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dezi's map thread - Page 6

Forum Index > SC2 Maps & Custom Games
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dezi
Profile Blog Joined April 2010
Germany1536 Posts
February 26 2011 22:25 GMT
#101
There are so much good maps in this board (the maps from the iCCup guys, maps from Samro, NullCurrent, funcmode, johanaz, Madsquare, ... and so much more that it's just a shame i can't recall their names right now) that i still wonder WHY blizz still tries to create stupid maps instead of just get in contact with some of us.
Still hope blizz at least get in contact with the iCCup team because they are so involved in the whole mapping community that it would be very easy for them to create a fresh and cool 1v1 ladderpool nearly every month.

But for now i would be satisfied if there is just someone in this board who has some mapslots left at NA to publish some of my maps there
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: 2011-02-27 01:02:30
February 27 2011 01:02 GMT
#102
One Must Fall, Krakatoa and The Crucible are now also available at NA and the first 2 also at SEA, thanks to you guys who helped me to publish them there (don't want to spoil your names here, you're allowed to do this on your own ^^).
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
sCnDiamond
Profile Joined January 2011
Germany340 Posts
Last Edited: 2011-02-27 18:43:49
February 27 2011 17:59 GMT
#103
On February 27 2011 07:25 dezi wrote:
There are so much good maps in this board (the maps from the iCCup guys, maps from Samro, NullCurrent, funcmode, johanaz, Madsquare, ... and so much more that it's just a shame i can't recall their names right now) that i still wonder WHY blizz still tries to create stupid maps instead of just get in contact with some of us.
So painfully true... especially backwater gulch and slag pits are ridicilous and look like they nobody put any ideas or at least Effort Into them . But maybe it will drive more cup organizers into creating their own map pool since blizzard's just gets worse. Don't get me wrong, BS and Steppes were not very balanced, but at least they were pretty and nice to look at - something that Shattered Temple, Gulch and Slag just fail to deliver.

/edit: @dezi:
I've searched for the authors you named in your post, but unfortunately i wasn't able to find any of their maps on the EU-Servers . Can you tell me if they got uploaded there and if who did this for them?

//edit²: looks like one can only find them if one searches for their exact name. Pretty complicated to do so, but at least they are up on the EU-Servers . Time for Blizzard to improve the way maps are listed and to be found on the Servers.

///edit³: just played on Sedan. Awesome layout!
formerly spinnaker.
ImmortalTofu
Profile Blog Joined December 2010
United States1254 Posts
February 27 2011 19:26 GMT
#104
On February 27 2011 10:02 dezi wrote:
One Must Fall, Krakatoa and The Crucible are now also available at NA and the first 2 also at SEA, thanks to you guys who helped me to publish them there (don't want to spoil your names here, you're allowed to do this on your own ^^).


Haha, I'll take my due credit for One Must Fall, Krakatoa, and The Crucible on NA! Thanks for all the work you do dezi!
"Friendship ain't a business deal"
MavercK
Profile Joined March 2010
Australia2181 Posts
February 27 2011 22:12 GMT
#105
one must fall is your newest?
i love it.

BUT.
the rocks in the center i'd rather see as a permenant wall/gap

also considering using it for SC2BW. will get back to you on that
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
dezi
Profile Blog Joined April 2010
Germany1536 Posts
Last Edited: 2011-03-01 13:36:10
March 01 2011 13:30 GMT
#106
On February 28 2011 07:12 MavercK wrote:
one must fall is your newest?
i love it.

BUT.
the rocks in the center i'd rather see as a permenant wall/gap

also considering using it for SC2BW. will get back to you on that

They are rarely brought down but i keep them as an option and i don't want this path to be open early on. If further games show that it's way to hard to destroy them i gonna lower their health or armor or both

If you want to use it for SC2BW (i like it btw. ) just send me a PM.

On February 28 2011 02:59 spinnaker wrote:
///edit³: just played on Sedan. Awesome layout!

I don't like the backdoor expo idea anymore so i already created a version without but i'm still working on it till i'm satisfied with the layout ^^
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
sCnDiamond
Profile Joined January 2011
Germany340 Posts
Last Edited: 2011-03-02 15:36:10
March 02 2011 15:34 GMT
#107
Hi dezi ,

I played some of your maps with a few friends and also discussed them quite a lot with other players. Here are some suggestions that came up, that might help make them even more awesome .

One must fall
Some Zergs complained, that they can be contained into their Main + Natural quite easily. I am not really sure if that's a balance issue or more of a skill issue since many maps allow for that kind of contain. But here's an (imho) nice idea that came up: Placing a backdoor with rocks to the main would give Zerg an additional opportunity to break out and to be aggressive thus adding some additional strategic depth. Dunno if it can be done that easily since the height difference is 2 instead of 1.
[image loading]

Sedan
Pretty cool macro-oriented map, but it felt like the backdoor expo can be taken too easily by terran. An really easy way to fix this might be just placing the rocks right on the expo-spot instead of the choke. Also removing some of the buildings in the middle would help Zerg a lot by providing more space. I'm not sure if it would be better to remove the center building or the four buildings. The first option would give a fairly big central space to fight on, while still restricting access to the ramps while removing the four surrounding buildings would grant more access to the ramp but also provide some sort of ring to fight on but also leave the watch towers kinda in the open.
[image loading]

Verdun
At first we were pretty concerned that this map would punish zerg a lot, because of the cliffs at the Natural and that the 3rd is quite far away. But with proper map control and positioning this isn't a big issue. You also place the cliff at the natural in a manner that the siege tank is always in roach range when he wants to shell the hatchery. Kudos on that! Only issue is, that the middle could be a bit more open. We almost never broke the rocks in the middle, since destroying them doesn't offer much of an advantage.
Also, i was ordered to praise you by our zerg players for providing a huge amount of small cliffs to place overlords on (orange dots). They provide a good way of getting map control even with the abscence of watch towers. Nicely done and a cool, unique feature of the map.
[image loading]


Keep up making such cool maps, we really enjoy playing on them since you look more for macro-oriented maps instead of fast-paced Melee which force 1-Base-Allin. Could you also pm me your char-id? Would be very cool . Mine is Diamond/598 on EU.
formerly spinnaker.
Elzar
Profile Joined November 2010
Germany204 Posts
March 02 2011 15:37 GMT
#108
Nice. =)

I hope you'll get some good feedback.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
Last Edited: 2011-03-02 16:48:13
March 02 2011 16:37 GMT
#109
On March 03 2011 00:34 spinnaker wrote:
One must fall
Some Zergs complained, that they can be contained into their Main + Natural quite easily. I am not really sure if that's a balance issue or more of a skill issue since many maps allow for that kind of contain. But here's an (imho) nice idea that came up: Placing a backdoor with rocks to the main would give Zerg an additional opportunity to break out and to be aggressive thus adding some additional strategic depth. Dunno if it can be done that easily since the height difference is 2 instead of 1.
[image loading]

I'm sorry, but i don't think gonna add a backdoor to the main. I hate them on my own and it might put the defender on a bigger disadvantage. I would also need 2 ramps (get "climb" those two cliffs) which wouldn't look good and i'm actually very happy how the map feels when playing.

If i encounter furthermore problems with this i might gonna create a backdoor but i might gonna block both of the needed ramps, too.

//edit
This is how this might look like and if you ask me: this will create the same issue as on Shakuras Plateau with on the connected spawns > tanks there and rines moving in and out to roflstomp your main (tech).
+ Show Spoiler +
[image loading]


On March 03 2011 00:34 spinnaker wrote:
Sedan
Pretty cool macro-oriented map, but it felt like the backdoor expo can be taken too easily by terran. An really easy way to fix this might be just placing the rocks right on the expo-spot instead of the choke. Also removing some of the buildings in the middle would help Zerg a lot by providing more space. I'm not sure if it would be better to remove the center building or the four buildings. The first option would give a fairly big central space to fight on, while still restricting access to the ramps while removing the four surrounding buildings would grant more access to the ramp but also provide some sort of ring to fight on but also leave the watch towers kinda in the open.
[image loading]

I already made a layout rework of this map without the backdoor expos and the revamped mid, but currently i'm not happy with the distances and the middle area in this rework. So the map is currently stalled and that's why i also don't work on this old version of Sedan anymore.

On March 03 2011 00:34 spinnaker wrote:
Verdun
At first we were pretty concerned that this map would punish zerg a lot, because of the cliffs at the Natural and that the 3rd is quite far away. But with proper map control and positioning this isn't a big issue. You also place the cliff at the natural in a manner that the siege tank is always in roach range when he wants to shell the hatchery. Kudos on that! Only issue is, that the middle could be a bit more open. We almost never broke the rocks in the middle, since destroying them doesn't offer much of an advantage.
Also, i was ordered to praise you by our zerg players for providing a huge amount of small cliffs to place overlords on (orange dots). They provide a good way of getting map control even with the abscence of watch towers. Nicely done and a cool, unique feature of the map.
[image loading]

I'm also not that satisfied with the mid and the whole area is a subject to change. Maybe i just gonna remove those small bumpy areas you mentioned and therefor slightly gonna increase the size of other areas.

On March 03 2011 00:34 spinnaker wrote:
Could you also pm me your char-id? Would be very cool . Mine is Diamond/598 on EU.

That's not secret: dezi.598 (ya stole my number :p).
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
sCnDiamond
Profile Joined January 2011
Germany340 Posts
Last Edited: 2011-03-02 18:33:54
March 02 2011 18:33 GMT
#110
On March 03 2011 01:37 dezi wrote:
I'm sorry, but i don't think gonna add a backdoor to the main. I hate them on my own and it might put the defender on a bigger disadvantage. I would also need 2 ramps (get "climb" those two cliffs) which wouldn't look good and i'm actually very happy how the map feels when playing.

If i encounter furthermore problems with this i might gonna create a backdoor but i might gonna block both of the needed ramps, too.

//edit
This is how this might look like and if you ask me: this will create the same issue as on Shakuras Plateau with on the connected spawns > tanks there and rines moving in and out to roflstomp your main (tech).
+ Show Spoiler +
[image loading]


I think it's different because on Shakuras Plateau because the army moving in through the backdoor doesn't have to worry to be cut of from the main. Their back is perfectly covered and they can just be attacked from the front, which makes this slow push so powerful. Over here, they have to worry to be trapped on the low ground and reinforcements can be easily intercepted. This way such a push through the backdoor can backfire. But i understand your point, as a protoss player i'm not very fond about backdoors either ^_^. Just an idea that came up.
formerly spinnaker.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
March 03 2011 09:48 GMT
#111
But still the ramp to the 5th is also only a double wide ramp so the best option would be to try to attack the main of the terran > base race. But we all know you can't win a base race vs. a good terran as zerg so i think i there'll be no backdoor - but still thanks for the feedback, much appreciated.
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: 2011-03-09 10:54:52
March 09 2011 10:35 GMT
#112
Sneaky sneaky
[image loading]
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
March 09 2011 10:39 GMT
#113
Uhooh, thats looking alot like the map I'm currently working on stop making me compete with that ^^ cant you postpone mapping till I'm on holiday or something
KCCO!
lefix
Profile Joined February 2011
Germany1082 Posts
March 09 2011 11:01 GMT
#114
don't you have dozens of maps you have to playtest until tomorrow?
how do you have time to make new maps
Map of the Month | The Planetary Workshop | SC2Melee.net
dezi
Profile Blog Joined April 2010
Germany1536 Posts
March 09 2011 11:12 GMT
#115
I'm already done with scoring all the maps :p
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
March 09 2011 12:27 GMT
#116
uhhh... Port Zion tileset. And it looks to be an intact and working! interesting!
I do not obey any norms. I redefine standard with every thought I make.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
March 17 2011 14:17 GMT
#117
Still a lot of work to do on the next map and i yet don't wanna show something specific beside of yet again a small sneak peak :D
[image loading]
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Archivian
Profile Joined November 2010
United Kingdom362 Posts
March 17 2011 14:25 GMT
#118
ok thats already looking amazing. cant wait to see the whole thing.
"you were only supposed to blow the bloody doors off!" Micheal Caine
Maynarde
Profile Joined September 2010
Australia1286 Posts
March 17 2011 15:06 GMT
#119
Dude your maps are AMAZING! Keep it up
CommentatorAustralian SC2 Caster | Twitter: @MaynardeSC2 | Twitch: twitch.tv/maynarde
CBWeyland
Profile Joined March 2011
United States13 Posts
March 27 2011 23:45 GMT
#120
Amazing maps, good sir.

On February 28 2011 04:26 ImmortalTofu wrote:
Show nested quote +
On February 27 2011 10:02 dezi wrote:
One Must Fall, Krakatoa and The Crucible are now also available at NA and the first 2 also at SEA, thanks to you guys who helped me to publish them there (don't want to spoil your names here, you're allowed to do this on your own ^^).


Haha, I'll take my due credit for One Must Fall, Krakatoa, and The Crucible on NA! Thanks for all the work you do dezi!



Oooohhh please do Churchill Reservoir and or Flushing Meadows next! I've noticed a distinct lack of quality Agria tileset Melee's on NA...

Learn to macro.
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