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[M]Death Mountain

Forum Index > SC2 Maps & Custom Games
Post a Reply
forelmashi
Profile Blog Joined August 2007
421 Posts
Last Edited: 2010-12-02 04:56:50
December 01 2010 16:49 GMT
#1
[image loading]

[image loading]

[image loading]

Version 1.0
NA, EU, KR servers

2 player map, playable 156x143

This map was commissioned by SGL for their season 2 (sgleague.co.nr, taking applications!) and created by me and strOut, who did work on cosmetics.

I wanted to create a larger, more open map especially with expansions that are not-so-connected.

Thank you.

Changelog

+ Show Spoiler +

[image loading]
the backdoor. cannot warp in from outside, cannot get to natural through that gap. mineral patch has 60 minerals. that little ledge has no pathing.

[image loading]
a view of the center

[image loading]
overlooking the north xel naga. the natural expo can be seen on the right.

[image loading]
a view from the bottom right corner

G_Wen
Profile Joined September 2009
Canada525 Posts
December 01 2010 21:07 GMT
#2
I feel the cliff towards the natural that can be blocked by destructible rocks might be too much with the possibilities of warping in using, drops, and cliffwalking. I'll try to play a game on it tonight to see how it goes.
ESV Mapmaking Team
forelmashi
Profile Blog Joined August 2007
421 Posts
December 01 2010 21:17 GMT
#3
can't warp in from outside, no pathing on the very narrow ledges bordering the ramps/natural if that's what you mean by cliffwalking?
Sentient66
Profile Joined July 2009
United States651 Posts
December 01 2010 21:17 GMT
#4
The set of destructible rocks leading to the cliff over the natural reminds me of the BW map Andromeda. And I like how easy it is to use drops on the third. Should make for some interesting games.
seNsiX.421
Fa1nT
Profile Joined September 2010
United States3423 Posts
December 01 2010 21:27 GMT
#5
Whats a zerg supposed to do about siege tanks in these locations? Not only can they hit hatcheries/drones, but to get them from ground requires us to attack into a small choke?

uh? ><

[image loading]
forelmashi
Profile Blog Joined August 2007
421 Posts
December 01 2010 21:57 GMT
#6
do you think it would be better if one of the natural gasses were moved to the other side out of tank range? that's one of the issues I've been thinking about for awhile but as yet haven't had reason to change
BoomStevo
Profile Joined August 2010
United States332 Posts
December 01 2010 22:06 GMT
#7
The center seems really random and it's clearly not symmetrical.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
forelmashi
Profile Blog Joined August 2007
421 Posts
December 01 2010 22:07 GMT
#8
problem?
Patriot.dlk
Profile Blog Joined October 2004
Sweden5462 Posts
December 01 2010 22:34 GMT
#9
Get a high res screenshot of the map please. It's very confusing and weird to look at right now imo
forelmashi
Profile Blog Joined August 2007
421 Posts
Last Edited: 2010-12-01 22:59:07
December 01 2010 22:52 GMT
#10
well, better to check in game single player mode (sawnoutofmemory) probably. a ss wouldn't be clear w/o being ginormous.

dno if bnet 2.0 let's you play bnet maps in single player mode though

I can supplement with screencaps of smaller sections though
forelmashi
Profile Blog Joined August 2007
421 Posts
December 01 2010 23:26 GMT
#11
I added screenshots to OP in spoilers.
Johanaz
Profile Joined September 2010
Denmark363 Posts
December 02 2010 00:20 GMT
#12
Why don´t you use man made cliffs together with the plating textures? That would look great imo.
TPW Map Maker - theplanetaryworkshop.com
forelmashi
Profile Blog Joined August 2007
421 Posts
Last Edited: 2010-12-02 00:29:07
December 02 2010 00:28 GMT
#13
twofold

1) we were having a lot of bugs mixing manmade cliffs
2) the manmade cliffs in this tileset don't look great and also in this tileset custom tiles make the minimap bug and turn black
iGrok
Profile Blog Joined October 2010
United States5142 Posts
December 02 2010 01:17 GMT
#14
A) its okay if the image is huge, just upload it with the upload button - it'll be resized. Export a 2048x2048 image - that'd be awesome

B) It appears that the top right rock/mineral isn't quite positioned properly.

C) I forsee this map stalling out quite often after the midgame. The semi-golds look very hard to take, and there aren't many expos, partuclarly for such a large map.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
forelmashi
Profile Blog Joined August 2007
421 Posts
Last Edited: 2010-12-02 01:29:32
December 02 2010 01:25 GMT
#15
what do you mean B) not positioned properly

C) is ofc gameplay/balance and I would prefer to remain silent and let real games speak for themselves, but what the heck. if you must talk about balance, do it often, right?

for this map, it is BECAUSE it is large and spaced expoes that gameplay can remain dynamic. to secure a 2nd gas expo you must take one that is difficult to defend, thereby creating tension between the two sides. if there were a closeby expo that could be protected with the same 1 big ball, this tension would be lost.
iGrok
Profile Blog Joined October 2010
United States5142 Posts
December 02 2010 01:30 GMT
#16
I mean theres a hole.
[image loading]
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
forelmashi
Profile Blog Joined August 2007
421 Posts
December 02 2010 01:34 GMT
#17
ah dno there shouldn't be in game though. strOut cheated a little to get the analyzer to label the natural correctly. that might've been where he moved something ^^ I think he was hoping no one would notice.
iGrok
Profile Blog Joined October 2010
United States5142 Posts
December 02 2010 01:49 GMT
#18
if he had to cheat it then somehting else is wrong, imo
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
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