blog Joined April 2010
Germany1536 Posts
December 08 2010 09:07 GMT
#82
Looks so huge and i'm not quite sure whether i like this one. Never liked Desert Oasis and this is somewhat similar.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
iGrok
Profile Blog Joined October 2010
United States5142 Posts
December 08 2010 09:27 GMT
#83
On December 08 2010 18:07 dezi wrote:
Looks so huge and i'm not quite sure whether i like this one. Never liked Desert Oasis and this is somewhat similar.

To me it looks pretty small :/
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
dezi
Profile Blog Joined April 2010
Germany1536 Posts
December 08 2010 09:39 GMT
#84
That's why it's hard to just judge from those pictures. Need more input ^^
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
BoomStevo
Profile Joined August 2010
United States332 Posts
December 08 2010 09:40 GMT
#85
On December 08 2010 18:07 dezi wrote:
Looks so huge and i'm not quite sure whether i like this one. Never liked Desert Oasis and this is somewhat similar.

It's actually quite small measuring 140x92. I thought the biggest problems with Desert Oasis were the distance from main to natural and the openness of the natural. Otherwise, I thought it was a good map.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
iGrok
Profile Blog Joined October 2010
United States5142 Posts
December 08 2010 09:50 GMT
#86
On December 08 2010 18:40 BoomStevo wrote:
Show nested quote +
On December 08 2010 18:07 dezi wrote:
Looks so huge and i'm not quite sure whether i like this one. Never liked Desert Oasis and this is somewhat similar.

It's actually quite small measuring 140x92. I thought the biggest problems with Desert Oasis were the distance from main to natural and the openness of the natural. Otherwise, I thought it was a good map.

The problems with Desert Oasis is that it is incredibly difficult to take a third base. The expansion layout is just not very well designed. This map does have a pretty good layout. Its just a bit too cramped for me
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Samro225am
Profile Joined August 2010
Germany982 Posts
December 08 2010 10:15 GMT
#87
defensive siegetanks on all highgrounds (near ramps and in main) and it looks like one can operate quite comfortbaly from 4 bases?
this is a problem when mains are in centre of a circle of expansions. probably make main a bit smaller (deep lava pit) next to large ramp to disable turtling.
flow of expansions looks a bit odd..
BoomStevo
Profile Joined August 2010
United States332 Posts
December 08 2010 19:35 GMT
#88
On December 08 2010 19:15 Samro225am wrote:
defensive siegetanks on all highgrounds (near ramps and in main) and it looks like one can operate quite comfortbaly from 4 bases?
this is a problem when mains are in centre of a circle of expansions. probably make main a bit smaller (deep lava pit) next to large ramp to disable turtling.
flow of expansions looks a bit odd..

I think saying, "You could put tanks everywhere and you are well defended," is not a statement exclusive to this map. But if you think that placing siege tanks over half the map makes your 4 bases comfortable than I believe you'll be spread quite thin. Any base you take as a third cannot be easily defended with tanks in the main or without having a large line of them. The natural entrance is a little closed off because it becomes the back door entrance later in the game, in my opinion.

If you're reading the expansion pattern incorrectly, that my explain your concerns. I believe breaking down the rocks to your natural back door and taking that base as your third is the safe option. Taking the gold expansion is not a very safe third but it is an option.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
baskerville
Profile Blog Joined April 2010
541 Posts
December 11 2010 21:54 GMT
#89
really nice palette of colours and textures, kudos
http://www.teamliquid.net/mirror/smilies/random-big.gif
BoomStevo
Profile Joined August 2010
United States332 Posts
December 12 2010 17:07 GMT
#90
New WIP: Leviathan
+ Show Spoiler [Leviathan] +
[image loading]
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
dezi
Profile Blog Joined April 2010
Germany1536 Posts
December 12 2010 17:45 GMT
#91
This actually looks quite nice
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
funcmode
Profile Joined June 2010
Australia720 Posts
December 12 2010 18:07 GMT
#92
Leviathan looks promising. That path around the outside to the highground next to the naturals is quite interesting, not sure how it would really play out though I would imagine it's uses would be very similar to the outside path on XNC.

You have so many unfinished maps - personally I can't make myself start a new map while I have another to finish. Is there a reason you don't finish half(~) of your maps?
@funcmode - TPW Mapmaking Team - theplanetaryworkshop.com
dezi
Profile Blog Joined April 2010
Germany1536 Posts
December 12 2010 19:43 GMT
#93
Sometimes you aren't just that satisfied with some designs or layouts anymore.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
BoomStevo
Profile Joined August 2010
United States332 Posts
December 13 2010 01:23 GMT
#94
On December 13 2010 03:07 funcmode wrote:
Leviathan looks promising. That path around the outside to the highground next to the naturals is quite interesting, not sure how it would really play out though I would imagine it's uses would be very similar to the outside path on XNC.

You have so many unfinished maps - personally I can't make myself start a new map while I have another to finish. Is there a reason you don't finish half(~) of your maps?

For me the initial layouts take a lot less time than the aesthetics. I usually will get done with a layout that I reasonably like and then throw it up in this thread. I then pretty much don't look at the thing again for at least a day. I get some comments and when I open it again, I might have a new perspective. And sometimes, I just don't like it anymore and I don't come back to it. I have even started tons of maps that haven't made it as far as being posted in this thread.

I tend to work on many different things at the same time.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 13 2010 01:44 GMT
#95
On December 13 2010 10:23 BoomStevo wrote:
Show nested quote +
On December 13 2010 03:07 funcmode wrote:
Leviathan looks promising. That path around the outside to the highground next to the naturals is quite interesting, not sure how it would really play out though I would imagine it's uses would be very similar to the outside path on XNC.

You have so many unfinished maps - personally I can't make myself start a new map while I have another to finish. Is there a reason you don't finish half(~) of your maps?

For me the initial layouts take a lot less time than the aesthetics. I usually will get done with a layout that I reasonably like and then throw it up in this thread. I then pretty much don't look at the thing again for at least a day. I get some comments and when I open it again, I might have a new perspective. And sometimes, I just don't like it anymore and I don't come back to it. I have even started tons of maps that haven't made it as far as being posted in this thread.

I tend to work on many different things at the same time.


I'm a lot like that, except I play more than I map, and I have yet to finalize something enough to post it! I may finally do this over the holiday. Anyway, I really like Leviathan. One of the best things is that your first 2 or 3 bases are pretty defensible, but the better player will be scouting the enemy position a lot. You can respond quickly enough to an alternate route if you want to just camp, but you can get better position by staying on top of things. It gives me a vibe that's a mix of BW with SC2 ladder. ;D
Comprehensive strategic intention: DNE
BoomStevo
Profile Joined August 2010
United States332 Posts
December 13 2010 05:39 GMT
#96
On December 13 2010 10:44 EatThePath wrote:
Show nested quote +
On December 13 2010 10:23 BoomStevo wrote:
On December 13 2010 03:07 funcmode wrote:
Leviathan looks promising. That path around the outside to the highground next to the naturals is quite interesting, not sure how it would really play out though I would imagine it's uses would be very similar to the outside path on XNC.

You have so many unfinished maps - personally I can't make myself start a new map while I have another to finish. Is there a reason you don't finish half(~) of your maps?

For me the initial layouts take a lot less time than the aesthetics. I usually will get done with a layout that I reasonably like and then throw it up in this thread. I then pretty much don't look at the thing again for at least a day. I get some comments and when I open it again, I might have a new perspective. And sometimes, I just don't like it anymore and I don't come back to it. I have even started tons of maps that haven't made it as far as being posted in this thread.

I tend to work on many different things at the same time.


I'm a lot like that, except I play more than I map, and I have yet to finalize something enough to post it! I may finally do this over the holiday. Anyway, I really like Leviathan. One of the best things is that your first 2 or 3 bases are pretty defensible, but the better player will be scouting the enemy position a lot. You can respond quickly enough to an alternate route if you want to just camp, but you can get better position by staying on top of things. It gives me a vibe that's a mix of BW with SC2 ladder. ;D

I did include a few BW-esque things and I'm trying to do a little bit more experimentation. I'm glad it turned out to your liking. I hope to see a map from you soon.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
BoomStevo
Profile Joined August 2010
United States332 Posts
December 16 2010 13:15 GMT
#97
New WIP Continuum:
+ Show Spoiler [Continuum] +
[image loading]

[image loading]
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
lurkerbelow
Profile Joined April 2010
United States13 Posts
December 17 2010 01:46 GMT
#98
i like your maps alot but naming/more fantasy ambience to support names could be increased

(2) Erebus - could be darker/ more shadowy but good first impression
(2) Phalanx - could be changed either to Aiur urban set (to assume toss fight in phalanxs)/ or rename to Centurion or Desert War or something refering to tileset choice
(2) Perdition - is good map
(2) Rendezvous - is good map
(2) Urban Jungle - is my favorite, posted in other theads that i like jungle/urban utopias (think it makes a nice battleground like a modern Athens or Sparta or Amazonia, so if you play like diablo think about the 5 acts and the towns (rogue cathedral/desert pyramid ruins/ancient jungle temple/hellish citadel/mountain stronghold) and pretend that if both players quit playing they could just order their scvs to build houses and live in your maps until they die of old age...or the map kills you like perdition...
(2) Crimson Crater - is good, middle could have more crater/more details (add meteorites/asteroids)
(2) Moonlit Monastery - is good name just don't see "the monastery" more like caverns or caves (so make a bigger manmade cliff middle or substructure)
(4) Orbital Decay - is good maybe too square

(2) Continuum - too plain right now, needs more asthetics
(2) Leviathan - could use water/dark water or lava redesign because leviathan is giant serpent/fish
(2) Judicator - could be remade as aiur/belshir/protoss urban tile since Judicator is protoss civilian/senator who would command the city with his private toss army or you could rename it to annihilator or incinerator or something to do with fire? unless this is aiur after the zerg have destroyed it...???
(2) Harvest - good idea but too clustered (Blood Harvest, Death Harvest. Soul Harvest?)
(2) Dauntless - looks like good start, too plain too wide (but wide is good if playres are dauntless, so more well designed bases with wide middle)
(4) Utopia - this could be phalanx/judicator while a more jungle/water/paradise colors applied to such a name (add more trees/more forest doodads remove some of the manmade cliffs)
(2) Dissension - too plain like dauntless
(2) Dune Sea - too complex, skinny in the middle (not enough "dune sea" area)
(2) Mount Ida - is very good map and i think it is almost done (maybe too wide in some areas)
iGrok
Profile Blog Joined October 2010
United States5142 Posts
December 17 2010 01:51 GMT
#99
Continuum looks sweet... flat choke ^^
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 17 2010 06:16 GMT
#100
There's something about continuum that gives it immediate appeal. It feels like a "let's fight, straight up" arena, but not featureless. I will have more comments later. Right now, the only thing I notice-- I don't like that the watchtowers are so defensible for respective sides. It makes defending the third while keeping the high ground too easy. But I like that they help defend the gold just the right amount. What if they were on flat ground with little or no obstruction? Thoughts? Crazy idea: put a ramp on the other side as well, but block it with a placed forcefield, so they can be opened up more by thor/colo/ultra.
Comprehensive strategic intention: DNE
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