dezi's map thread - Page 3
Forum Index > SC2 Maps & Custom Games |
![]()
TheMonkeyMon
United States119 Posts
| ||
Icebergue
Portugal9 Posts
![]() | ||
dezi
![]()
Germany1536 Posts
On January 09 2011 19:02 Icebergue wrote: Very nice maps. You shoul've used Tambora in the Map of The Month Tournament ![]() I'm still changing slight details at Tambora but there will be a MotM #2 ^^ On January 09 2011 17:55 TheMonkeyMon wrote: One quick question: What are the chances that we'll see these maps on the NA server? I love playing on new maps, and yours look beautiful. I'm currently slightly updating a bunch of those maps and gonna search for people to upload those once they reach a version i don't gonna change anymore. On January 09 2011 16:33 Deekin[ wrote: Awesome maps. Why dont you guys here making maps go together and try to write a letter or two to Blizzard or Gom.tv (GSL) suggesting some of the maps you have made here on teamliquid.net. I think it would be really cool since GSL recently announced (well kind of) through NsP.Genius that they will remove some maps until the next GSL and they obviously want to fill those spots with some other maps and maybe even add a couple more even. Gj so far I think the iCCup ap makers should lead us in this "charge" ^^ | ||
Klyberess
Sweden345 Posts
| ||
Alsandair
32 Posts
On January 09 2011 16:33 Deekin[ wrote: Awesome maps. Why dont you guys here making maps go together and try to write a letter or two to Blizzard or Gom.tv (GSL) suggesting some of the maps you have made here on teamliquid.net. I think it would be really cool since GSL recently announced (well kind of) through NsP.Genius that they will remove some maps until the next GSL and they obviously want to fill those spots with some other maps and maybe even add a couple more even. Gj so far GSL, according to GosuGamers, just released the pool of maps from which they'll be selecting the maps to replace those they recently removed. They can be found here. However, I find that many of Dezi's maps would be in close contention with these aforementioned maps! Give it a shot, Dezi! | ||
dezi
![]()
Germany1536 Posts
| ||
Antares777
United States1971 Posts
On January 10 2011 02:47 dezi wrote: You want me to contact them? I would rather suggest that the map community from TL as whole should get in contact with the GSL. I agree. I think that going to iCCup would be the best and easiest way to do this, because they are well known and represent a lot of the mapmaking community here. I know that they do not represent all of the TL mapmaking community, but I think it would make it easier. | ||
Deekin[
Serbia1713 Posts
On January 10 2011 02:47 dezi wrote: You want me to contact them? I would rather suggest that the map community from TL as whole should get in contact with the GSL. Yeah same here. Thats why I said "you guys here on tl.net" and that includes all guys and the iCCup team as TL.net is quite acknowledged by atleast GOM.tv that holds the GSL (Seeing Junkka posting here as to who we want as foreigner in their teamhouse for Code A). So yes I think you should get together and post on their forums or PM or whatever, just to get contact with them. And the time is quite now since they are gonna remove some maps for the next GSL as said before. I think it would be cool if you did since alot of these maps you guys make on TL is awesome. | ||
dezi
![]()
Germany1536 Posts
| ||
Antares777
United States1971 Posts
On January 10 2011 08:57 dezi wrote: I'm proud to announce that The Crucible made it in the Top 5 of the MotM #1 (check here). *applause* Congrats! I was hoping that this map would make it! | ||
dezi
![]()
Germany1536 Posts
Overview ![]() New passage to 3rd ![]() | ||
dezi
![]()
Germany1536 Posts
//edit Updating OP with a new concept right now. //edit2 done - need feedback on the concept. | ||
Antares777
United States1971 Posts
I do not like the location of the XWTs. They are too easy to mass units at in their current location. | ||
baskerville
541 Posts
thanks for the french love +1 for the concept | ||
dezi
![]()
Germany1536 Posts
On January 13 2011 09:39 Antares777 wrote: I like the concept for Verdun. I like how that even though there is high ground outside the natural, but it is still hard to put a contain on the defending player because of the path into the third that is on the same ground. This is a really good feature to have on a map. The low ground in the middle of the map would only receive attention in cross spawns I think, which isn't a bad thing. Aesthetics are really good and get across the demolished wasteland environment of the map. I do not like the location of the XWTs. They are too easy to mass units at in their current location. Im also not that satisfied about the but i currently don't know a better alternative. | ||
Antares777
United States1971 Posts
On January 13 2011 10:26 dezi wrote: Im also not that satisfied about the but i currently don't know a better alternative. You're right, there aren't that much better alternatives for this map. I think the best that your going to get it is to have at least one side of the XWT up against something, i.e., the raised ground near the middle? You could move them right up to that, and it would help a little bit. | ||
| ||
Samro225am
Germany982 Posts
One point i am curious about: air-distance to gold seems shorter in horizontal movement, while walking distance seems closer in vertical movement >> for fourth and gold it seems to be unclear which of them is an expansion for player1 and which belongs to player2. nothing really wrong with it, just an observation. i am unsure if protoss might be underpowered on this map. no real chokes anywhere. only opportunity might be the highround at centre with blink/cliffwalking, but then there is the extra higground ontop that will be unwalkable I guess. probably you want to add two expansions on central cliff at the positions where you now have the extra cliff level. you will have to expend the cliff a bit towards third(?) creating a choke on lowground there. nothing really important or helpfull, just some ideas... | ||
Madsquare
Germany157 Posts
![]() About Verdun: - I would just remove the watchtowers if you feel they serve no layout relevant prupose anymore. - If you spawn clockwise of your opponent, theres just those small ramps connecting your third. With new the passage to the third the counter clockwise spawning player has more room. One player can actually move an army to his third while the other is very truncated. I think you should widen the ramps to the clockwise thirds. cheers, madsquare. | ||
dezi
![]()
Germany1536 Posts
On January 14 2011 03:08 Madsquare wrote: About Verdun: - I would just remove the watchtowers if you feel they serve no layout relevant prupose anymore. - If you spawn clockwise of your opponent, theres just those small ramps connecting your third. With new the passage to the third the counter clockwise spawning player has more room. One player can actually move an army to his third while the other is very truncated. I think you should widen the ramps to the clockwise thirds. Gonna look into those 2 points. Maybe gonna tighten the new passage a little bit in this process. On January 14 2011 02:42 Samro225am wrote: i am unsure if protoss might be underpowered on this map. no real chokes anywhere. only opportunity might be the highround at centre with blink/cliffwalking, but then there is the extra higground ontop that will be unwalkable I guess. probably you want to add two expansions on central cliff at the positions where you now have the extra cliff level. you will have to expend the cliff a bit towards third(?) creating a choke on lowground there. Gonna check how the map feels with those additional expos. Map will also be choked up due to doodads and i maybe gonna add small terrain obstacles if needed. //EDIT Verdun with the changes suggested (no towers, double wide ramps to clockwise 3rds). ![]() + Show Spoiler [Details pictures] + What do you think? Tiara 002 with the ideas from Samro. The rush distance decreased from 174 to 162 (136 to nat). XWTs watch rocks - don't watch the pure HY anymore but this base nearby purely. Don't what i should about this. On the one side it creates now chokes but it feels akward somehow. ![]() On the left side you see the old concept of the mid. | ||
| ||