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[M] (2) Leviathan - Page 3

Forum Index > SC2 Maps & Custom Games
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G_Wen
Profile Joined September 2009
Canada525 Posts
December 18 2010 01:35 GMT
#41
I'm with wnio on this one, i like the old middle better. if you don't want to open it up too much you can use los blockers. I've always thought of them as "soft walls".

Don't know what i feel about the nat changes, didn't get to test too much on the old one. i'll prob have time on monday when i get my computer.

Mins in the mid looks good will comment after more games.
ESV Mapmaking Team
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-12-18 01:54:53
December 18 2010 01:52 GMT
#42
I like the current version a lot better, but like some people were saying the high ground near the natural is very exploitable, especially in it's current iteration. I've tested this a lot on my map Starchild and it's pretty important to put something to deter that sort of play (ie a destructible rock). You can make this rock low hp/armor but it the way it is just doesn't quite work in my experience. Also, how wide is the smallest point up there? It looks like you might be able to wall it in with a single bunker, and if you can do that then simply dropping a tank, scv and some marines up there would be brutal. Is this possible?

EDIT: No complaints on the rest of the map and the above is purely speculation so disregard if you've tested the hell out of it
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
TrueZerG
Profile Blog Joined November 2010
43 Posts
December 18 2010 01:58 GMT
#43
Dude I love it, I think its really awesome, but I think you should have two paths leading to the ledge above the natural, one really short/direct path protected by a set of destructible rocks, or even two, and then one long one w/o destructible rocks. Now, as everyone else has pointed out, this map seems a bit Zerg UP, so maybe add spots of neutral creep (idk if you can do this, i have yet to look @ the map editor. Basically to give zerg units a speed boost, but only along the long corridors, as people said so to avoid as much tank fire, and also to help balance out the non flanking aspect.
Savior: Quite the Irony there <3 all the same
BoomStevo
Profile Joined August 2010
United States332 Posts
December 19 2010 21:42 GMT
#44
On December 18 2010 10:35 G_Wen wrote:
I'm with wnio on this one, i like the old middle better. if you don't want to open it up too much you can use los blockers. I've always thought of them as "soft walls".

Don't know what i feel about the nat changes, didn't get to test too much on the old one. i'll prob have time on monday when i get my computer.

Mins in the mid looks good will comment after more games.

I like the idea of using LOS blockers to break up the open center. I'm going to try that.

On December 18 2010 10:52 prodiG wrote:
I like the current version a lot better, but like some people were saying the high ground near the natural is very exploitable, especially in it's current iteration. I've tested this a lot on my map Starchild and it's pretty important to put something to deter that sort of play (ie a destructible rock). You can make this rock low hp/armor but it the way it is just doesn't quite work in my experience. Also, how wide is the smallest point up there? It looks like you might be able to wall it in with a single bunker, and if you can do that then simply dropping a tank, scv and some marines up there would be brutal. Is this possible?

EDIT: No complaints on the rest of the map and the above is purely speculation so disregard if you've tested the hell out of it

I'd like to test the natural cliff more than it has been. The jury is still out. A bunker doesn't wall it off where it is smallest, but there isn't much more room. I could make the smaller section unbuildable if it proves to be a problem.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
BuuGhost
Profile Joined December 2010
Netherlands340 Posts
December 19 2010 22:25 GMT
#45
Im curious to know, Did you took the Succes of Xel naga Caverns into your mind and basicly recreated it but sightly modified? It reminds me alot of it.

Other than that i really think the ledge of the natural will be really problematic. But i have no suggestions to improve it.
"Kinda like this thing but there’s something you should know, I just came to say hello."
klmklm17
Profile Joined April 2010
Canada85 Posts
December 19 2010 23:10 GMT
#46
The map looks absolutely amazing, i love how it feels good while playing on it. Of course people are going to comment on balance but just get enough data before you change anything
the extent of all evil is the limit of all good
G_Wen
Profile Joined September 2009
Canada525 Posts
Last Edited: 2010-12-23 03:47:23
December 20 2010 04:40 GMT
#47
I can publish it on EU for you. I'll send you an email.

Edit: Published on EU as Leviathan 1.2. Ugh transmitting archive file failed about 5 times, why can't Bnet 0.2 just work...
ESV Mapmaking Team
BoomStevo
Profile Joined August 2010
United States332 Posts
December 27 2010 10:03 GMT
#48
Updated OP with images of version 1.2. Added some LOS Blockers to the center.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
baskerville
Profile Blog Joined April 2010
541 Posts
Last Edited: 2010-12-27 12:10:58
December 27 2010 12:08 GMT
#49
+ Show Spoiler +
On December 18 2010 10:52 prodiG wrote:
I like the current version a lot better, but like some people were saying the high ground near the natural is very exploitable, especially in it's current iteration. I've tested this a lot on my map Starchild and it's pretty important to put something to deter that sort of play (ie a destructible rock). You can make this rock low hp/armor but it the way it is just doesn't quite work in my experience. Also, how wide is the smallest point up there? It looks like you might be able to wall it in with a single bunker, and if you can do that then simply dropping a tank, scv and some marines up there would be brutal. Is this possible?

EDIT: No complaints on the rest of the map and the above is purely speculation so disregard if you've tested the hell out of it

" ...low hp/armor but it the way it is just doesn't quite work"

The use of low hp dr is wicked... (3 or 4 low hp and 1 or 2 regular for a block off (requiring extra player apm / strategy) instead of just 1 unit to have to work on is the way of the Gosu mapmaker..! + Show Spoiler +
hilarity all around
http://www.teamliquid.net/mirror/smilies/random-big.gif
uberon
Profile Joined April 2010
United States5 Posts
December 27 2010 20:09 GMT
#50
This map and Continuum are the best user-made maps I've seen (including iCCup).

The only change I would make is adding rocks to the ramp that leads to the corridors on each side of the map.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
Last Edited: 2010-12-28 21:14:48
December 28 2010 21:10 GMT
#51
Played the map and it really feels very good. Wouldn't change anything right now. This map (and many others recently released maps) proof that not only the iCCup map makers know their job

If you feel the cliff above the nat is to exploitable just make some parts of it unpathable and lower the surface area (and fill it with doodads like you nicely did on the rest of the map) (are those LoSB brushes beneath the stones Oo).
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Squirrelly.Zerg
Profile Joined December 2010
United States20 Posts
December 28 2010 21:52 GMT
#52
Those rich minerals are super choked, it's interesting but I worry that it will be too attractive for Terran/Toss to expand there and then Zerg can't really poke in,

Then again that goes for Zerg expanding into a safe cozy Rich early on.
GOGOGO!
HollowLord
Profile Blog Joined August 2010
United States3862 Posts
December 28 2010 22:00 GMT
#53
This map remains my favorite user-made map I've ever seen.
dota 2 stream #noskill #feed #noob twitch.tv/dmcredgrave
Whiplash
Profile Blog Joined October 2008
United States2928 Posts
December 28 2010 22:17 GMT
#54
How long is the walk distance between the bases in comparison to maps like shakuras and stepes of war
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
BoomStevo
Profile Joined August 2010
United States332 Posts
December 29 2010 01:04 GMT
#55
On December 29 2010 07:17 Whiplash wrote:
How long is the walk distance between the bases in comparison to maps like shakuras and stepes of war

The distance from main to main is similar to Shakuras Plateau cross positions (about 35 seconds).
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
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