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dezi's map thread - Page 5

Forum Index > SC2 Maps & Custom Games
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dezi
Profile Blog Joined April 2010
Germany1536 Posts
January 16 2011 21:42 GMT
#81
Both maps won't be finished till end of february (exams).
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
January 17 2011 10:18 GMT
#82
Alright - got another idea bout my latest map. Now i got 4 different version ^^

[image loading]
[image loading]
Those both versions are nearly identical. There are only slight differences (Layout of the corner 3rds).

[image loading]
That's the only version with a high ground mid that might gonna work due to being able to free up additional paths.

[image loading]
This one has a way bigger mid and replaced 3rds/4ths. This layout allows to easier take a 3rd no matter where your enemy starts.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Madsquare
Profile Joined April 2010
Germany157 Posts
January 17 2011 14:42 GMT
#83
The last one is quite good. Due to the easy bases in all positions. I would stick with it.
But I would remove that watchtower.
I do not obey any norms. I redefine standard with every thought I make.
Silv.user
Profile Joined November 2010
59 Posts
January 17 2011 17:53 GMT
#84
I like Omicron Persei alot, just took a quick peek tho but at first glance it looks very very good.

Alltho mb somewhere it looks alittle broad. Flushing Meadows reminds me of a rollorcastor1 map :D
All girls are whores, only the smart ones takes paid.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
Last Edited: 2011-01-18 09:08:27
January 18 2011 08:41 GMT
#85
Haters gonna hate but i made a remake of Carthage (Layouts are done so fucking quickly).
[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
January 19 2011 14:20 GMT
#86
Reworked The Crucible today:
-turned the HY 180° and let them hug the map borders (can't be shelled by tanks / ...) from the mid anymore
-slightly reworked the half-island expo close to your main (should now be the expo you want to take as 3rd)
-added a new expo between the half-island and the HY (also got rid of some unused space with this change)

[image loading]

+ Show Spoiler [Detail and Analyzer pictures] +
[image loading]
[image loading]
[image loading]
[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
January 22 2011 00:13 GMT
#87
Should stop creating concepts - don't have the time right now to finish some (but they fucking block my mind):
[image loading]
120x110 - Analyzer distances: 146/127. Recycled my own idea Island in the sun (won't finish this one cause it didn't like the backdoor on it).
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 22 2011 13:56 GMT
#88
inner part of central area could be bigger. pathing will be painfull with bigger groups of units when entring via the LoSBs and turning left or right towards ramp. make it a bit wider here.

the highground at nat entrance could be shorter, then yopu have more space in front to contain and punish turtling. imagin a terran turtling up there with siegetanks, then you cannot pass by in front of ramp without getting killed instantly.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
January 22 2011 15:04 GMT
#89
Good suggestions as always, gonna look into this
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
January 23 2011 21:30 GMT
#90
On January 22 2011 22:56 Samro225am wrote:
inner part of central area could be bigger. pathing will be painfull with bigger groups of units when entring via the LoSBs and turning left or right towards ramp. make it a bit wider here.

the highground at nat entrance could be shorter, then yopu have more space in front to contain and punish turtling. imagin a terran turtling up there with siegetanks, then you cannot pass by in front of ramp without getting killed instantly.

Tell me what you think ^^
+ Show Spoiler +
[image loading]
[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 23 2011 21:47 GMT
#91
i prefer picture 1, because the space on top end of (pic2)helps defender
what are you up for with the extra opening between watchtowers and ramps?
dezi
Profile Blog Joined April 2010
Germany1536 Posts
January 23 2011 22:18 GMT
#92
Thats just terrain issus that could be fixed but i also like version 1 and i'm currently texturing it :D
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: 2011-01-24 00:03:01
January 23 2011 23:33 GMT
#93
[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
January 27 2011 16:00 GMT
#94
Textured OMF today. Doodads still to come.
[image loading]
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 29 2011 18:46 GMT
#95
Melee Island and OMF look much better than Tiara so far, no offense. Both have really good layouts.
dustspeck
Profile Joined April 2010
United States5 Posts
February 01 2011 05:26 GMT
#96
I love your maps! I enjoy how you pay as much respect to details (and doodads) as I do. I entered a map in the MotM #2. It's called Devil's Pulpit. I'll make a thread soon with my maps.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 04 2011 22:17 GMT
#97
Dezi I can't remember seeing Tambora before you posted it for MotM#2. I just wanted to say that it's so very good looking. ;D

Also the new ones are looking spiffy. For Melee Island, that hole outside the third creates a little too much narrowness for my taste. What if you flattened it and put a few trees there in a clump? Slightly less obtrusive path divider.
Comprehensive strategic intention: DNE
dezi
Profile Blog Joined April 2010
Germany1536 Posts
Last Edited: 2011-02-09 21:41:09
February 09 2011 19:19 GMT
#98
Melee Island will be slightly reworked once i'm done with the last 3 exams this semester (this hole, maybe the HY and 4th layout, several texture changes).

Anyway, i most likely gonna finish OMF first:
+ Show Spoiler +
[image loading]
Clearly inspired by Neonights.

[image loading]


Also got 2 additional concepts i don't want to share right now :p
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
February 11 2011 02:30 GMT
#99
On February 10 2011 04:19 dezi wrote:
Also got 2 additional concepts i don't want to share right now :p


sCnDiamond
Profile Joined January 2011
Germany340 Posts
February 26 2011 21:44 GMT
#100
Hello dezi,

Thanks for sharing your great maps - i play them all the time. Just one request though: Apply at blizzard. They really need guys like you to supply us with great maps. If you get in, talk some sense into them, okay?
I would love to see "One must fall" added to the map pool and to replace garbage like slag pits and/or gulch. Keep up the good work!
formerly spinnaker.
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