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Johanaz´ map thread

Forum Index > SC2 Maps & Custom Games
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Johanaz
Profile Joined September 2010
Denmark363 Posts
Last Edited: 2012-08-29 23:16:50
December 19 2010 05:33 GMT
#1
[image loading]

+ Show Spoiler [old banner] +
[image loading]


Greetings good TL people!

As every other melee mapper here I must have my own map thread in order to keep up.

You´ll find that though I set out to create competitive melee map I somehow always seem to stir up controversy, either by picking a bad name for my maps, or by having unusual features that get posters into fights and whatnot.
All I want is to contribute with my ideas and improve my mapping skills along the way.

Works in progress:

Argentum: + Show Spoiler +
[image loading]

Cuatros Mesas
4P rotational concept:+ Show Spoiler +
[image loading]
[image loading]


Competetive 1v1 maps:

TPW Rusty Cage + Show Spoiler +
[image loading]


TPW Boracay+ Show Spoiler +
[image loading]

TPW Tenarsis+ Show Spoiler +
[image loading]

TPW Crimsonite+ Show Spoiler +
[image loading]

TPW Green Harvest+ Show Spoiler +
[image loading]
Map Thread

TPW Void Rift+ Show Spoiler +
[image loading]Map Thread


Rock Bottom+ Show Spoiler +
[image loading]

Vanadium+ Show Spoiler +
[image loading]Map Thread

Autumn Hills + Show Spoiler +
[image loading]Map Thread

Zhakul Strife + Show Spoiler +
[image loading]
-published on EU

4 player map designed for 1v1

160x160 playable bounds.
14 bases total.
Tileset: Zhakul´Das (small tiles switched to Shakuras hextiles)
Map thread

Mud Rock + Show Spoiler +
[image loading]Map thread

Thunder Temple + Show Spoiler +
[image loading]Map thread

Varuna + Show Spoiler +
[image loading]Map thread


Fun maps:

Octaze + Show Spoiler +
[image loading]Map thread

Gas Chamber + Show Spoiler +
[image loading]Map thread

Naraka II + Show Spoiler +
[image loading]Map thread




Sketch book:+ Show Spoiler +



Working on a super standard super generic 4P rotational.

[image loading]

[image loading]

+ Show Spoiler [early Rusty Cage concepts] +
http://i.imgur.com/7NYOR.jpg
http://i.imgur.com/wYpve.jpg
http://i.imgur.com/Oz51M.jpg




[image loading]
[image loading]
[image loading]3 versions made in the editor+ Show Spoiler +
[image loading]

[image loading]

[image loading]


[image loading]

[image loading]

[image loading]

[image loading]
+ Show Spoiler +
alternative 3rd[image loading]


- helping with the visuals of Ohana:
+ Show Spoiler +
+ Show Spoiler [Skype Chat] +
[image loading]
[image loading]
[image loading]

+ Show Spoiler [Ohana before my feedback] +
[image loading]

+ Show Spoiler [Ohana before I was handed the map file] +
[image loading]

+ Show Spoiler [after I added new textures and cliffs] +
[image loading]



Abandoned:

Misty Mountain

Asgard


The Map Art Thread

Send replays to sc2johanaz (at) gmail (dot) com

[image loading]
TPW Map Maker - theplanetaryworkshop.com
WniO
Profile Blog Joined April 2010
United States2706 Posts
December 19 2010 05:45 GMT
#2
woahh that gif is sickkkk. favorite map so far is still varuna
iGrok
Profile Blog Joined October 2010
United States5142 Posts
December 19 2010 05:47 GMT
#3
You've certainly come up with new ideas, and you've definitely improved. You're one of the most innovative people here, and you're not afraid to take risks. I like that.

Nice banner btw.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
baskerville
Profile Blog Joined April 2010
541 Posts
Last Edited: 2011-01-07 16:42:03
December 19 2010 10:22 GMT
#4
"Maps I have completed/abandoned so far:"
Nice philosophy. Too few people realize that mapmaking is fueled only by enthousiasm. So it's nice to remind viewers that their posting on said maps is vital, you did it on a subliminal level, euhhh I just ruined that by stressing that fact...
Misty Mountain has no picture showcasing top view?
Nice map pack, keep em coming.

edit: + Show Spoiler +
really like the name changes + Show Spoiler +
except for the vespene affair
http://www.teamliquid.net/mirror/smilies/random-big.gif
unbal3
Profile Joined September 2010
Korea (South)131 Posts
December 19 2010 15:13 GMT
#5
One of the more talented mapmakers on the forum. Mad props to you good sir :D I'm a fan.
Johanaz
Profile Joined September 2010
Denmark363 Posts
Last Edited: 2011-01-31 00:05:25
December 31 2010 03:13 GMT
#6
Updated with pics of WIPs Concrete Dreams and Vespene Vengeance.
Added 4 extra expos on Naraka II (didn´t wanna bump it).

/Edit: Concrete Dreams changed name to Temple of Thunder.

//Edit: Temple of Thunder changed name to Thunder Temple .

///Edit: Thunder Temple - Korean name changed to 천고의 신전 thanks to TrinitySC
TPW Map Maker - theplanetaryworkshop.com
Johanaz
Profile Joined September 2010
Denmark363 Posts
Last Edited: 2011-01-28 22:52:52
January 27 2011 05:21 GMT
#7
I´m working on a new map, Xenolith.

It´s about 132x120. I think it´s pretty close to being balanced as it´s comparable to Xel Naga Caverns in terms of layout and openess vs chokes, but there may still be a few problem areas. I posted a 90 deg. rotated version in the collaboration thread, and iGrok commented on the narrow paths and neutral bases (Morrow).

I took that to heart and did some modifications:

[image loading]

I think all bases are now pretty much affiliated and there should be just enough space for flanking.

90 deg. overview & Analyzer pics in OP.

v 0.2 published on EU. Please try it out and let me know how it feels gameplaywise. I´m particularly interested in the whole P deathball / Z surround dynamic.

edit: put in a new pic
TPW Map Maker - theplanetaryworkshop.com
Ragoo
Profile Joined March 2010
Germany2773 Posts
January 27 2011 15:02 GMT
#8
At first I wanted to ask (with a nice paint picture^^) what the expansion pattern is but I think I understand it now. Looks really good and I can clearly see the Xel'Naga Caverns inspiration

Can you siege the gold bases from behind?
Seems like there are two potential 3rd's that are easily defensible with Force Fields but they are very far away from each other so that might not me a problem.
Seems like it could be too choked tho and Zerg has to go really far to set up good flanks in certain areas. Imagine Protoss not going the direct nat-nat way but around at the outisde. Zerg will never be able to engage. Then again, cause this is a longer way I guess that's when counter attacking comes into play.
I'd be interested as well how things work out in PvZ.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
dezi
Profile Blog Joined April 2010
Germany1536 Posts
January 27 2011 16:13 GMT
#9
Nice to see that you now also got a thread
Quagmire (Family Guy? ^^) and Xenolith look somewhat similar (Layout). Is this on purpose? Seems to be hard to tell which version fells better.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Johanaz
Profile Joined September 2010
Denmark363 Posts
January 27 2011 17:24 GMT
#10
@Ragoo: Thanks. Yes you can snipe the gold. There is a protruding cliff where 3 or 4 tanks have range. There´s another spot further down where 1 tank can snipe the golds gas.
See picture:+ Show Spoiler +
[image loading]

The tanks will need support for vision though, and they will be sitting ducks on that ledge.

@Dezi. Yeah, I have about 5 playable maps so far, and it´s nice to have a home
Quagmire as in Swamp/Trouble (double meaning). And yes, they are identical except for the orientation and texturing. I got a bit sick of trying to invent a green alien swamp theme, and I think this orientation is more widescreen friendly.
TPW Map Maker - theplanetaryworkshop.com
TrinitySC
Profile Joined December 2010
101 Posts
Last Edited: 2011-01-29 21:10:09
January 29 2011 21:08 GMT
#11
um.. if i may..

"성전천둥" is a really awkward translation of Thunder Temple. It actually doesn't even mean Thunder Temple; rather, it means Chapel Thunder xD

I recommend "천고의 신전", because "천둥의 신전" sounds rather awkward - the words don't go along too well. The former also has that "sacred" vibe to it if you know what i mean They both basically translate into Temple of Thunder :D
dimfish
Profile Blog Joined February 2010
United States663 Posts
January 29 2011 21:46 GMT
#12
xenolith has a clean, unique look, I like it!
Johanaz
Profile Joined September 2010
Denmark363 Posts
January 30 2011 00:29 GMT
#13
On January 30 2011 06:08 TrinitySC wrote:
um.. if i may..

+ Show Spoiler +
"성전천둥" is a really awkward translation of Thunder Temple. It actually doesn't even mean Thunder Temple; rather, it means Chapel Thunder xD

I recommend "천고의 신전", because "천둥의 신전" sounds rather awkward - the words don't go along too well. The former also has that "sacred" vibe to it if you know what i mean They both basically translate into Temple of Thunder :D


You may indeed! Can´t thank you enough! As you might have guessed I used an online translator and they are seldom accurate.

On January 30 2011 06:46 dimfish wrote:
xenolith has a clean, unique look, I like it!


Thanks! It´s coming along pretty good but I´m still struggling with the layout. I have a choice to make between 2 options:

Version 1:+ Show Spoiler +
12 o´clock expo borders the main and sits on the same high ground as the natural, making it a probable 3rd for T or P (Z would probably chose the open low ground).[image loading]


Version 2:+ Show Spoiler +
Here I cut in with low ground, making the natural much safer but the 12 o´clock is now much harder to take and more "neutral".[image loading]

It´s a tough choice. Right now I´m leaning towards version 2 because the 5 o´clock expo is still a relatively easy 3rd, and the 12 o´clock is a bit more isolated and less of a corridor.

Which version is better and why? Is there an even better 3rd option?
TPW Map Maker - theplanetaryworkshop.com
iGrok
Profile Blog Joined October 2010
United States5142 Posts
January 30 2011 00:41 GMT
#14
Option 1 has an easier 4th. Thats the way I would look at it. P and T will probably also take the lowground because they are usually less mobile than zerg, and would otherwise have a lot of ground to have to cover.

So with that in mind, do you want an easier 4th or a harder one?
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
dimfish
Profile Blog Joined February 2010
United States663 Posts
January 30 2011 01:42 GMT
#15
I like version 1, it's simpler and effective. If it's like iGrok says and the issue is about a 4th base, that's a pretty low priority issue in the overall map. I always look for the cleanest solution, let the rest of the map's quirks just fall out of that
NullCurrent
Profile Joined November 2010
Sweden245 Posts
January 30 2011 10:32 GMT
#16
I agree with iGrok and dimfish. Version 1 gives the map a better flow and also makes it easier to hold the 12 o'clock expansion while also making an additional attack path (but it is probably suboptimal because of the main looking out over it).

I like the general layout of the map, nice work!
The Planetary Workshop - TPW - Mapmaking Team
radiatoren
Profile Blog Joined March 2010
Denmark1907 Posts
Last Edited: 2011-02-25 21:04:29
February 25 2011 21:02 GMT
#17
We have tested 3 of your maps in a tournament with a good deal of master league players. The result was a very positive review of Varuna especially, but also Mud Rock and Thunder Temple recieved praise for being excellent. Balance of course takes a lot more than 20 games to asses, but the players were generally more satisfied with these maps than the laddermaps.

However: To really get through to the big tournaments there is still a long road. Most people just don't want to have to train on too many maps for tournaments and especially maps not in Blizzards 1v1-mappool are hated. There simply needs to be some further actions from Blizzard before you can really break through. In the meantime: Talk to ICCUP since your maps are excellent and they seem to have contacts with ESL.

Thanks for the excellent maps and good luck in the future. You really have a talent for this!
Repeat before me
Johanaz
Profile Joined September 2010
Denmark363 Posts
July 19 2011 08:13 GMT
#18
Map thread is now up to date

Added a sketch book to the OP (and below) show you guys some of the concepts I´m working on atm.
I´d like for you guys to take a look and tell me which one you´d like to see brought to life.

Sketch book:+ Show Spoiler +

I hope you can imagine where I mean to place expansions. Gold bases are on the low ground within Watchtower range. I really want to implement destructible bridges for this concept, but I´m gonna need the help of a skilled data editor.[image loading]

I imagine the 4 bridges to the center being destructible as well. Middle might have 4 gas expo.[image loading]

Standard 4P map a la Shakuras Plateau. I intend to use the height tool to make big realistic looking mountains including in the center.[image loading]

Space/industrial 2P map, might have destructible bridges as well if I ever work it out.[image loading]Thanks for looking through these
TPW Map Maker - theplanetaryworkshop.com
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 30 2011 09:56 GMT
#19
Out of the three versions you made for the first map in your sketchbook I prefer the first one but with the ramps to the gold being like they are in the other two versions, so you have a longer/harder nat-nat route in in horizontal spawns (that is if you want to make horizontal possible at all).

Out of the other sketches I like the last one the most (maybe just cause it's 2spawn and you can get more innovative with it^^). But if you get destructible bridges to work I'd like to see the second as well.

Did you make any progress with destructible bridges so far?
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Johanaz
Profile Joined September 2010
Denmark363 Posts
July 30 2011 11:12 GMT
#20
Thanks for the feedback. I have been through many versions. I´m trying to get the best ones tested by good players. The map will be called Crimsonite and I will put up its own thread soon.

Current version is this screenshot:

[image loading]

Analyzers:+ Show Spoiler +
Summary:+ Show Spoiler +
[image loading]

Distances:+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]


I haven´t made any progress with those destructible brigdes. They might appear with HotS, but who knows I will try harder now that funcmode came back from his computer and internet breakdown, and decided to join team TPW!
TPW Map Maker - theplanetaryworkshop.com
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