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dezi's map thread - Page 3

Forum Index > SC2 Maps & Custom Games
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TheMonkeyMon
Profile Joined September 2010
United States119 Posts
January 09 2011 08:55 GMT
#41
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.
Icebergue
Profile Joined December 2010
Portugal9 Posts
January 09 2011 10:02 GMT
#42
Very nice maps. You shoul've used Tambora in the Map of The Month Tournament
dezi
Profile Blog Joined April 2010
Germany1536 Posts
January 09 2011 10:57 GMT
#43
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" ^^
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Klyberess
Profile Joined October 2010
Sweden345 Posts
January 09 2011 12:36 GMT
#44
Very impressive maps. Looking forward to seeing more of your work as well as trying out the maps =)
EmpireHappy <3 STHack <3 ByunPrime
Alsandair
Profile Joined December 2010
32 Posts
January 09 2011 17:35 GMT
#45
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
Profile Blog Joined April 2010
Germany1536 Posts
January 09 2011 17:47 GMT
#46
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.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Antares777
Profile Joined June 2010
United States1971 Posts
January 09 2011 17:53 GMT
#47
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[
Profile Joined December 2010
Serbia1713 Posts
January 09 2011 18:26 GMT
#48
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.
(╯°□°)╯︵ ┻━┻ CJ Entus fighting! I am a Leta, Hydra, Mind and (ofcourse) Firebathero fan. (╯°□°)╯︵ ┻━┻
dezi
Profile Blog Joined April 2010
Germany1536 Posts
January 09 2011 23:57 GMT
#49
I'm proud to announce that The Crucible made it in the Top 5 of the MotM #1 (check here).
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Antares777
Profile Joined June 2010
United States1971 Posts
January 10 2011 00:18 GMT
#50
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
Profile Blog Joined April 2010
Germany1536 Posts
Last Edited: 2011-01-10 23:11:27
January 10 2011 22:50 GMT
#51
Worked on Verdun today and slighlty freed up the mid. Also made an alternate version of the layout with an other passage to the 3rd. Tell me how you like it (see current version in OP (also featuring the freed up mid)).

Overview
[image loading]

New passage to 3rd
[image loading]
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
dezi
Profile Blog Joined April 2010
Germany1536 Posts
Last Edited: 2011-01-13 00:18:19
January 13 2011 00:08 GMT
#52
New version of Verdun is now available at EU.

//edit
Updating OP with a new concept right now.

//edit2
done - need feedback on the concept.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Antares777
Profile Joined June 2010
United States1971 Posts
January 13 2011 00:39 GMT
#53
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.
baskerville
Profile Blog Joined April 2010
541 Posts
January 13 2011 01:00 GMT
#54
thanks for reminder french can't hack it when it comes to this era
thanks for the french love

+1 for the concept
http://www.teamliquid.net/mirror/smilies/random-big.gif
dezi
Profile Blog Joined April 2010
Germany1536 Posts
January 13 2011 01:26 GMT
#55
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.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Antares777
Profile Joined June 2010
United States1971 Posts
January 13 2011 01:53 GMT
#56
On January 13 2011 10:26 dezi wrote:
Show nested quote +
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.


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.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
January 13 2011 16:45 GMT
#57
Worken on the concept and put it in WIP section. WIP name = Tiara.
[image loading]
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Samro225am
Profile Joined August 2010
Germany982 Posts
January 13 2011 17:42 GMT
#58
i can't see anything wrong with it except.
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
Profile Joined April 2010
Germany157 Posts
January 13 2011 18:08 GMT
#59
Damit it dezi, imo you have reached a considerable level of mapping

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.
I do not obey any norms. I redefine standard with every thought I make.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
Last Edited: 2011-01-13 23:23:42
January 13 2011 21:46 GMT
#60
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).
[image loading]

+ Show Spoiler [Details pictures] +
[image loading]
[image loading]
[image loading]

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.
[image loading]
On the left side you see the old concept of the mid.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
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