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dezi
Germany1536 Posts
This thread features map made be me SC2 mapping team: The Planetary Workshop (TPW). I'll regulary update the OP with new map ideas and also new images of updated maps.
Note Search for 'dezi' to find my maps at EU. Some are also at US/SEA. Or search 'TPW' to find more awesome maps.
![[image loading]](http://img823.imageshack.us/img823/7007/latestchances.png) One Must Fall -sligtly poolished the textures at the lately changed corner 3rds -fixed some doodad placements -reestablished the ledge (cannot be dropped on anymore but used once again by reapers and colossi) -adjusted mineral placement -pics updated accordingly
![[image loading]](http://img34.imageshack.us/img34/6813/finishedmaps.png)
=== Competition Maps === One Must Fall (EU, SEA, NA) (not tagged with (by dezi) due to being used by NASL) + Show Spoiler + HQ VersionMap ThreadThe layout allows for an easy third and it starts getting interesting once someone wants to grab a HY expansion. The rocks allow for proxy and sneaky tech (XWTs can't see the middle path). It's a rough port of Carthage. + Show Spoiler [Analyzer Informations inside] +![[image loading]](http://i.imgur.com/Ck3IK.jpg) Main to Main is a tad longer than on Xel'Naga Caverns (147). ![[image loading]](http://i.imgur.com/hh2PM.jpg) Nat to Nat is also slightly larger than on Xel'Naga Caverns (117). ![[image loading]](http://i.imgur.com/u4RV7.jpg) Don't get fooled by the empty areas - this is mostly because i painted with the pathing tool on top of doodads (just to make sure  ). Additional Pictures+ Show Spoiler [The ledge(s)] +![[image loading]](http://i.imgur.com/5gfc4.jpg) Ya, you can cliff walk from 5th to main and from HY to the 5th and vice versa. Reapers back in da house? The fifth is also a good place for Overlords till you want to check if f.e. a toss had taken both gas. + Show Spoiler [tääänks?] +![[image loading]](http://i.imgur.com/FaErJ.jpg) You can reach the gas of the 5th but nothing more - isn't this nice? + Show Spoiler [Walling] +![[image loading]](http://i.imgur.com/hbhPE.jpg) Due to the fact you can't do a 3 rax / gate wallin this you have to wall like on f.e. Xel'Naga Caverns. + Show Spoiler [more] +
=== Non-Competition Maps === Dylarian Shipyards (EU) + Show Spoiler +![[image loading]](http://i.imgur.com/xEDom.jpg) I used the Castanaar one but mixed it a texture from Meinhoff and Port Zion (just looks way better this way). My overall goal was to create a medium sized 4 player map which offers good a good expansion layout while keeping the Shipyard feeling. Once again (after MotM#1 winning map The Crucible) i didn't used XWTs - so go and scout you lazy players. Facts to know-tileset: pimped Castanaar -playable size: 156x156 -XWTs: no Sir -HY bases: no Sir -Main2Main (close): 151 -Main2Main (cross): 180 -Nat2Nat (close): 110 -Nat2Nat (cross): 145 + Show Spoiler [More pictures inside] +
Krakatoa (EU, SEA, NA) + Show Spoiler + HQ OverviewThreadThis map features the famous Char tileset and a very small size of only 120x120 and give you a feel like beeing within an old vulcano. While beeing that kinda small the map still has a kinda large main to main distance and also offers a nearby third. The HY and 4th a right next to each other and you most likely gonna take both at once. All those positive feature also need a slight drawback and that's why you got a double sized main ramp and there are some very good places for Overlord to be during the earlier stages of the game. + Show Spoiler [Analyzer and Detail Pictures] +
Churchill Reservoir (EU) + Show Spoiler +![[image loading]](http://imgur.com/WS9Ry.jpg) This is my second map in my favorite texture set. I hardly focus on aesthetics here while trying to not overdo this. Playable size is 160x136 but the distance between the mains is quite small (due to layout). The mid allows for good flanking or traps so be aware while moving through. As whole the map is more of a design study because it might be kinda hard to establish and hold a 3rd. + Show Spoiler [Analyzer and Detail Pictures] +
The Crucible (EU, NA) + Show Spoiler +
Flushing Meadows (EU) + Show Spoiler +![[image loading]](http://imgur.com/CnCS7.jpg) This is the first map i created with my beloved Agria tileset. It offers a playable size of 120x136 and plenty possible expansions. The main design feature is the mid that is set under water but still is walk and buildable (so consider it a design feature). + Show Spoiler [Analyzer and Detail Pictures] +
Verdun (EU) + Show Spoiler +![[image loading]](http://i.imgur.com/EVARG.jpg) This is my first map with 4 starting positions. It's a rough recap of Moon Glaive from BW (in a 4 spawn version). Many cliffs can't be dropped or walked on (f.e. the area between the nat and the 3rd). Rush DistancesMain2Main(close): 134 Main2Main(cross): 168 Nat2Nat(close): 104 Nat2Nat(cross): 139 + Show Spoiler [Detail Pictures inside] +
Sedan (EU) + Show Spoiler +
Tambora (EU) + Show Spoiler +
![[image loading]](http://img864.imageshack.us/img864/7756/workinprogressg.png) -
![[image loading]](http://img87.imageshack.us/img87/9185/concepts.png) -
_________________________________________________________________________________ I also got a bunch of cancelled, stalled projects but most of them aren't worth to be shown here. I hope you like my sneak peak and feedback is welcome.
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some of the images are being cut off... re-upload maybe?
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dezi
Germany1536 Posts
This is what still bothers me at TL ... sometimes rescale works but sometimes not. Reupload doesn't help there because it's a TL bug (all images are uploaded at shack but only some are rescaled to the TL width). You still can watch them if you just copy the image url.
Just copied some image-upload links that didn't worked at my first attempt but now seem to be rescaled ... *sigh*
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Very nice. I didn't really take the time to really analyze them for balance stuff, but they do seem pretty good for it on the surface. The aesthetics of pretty much all of them are great though. Churchill reservoir seriously looks awesome.
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I'm really liking Beau Geste so far. What does that mean?
And did you use the liquid upload tool?
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dezi
Germany1536 Posts
On November 24 2010 18:40 iGrok wrote: I'm really liking Beau Geste so far. What does that mean?
And did you use the liquid upload tool? The name is a reference to the movie Beau Geste (the version with Telly Savalas). I used Image-Upload/Imageshack to upload the picture but it seems to work fine now.
Also got some more detailed pictures of the wip Verdun: + Show Spoiler [hit me] +
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dezi
Germany1536 Posts
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On November 25 2010 03:57 dezi wrote:Mh, updated the OP once again with the 1.0 version of Verdun. + Show Spoiler [Pic] + I feel like there needs to be another ramp to access the third expansions when travelling clockwise. I also wonder how the reflection symmetric center will play out on the rotationally symmetric bases. It looks positionally imbalanced if someone takes one of the golds.
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dezi
Germany1536 Posts
Another ramp? Gonna look how this will affect the distances and about the HY - if you look at LT / Meta it's also imbalanced if both start close and one takes the HY. So i don't gonna change this.
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Churchill Resorvoir looks great.
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These are some frikkin awesome maps.
I might have to do my own showcase when i make enough decent maps.
Again nice nice work.
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dezi
Germany1536 Posts
Thanks.
Regarding the idea to add another ramp to the 3rd - i don't want to create a ramp there > this makes the small pathway to the nat to quick. Only option i can think of is a small but initially blocked ramp. This would also fit the style of the mid that features passages that can be opened to increase the maneuverability.
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On November 25 2010 06:54 dezi wrote: Another ramp? Gonna look how this will affect the distances and about the HY - if you look at LT / Meta it's also imbalanced if both start close and one takes the HY. So i don't gonna change this. It works on Lost Temple and Metalopolis because those are reflection symmetric maps. Your center doesn't follow the same symmetry as your bases.
Because your bases are rotationally symmetric is the reason I'd like to see a ramp where I suggested. The person who spawns clockwise will have a harder time taking and defending their third expansion placed away from their opponent. The opponent will have an easier time because there is a direct path to their third which does not force the player to travel to and take the center.
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dezi
Germany1536 Posts
You're right, added a ramp and updated the OP with the new picture of it (map also updated at EU). This ramps doesn't change anything in terms of main to main or nat to nat distance.
//edit Next concept
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dezi
Germany1536 Posts
Worked on the next 4 spawn map and added it to wip section, it's called Sedan.
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dezi
Germany1536 Posts
Worked on Sedan furthermore and somewhat finished it. Map is now available at EU.
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I like that version. The style of the first 3 bases and the further expansion layout is quite nice. The artwork you did and environment you chose come very well too.
But I have to say that center looks a bit truncated for the fact that its very easy to take 3 bases. Also the Watchtowers seem like they are forced and dont really serve a special purpose.
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dezi
Germany1536 Posts
So you would like to see a more open middle area? This map will be tested in a small tourney on the page i'm in to and i'll hopefully gonna get enough input to do necessary changes then :D
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On November 30 2010 16:27 dezi wrote: So you would like to see a more open middle area? This map will be tested in a small tourney on the page i'm in to and i'll hopefully gonna get enough input to do necessary changes then :D
I think the open is a bit packed in, too. It doesn't seem like it would be that zerg friendly.
Against terran, the zerg can circle around some of the obstacles, but a single medivac can give tank vision to fire on the units that try to swing around the back.
Against protoss, forcefields can be used to block off the backside to prevent ling runarounds, and colossi can walk onto the ledges to fire on them while they try.
Edit: Marked out section that dezi has stated is not true.
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Now that I look at it some more, the center being narrow might not be so bad. Zerg could circle the edges of the map, only briefly darting in the middle and popping back out. That would let terran and protoss try to control the center, with zerg having the high mobility option of circling around the outside.
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dezi
Germany1536 Posts
To clearfy this - you can't pass those cliffs in the mid.
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On December 01 2010 07:57 dezi wrote: To clearfy this - you can't pass those cliffs in the mid.
Do you mean colossus can't traverse the cliffs throughout the middle? I wasn't quite able to tell. I can see that there is junk on top of it, but was't sure if it was enough to completely block movement.
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dezi
Germany1536 Posts
The junk is just there to indicate that thou shall not pass. I pasted movementblockers with the respective tool.
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With sedan, it looks like there are 2 Xel'Naga watchtowers. It's hard to tell so correct me if I'm wrong. But with 4 spawn points and only 2 towers close to the first and third start points, those positions feel dominant compared to the other positions.
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dezi
Germany1536 Posts
You're right that there are only 2 watchtowers but they are on equal distance to the bases on the side they are placed on. So 9 and 12 share the left tower and 3 and 6 the right one. On close position 3-6 or 9-12 you fight for them. When spawned at 6 and 9 6 gonna take the right and 9 the left tower.
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dezi
Germany1536 Posts
First sneak peak on my version of the BW map Empire of the sun for SC2:
![[image loading]](http://imgur.com/ZumO9.jpg) Not sure whether i should add watchtowers or not. Also not sure about the textures.
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I think on a map of this size, watch towers are almost a must. There are simply too many routes that drops could take to just rely on spread out scout units. The tower coverage should have holes, of course, but to have no towers at all is too extreme on the other side.
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Why wouldn't a Terran lift his CC off right at the start and take their island on Sedan?
You need to totally rethink those in base islands on that map. Maybe move the DR to cover the actual base sight instead of the choke to it? That would fix it.
I am really impressed with all of the ramps and their placements on Verdun, it reminds me of BW maps in a strange way
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On December 09 2010 12:50 Antares777 wrote: Why wouldn't a Terran lift his CC off right at the start and take their island on Sedan?
If you lift to the back base, you'll lose a ton of time producing nothing. Meanwhile your opponent can produce anything they want to get ahead. You'd be better off walling your ramp with whatever you're going to be building anyway.
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dezi
Germany1536 Posts
On December 09 2010 12:50 Antares777 wrote:Why wouldn't a Terran lift his CC off right at the start and take their island on Sedan? You need to totally rethink those in base islands on that map. Maybe move the DR to cover the actual base sight instead of the choke to it? That would fix it. I am really impressed with all of the ramps and their placements on Verdun, it reminds me of BW maps in a strange way  Delicious already gave the answer about the issue you mentioned at Sedan. Both maps (Verdun and Sedan) will be tested in a small tourney this sunday. So i most likely gonna see what to change and if needed i gonna move the debris 
I currently placed them at the choke to increase the possibility to drop there, to take a hidden expansion there later on in the game. An open choke would lower the ways to play and expand on this map.
Regarding Verdun - it's a map that somewhat resambles Moon Glaive (from BW) but as a 4 spawn map. I scrapped the 4th and turned the mineral only 3rd into a expansion with gas. + Show Spoiler [watch Moon Glaive from BW] +
On December 09 2010 12:55 DeliciousPi wrote:Show nested quote +On December 09 2010 12:50 Antares777 wrote: Why wouldn't a Terran lift his CC off right at the start and take their island on Sedan? If you lift to the back base, you'll lose a ton of time producing nothing. Meanwhile your opponent can produce anything they want to get ahead. You'd be better off walling your ramp with whatever you're going to be building anyway. Thanks for pointing that out before i was able to respond ^^
On December 09 2010 10:19 visual77 wrote: I think on a map of this size, watch towers are almost a must. There are simply too many routes that drops could take to just rely on spread out scout units. The tower coverage should have holes, of course, but to have no towers at all is too extreme on the other side. You are refering to the latest concept, right? The size is 140 x 148. Currently don't have time to work on it. Gonna try to make further steps on the weekend. Still have to find good spots for the watchtowers. Maybe i just gonna remove the HY expansions and place the towers there close to the middle area ^^
Currently updating OP with analyzer and some details picture of my maps (starting with Verdun).
//edit Moved Sedan to finished section and updated the first 5 maps with detail and analyzer picture.
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dezi
Germany1536 Posts
Worked on a bunch of my maps during the past days (didn't had web access during the holidays).
Flushing Meadows +slighlty repositioned the main ramp +slighlty decreased the size of the nat chok +adjusted some minerals +increased aesthetics
The Crucible +made cliff around the HY unpathable +increased aesthetics
Inner Sanctum +added a addiontal path (initially blocked) in the mid (grants access to a watchtower)
Sedan +freed up the mid
Verdun +slightly bigger choke (nat) +increased aesthetics +adjusted some minerals (you can now place a CC between the gas (main) and the cliff (nat)
Tambora +replaced the 4th +shrinked down in size +adjusted some minerals
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dezi
Germany1536 Posts
On December 29 2010 22:54 Dezire wrote: i like ure nick x] :p
Worked on Tambora today. The map starts to look good right now, but there is still a lot of doodad work to do.
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Tambora is easily my favorite. I think the layout is great. Cool maps all around.
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Dezi, these maps are brilliant. I'd really like to take the time to play on them a bit to see how they feel. Are they yet available on US servers? Will they be?
Thanks, keep up the good work!
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United States10158 Posts
dude, i love your maps. they all are beautiful, especially the second agria tileset one. just pure beauty. otherwise, all the maps offer macro intensive (my style map) and excellent games.
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dezi
Germany1536 Posts
Currently all those maps are only available at EU. When they reach a version a consider good i try to find someone who gonna upload them at US.
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I'm inclined to say that I consider them to be good now. . But I suppose you simply can't rush great art! I eagerly await them!
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dezi
Germany1536 Posts
![[image loading]](http://imgur.com/xTILl.jpg) Map (Tambora) moved to finished. Also gonna update the OP now with a new Overview picture.
//edit Also added new Details / Analyzer pictures to several maps.
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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
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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.
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Very nice maps. You shoul've used Tambora in the Map of The Month Tournament
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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" ^^
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Very impressive maps. Looking forward to seeing more of your work as well as trying out the maps =)
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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!
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dezi
Germany1536 Posts
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.
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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.
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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.
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dezi
Germany1536 Posts
I'm proud to announce that The Crucible made it in the Top 5 of the MotM #1 (check here).
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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!
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dezi
Germany1536 Posts
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]](http://imgur.com/eb5Ul.jpg)
New passage to 3rd
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dezi
Germany1536 Posts
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.
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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.
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thanks for reminder french can't hack it when it comes to this era thanks for the french love
+1 for the concept
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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.
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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.
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dezi
Germany1536 Posts
Worken on the concept and put it in WIP section. WIP name = Tiara.
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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...
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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.
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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).
![[image loading]](http://imgur.com/oJ7DK.jpg)
+ 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.
![[image loading]](http://imgur.com/CLaV9.jpg) On the left side you see the old concept of the mid.
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Nice update for Verdun, I think no XWTs works better than what I had suggested after reexamining the middle. 
Tiara definitely has a solid layout, and with regards to the middle, I like the left side example. I think that the middle on this map would serve best as a positional advantage and not a resource advantage like on Jungle Basin. Though, I understand that there would be little interest in that location during early and maybe into mid game because of the DRs. When I look at the middle of Tiara, something in my mind is shouting "low ground path!" like on Blistering Sands. That map had its problems, but I think that Blizzard knew some of what they were doing. If the middle on this map was low ground and the rocks were removed, then it would have RvR by being risky to travel to the low ground, but beneficial because it was the quickest and easiest way to get to your opponent.
Now, if Tiara evolved into that concept, only the middle path should be altered. The left and right sides of that path could remain at a higher level, and become like the gold expansions of Metalopolis, with a ramp towards the enemy, towards you, and towards neither of you. The other side would cliff the low ground path through the middle.
That was just a cool idea I had from looking at this map in more depth, but do what you want with it. It's mainly a cross between Metalopolis and Blistering Sands.
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dezi
Germany1536 Posts
Mh, changing the mid to low ground means i have to scrap the lvl 2 areas and raise the now level 1 areas to level 2 and level 0 to level 1. That's why i'm unsure if this would still fit the theme i want to give this map.
Both current versions of Tiara for everyone all to compare:
![[image loading]](http://imgur.com/Ljhta.jpg)
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Hey dezi, I just checked out churchill reservoir ingame and it is a really beautyful map!
As for the 2 pics you just posted, I think the lower one just feels by the looks of it much better!
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On January 14 2011 20:44 dezi wrote: Mh, changing the mid to low ground means i have to scrap the lvl 2 areas and raise the now level 1 areas to level 2 and level 0 to level 1. That's why i'm unsure if this would still fit the theme i want to give this map.
Ah, I see your point.
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Some suggestions for Tiara: -- nice name btw!
About the middle - I would - widen the ramp blocked by rocks if possible (should still be blocked by 1 or 2+ sets of rocks) - add on each side a tiny ramp with 90° and 270° angle, these can be really tiny (scouting, early aggression). Or a medium sized (early aggression + mid movement), depends on what you want to achieve. - maybe remove the bases again. I think they messed with the the good parts about your old middle layout. Though, might just be my mind thinking the center should be designed for movement and fights and bases compromise this.
- narrow the gap between natural and center - place the geyser nearer to center close to the main, move mineral patches as necesary
Layout general: - Add one more base between third and fourth - Redo third and fourth as needed
- remove that small high ground outside the natural. Instead push the center outwards again, or just leave it open.
cheers, madsquare.
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- widen the ramp blocked by rocks if possible (should still be blocked by 1 or 2+ sets of rocks)
I think this is an awesome idea, though I completly disagree with everything else you suggested xD. The layout of the map atm is so nice and clear, if you add a fith between third and forth it gets overloaded, just as overloaded as the mid is with those bases...oh c, i agree with u here too.
I really don't see why u want the gap between natural and center narrowed, looks fine to me.
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i guess i might have been wrong when suggesting the extra bases on central structure. still the wider cliff in the upper image looks more usefull to me. i would try Madsquare's ideas.
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Gonna work on those ideas tomorrow (gonna go watch Bundesliga soon ^^). Gonna see how this will look like (but for now concept 1 seems the to be the best version). Btw. where do you suggest to place those small ramps you mentioned Madsquare (PS: The name comes from the K-Pop band T-ara i was listening to while working on this one).
FYI: The blocked ramp is a double wide ramp blocked by a 6x6 rock.
Also drew another 4 player concept. It takes some ideas of Verdun but concludes in a complete different shape.
![[image loading]](http://imgur.com/Vc7v8.jpg) -136x136 playable size -will use a pimped agria tileset (different man made cliff and some other textures) -maybe gonna flood some areas like in Flushing Meadows
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somewhere here: + Show Spoiler +
But I would also redo the centers border and then fiddle around until I reach my desired rush distance.
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On January 15 2011 02:47 dezi wrote:Gonna work on those ideas tomorrow (gonna go watch Bundesliga soon ^^). Gonna see how this will look like (but for now concept 1 seems the to be the best version). Btw. where do you suggest to place those small ramps you mentioned Madsquare (PS: The name comes from the K-Pop band T-ara i was listening to while working on this one). FYI: The blocked ramp is a double wide ramp blocked by a 6x6 rock. Also drew another 4 player concept. It takes some ideas of Verdun but concludes in a complete different shape. ![[image loading]](http://imgur.com/Vc7v8.jpg) -136x136 playable size -will use a pimped agria tileset (different man made cliff and some other textures) -maybe gonna flood some areas like in Flushing Meadows
That's a pretty sweet concept, it inspired me to start making rotationally symmetrical maps, which I haven't made before. It is very similar to Verdun, except the middle is a lot more interesting in what kinds of gameplay it would lead to. Having the small sections of raised ground makes flanking and positioning on this map interesting, and it has a good XWT placement.
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reminds me of ICCup Europa with all these ramps from nat up and back down into third in both directions + Show Spoiler +
generally good concept. in comparison to Europa i lke that there is no extra ramps into a lower centre.
i think it could be interesting to have a really different centre. why not try something different? get rid of xelnagawatchtower and make a diamondshape plateau (pretty much between all small stone towers in centre). then you can only control a fourth in the middle when you control this little mountain top :D think this would make it a bit more unique and interesting. make it motm-2  tiara is nice, but probably a bit conservative/boring imho..
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On January 15 2011 19:05 Samro225am wrote:reminds me of ICCup Europa with all these ramps from nat up and back down into third in both directions + Show Spoiler +generally good concept. in comparison to Europa i lke that there is no extra ramps into a lower centre. i think it could be interesting to have a really different centre. why not try something different? get rid of xelnagawatchtower and make a diamondshape plateau (pretty much between all small stone towers in centre). then you can only control a fourth in the middle when you control this little mountain top :D think this would make it a bit more unique and interesting. make it motm-2  tiara is nice, but probably a bit conservative/boring imho.. Made a version with your suggestions. But first take a look at the old one with Analyzer picture (note: 136x136 playable size and i gonna block the area of the nat from where you otherwise would be able to siege the the gas of the clockwise 3rd):
![[image loading]](http://imgur.com/7AlzP.jpg)
Version with ideas from Samro:
![[image loading]](http://imgur.com/PG9lR.jpg) Might gonna turn the area with the trees into a destructible rock. Also have a version with slightly repositioned ramps in the mid (the area next to the ramp is slightly bigger).
Analyzer Picture Gallery: http://img600.imageshack.us/g/einekartefrstarcraftii2.png/
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![[image loading]](http://img820.imageshack.us/img820/1160/einekartefrstarcraftiis.png)
I think you really have to open the areas from fourth to fourth to fourth, in order to create a circle around the platform and/or make the ramps wider (full width of platform) otherwise zerg will have problem to fight uphill.this make the fourth easier to attack, but as the you layout is qite inteligent, players - also in close position - can always expand away into the next third, too. when you want to expand towards he centre you have to control it, too. i think this can be a nice mechanic, when you have to decide where to get with your third and fourth.
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I like Samro's version and your version, they are both really good and the middles are entirely different. I can't really chose one over the other.
When is iCCup going to add you to their mapping team lol?
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On January 16 2011 04:11 Antares777 wrote: I like Samro's version and your version, they are both really good and the middles are entirely different. I can't really chose one over the other.
When is iCCup going to add you to their mapping team lol? Still not sure which one i choose. The version with the High Ground seems to be aesthetically more pleasing but also hinders movement. Already tought bout the idea to add small ramps next to the big ones (and maybe block them initially?) Something like this:
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did you try wide(like realy wide!) ramps? guess then there is not enoug space for the expansion. i like the option to open up the space needed. how many hitpoints are there, if one would try to open two or three sides?
did you try with one ramp and a small opening with one XNWT at each 'door' instead of trees? just keep on trying different stuff. I think the first try is well enough, but it looks like quite all iccup maps. there are so few things one can do in the tight centre of a rotational map.
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I don't want to place 4 watchtowers in the mid. The blockers are currently unchanged (2k HP). Gonna lower this to maybe 500 if i keep this version. It's really to hard to create a good looking and also balanced mid :/
//edit Another possibility would be to turn it into a low ground area ^^
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Hidden nazi-symbol produced by the map-analyzer :>,
although, finish Tiara or make it at avaible on EU plx -> wanna play it, still looks friggin awesome
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Both maps won't be finished till end of february (exams).
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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.
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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
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Haters gonna hate but i made a remake of Carthage (Layouts are done so fucking quickly).
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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]](http://imgur.com/zDplQ.jpg)
+ Show Spoiler [Detail and Analyzer pictures] +
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Should stop creating concepts - don't have the time right now to finish some (but they fucking block my mind):
![[image loading]](http://imgur.com/sx8Vg.jpg) 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).
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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.
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Good suggestions as always, gonna look into this
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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 +
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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?
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Thats just terrain issus that could be fixed but i also like version 1 and i'm currently texturing it :D
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Textured OMF today. Doodads still to come.
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Melee Island and OMF look much better than Tiara so far, no offense. Both have really good layouts.
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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.
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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.
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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]](http://imgur.com/4wzZJ.jpg) Clearly inspired by Neonights.
Also got 2 additional concepts i don't want to share right now :p
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On February 10 2011 04:19 dezi wrote: Also got 2 additional concepts i don't want to share right now :p
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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!
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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
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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 ^^).
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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!
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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!
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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
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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 ^^
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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]](http://www.ld-host.de/uploads/thumbnails/4979751df8a69ed39dbbbb901b0a4e5a.jpg)
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]](http://www.ld-host.de/uploads/thumbnails/a8ab13bcc41044614af186cdb5348a4b.jpg)
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]](http://www.ld-host.de/uploads/thumbnails/13a0f5c155958d19a9c400028248834f.jpg)
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.
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Nice. =)
I hope you'll get some good feedback.
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On March 03 2011 00:34 spinnaker wrote:One must fallSome 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]](http://www.ld-host.de/uploads/thumbnails/4979751df8a69ed39dbbbb901b0a4e5a.jpg) 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 +
On March 03 2011 00:34 spinnaker wrote:SedanPretty 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]](http://www.ld-host.de/uploads/thumbnails/a8ab13bcc41044614af186cdb5348a4b.jpg) 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:VerdunAt 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]](http://www.ld-host.de/uploads/thumbnails/13a0f5c155958d19a9c400028248834f.jpg) 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).
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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 + 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.
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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.
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Sneaky sneaky
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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
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don't you have dozens of maps you have to playtest until tomorrow? how do you have time to make new maps
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I'm already done with scoring all the maps :p
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uhhh... Port Zion tileset. And it looks to be an intact and working! interesting!
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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
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ok thats already looking amazing. cant wait to see the whole thing.
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Dude your maps are AMAZING! Keep it up
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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...
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truly nice sneaky shots. I can see there is much love involved
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Thread has been polished. Made some slight changed to Krakatoa and OMF (read OP). Removed Melee Island and Il Cattivo from wip (projects cancelled). Tiara stalled. More stuff to come soon.
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Nice maps Dezi, hope we see some more soon from the Tiara project.
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![[image loading]](http://i.imgur.com/6VcAV.jpg) The BC is a doodad.
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Where is Waldo Horner ^^
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About the Flushing Meadows map, I don't suppose that's inspired by Flushing Meadow Park in Queens NY? Name caught me off guard lol
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It's of course inspired by that Park in Queens and the Simpsons episode Homer in NY.
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![[image loading]](http://i.imgur.com/bxf6O.jpg) Texture job finally done on Dylarian Shipyards ... took years -_-
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Dear god. Thats intense. More detail shots coming I hope?
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On July 18 2011 23:46 dezi wrote:![[image loading]](http://i.imgur.com/bxf6O.jpg) Texture job finally done on Dylarian Shipyards ... took years -_-
That reminds me never to use space textures. I wouldn't have the patience to make it that good lol
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I can spot a P and a W, but where it the T to complete TPW?
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On July 19 2011 00:10 spinnaker wrote: I can spot a P and a W, but where it the T to complete TPW?
Top left in the shadow, between the LOS blockers.
Also, wow, I don't think I'll ever be patient enough to do that.
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![[image loading]](http://i.imgur.com/SEgdf.jpg) This map is taking so fucking long. FYI: only doodads in this picture.
Bonus
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