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[M] (4) Thunder Temple - Page 2

Forum Index > SC2 Maps & Custom Games
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Prev 1 2 3 Next All
Summerfast
Profile Joined January 2011
24 Posts
January 11 2011 02:55 GMT
#21
Can the spawns be set up so it is always cross postion, more of a preferance thing i guess.
Johanaz
Profile Joined September 2010
Denmark363 Posts
January 11 2011 03:14 GMT
#22
I still need to enlarge mains, I know. But for now, let´s focus on all the changes I´ve done

On January 11 2011 11:55 Summerfast wrote:
Can the spawns be set up so it is always cross postion, more of a preferance thing i guess.


You can set up spawns everywhich way you want. I thought about it, but I think this one will have all variations.
TPW Map Maker - theplanetaryworkshop.com
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2011-01-11 04:02:12
January 11 2011 03:57 GMT
#23
The changes look pretty awesome. I'm still concerned about the XWTs, and now my previous suggestion on where to move them doesn't even seem to make sense to me :S. Where they are now they can have units masses. Usually, you don't want that, especially two on one map that are rather close together.

Here's another suggestion on where to move them: the 12 and 6 o'clock positions in the "V" of the high ground cliffs that are in front of the thirds (on the ground, like inside the "V"). You can put the XWTs right up next to that, and then surround it with LoSBs. This would probably require the squares to be made part of the normal ground.

Again, just a suggestion.

For aesthetics, this will definitely get a 10/10, no question about it. Seriously, this map is beautiful. <3

...just seriously debated not participating in MotM 2...
Johanaz
Profile Joined September 2010
Denmark363 Posts
January 11 2011 04:06 GMT
#24
On January 11 2011 12:57 Antares777 wrote:
+ Show Spoiler +
The changes look pretty awesome. I'm still concerned about the XWTs, and now my previous suggestion on where to move them doesn't even seem to make sense to me :S. Where they are now they can have units masses. Usually, you don't want that, especially two on one map that are rather close together.

Here's another suggestion on where to move them: the 12 and 6 o'clock positions in the "V" of the high ground cliffs that are in front of the thirds (on the ground, like inside the "V"). You can put the XWTs right up next to that, and then surround it with LoSBs. This would probably require the squares to be made part of the normal ground.

Again, just a suggestion.

For aesthetics, this will definitely get a 10/10, no question about it. Seriously, this map is beautiful. <3

...just seriously debated not participating in MotM 2...


Thanks! Ok, I´ll take another look at those towers
TPW Map Maker - theplanetaryworkshop.com
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
Last Edited: 2011-01-11 04:27:07
January 11 2011 04:26 GMT
#25
The changes are great, there is more space now for flanking but at the same time there are still strategic positions which can be held. I haven't given it a thorough testing, but it looks like it will be more balanced.

XWT need a purpose to exist. At the moment they don't have a purpose. There are a few options though:
- They can be used to keep an eye on expansions (i.e. the golds, so you'd move them to the V close to the golds, or 12 and 6 where you'd put them on the high ground over looking the expansion)
- They can be used to keep an eye on army position (i.e. to avoid being flanked, so you'd position them more towards to center or even on the highground in the center so you can see a lot of army movement)

I wouldn't put them anywhere else tbh as their strategic importance would be minimal.
Administrator~ Spirit will set you free ~
Johanaz
Profile Joined September 2010
Denmark363 Posts
January 12 2011 23:39 GMT
#26
Did some fine tuning:

- moved Watchtowers to 12 & 6 o´clock overlooking 3rd.
-made space between main & gold pathable (LoS refuge).
- rebuilt high ground above 3rd.
- enlarged mains.

I think this may be pretty well balanced now

Now it time for some real testing

Published on EU (v.12) - please send replays to sc2johanaz (at) gmail (dot) com
TPW Map Maker - theplanetaryworkshop.com
Antares777
Profile Joined June 2010
United States1971 Posts
January 12 2011 23:53 GMT
#27
On January 13 2011 08:39 Johanaz wrote:
Did some fine tuning:

- moved Watchtowers to 12 & 6 o´clock overlooking 3rd.
-made space between main & gold pathable (LoS refuge).
- rebuilt high ground above 3rd.
- enlarged mains.

I think this may be pretty well balanced now

Now it time for some real testing

Published on EU (v.12) - please send replays to sc2johanaz (at) gmail (dot) com


Nice! The LoSB refuges by the golds are a great addition, and the better XWT placement will make this map really good for gameplay. Unfortunately, I don't have an EU account.
Johanaz
Profile Joined September 2010
Denmark363 Posts
January 13 2011 00:05 GMT
#28
On January 13 2011 08:53 Antares777 wrote:
Show nested quote +
On January 13 2011 08:39 Johanaz wrote:
Did some fine tuning:

- moved Watchtowers to 12 & 6 o´clock overlooking 3rd.
-made space between main & gold pathable (LoS refuge).
- rebuilt high ground above 3rd.
- enlarged mains.

I think this may be pretty well balanced now

Now it time for some real testing

Published on EU (v.12) - please send replays to sc2johanaz (at) gmail (dot) com


Nice! The LoSB refuges by the golds are a great addition, and the better XWT placement will make this map really good for gameplay. Unfortunately, I don't have an EU account.


It will be up on NA shortly. I just carpet bombed my NA proxy with minor updates, so I don´t wanna push him
TPW Map Maker - theplanetaryworkshop.com
Antares777
Profile Joined June 2010
United States1971 Posts
January 13 2011 01:54 GMT
#29
On January 13 2011 09:05 Johanaz wrote:
Show nested quote +
On January 13 2011 08:53 Antares777 wrote:
On January 13 2011 08:39 Johanaz wrote:
Did some fine tuning:

- moved Watchtowers to 12 & 6 o´clock overlooking 3rd.
-made space between main & gold pathable (LoS refuge).
- rebuilt high ground above 3rd.
- enlarged mains.

I think this may be pretty well balanced now

Now it time for some real testing

Published on EU (v.12) - please send replays to sc2johanaz (at) gmail (dot) com


Nice! The LoSB refuges by the golds are a great addition, and the better XWT placement will make this map really good for gameplay. Unfortunately, I don't have an EU account.


It will be up on NA shortly. I just carpet bombed my NA proxy with minor updates, so I don´t wanna push him


Haha yeah.
FlaShFTW
Profile Blog Joined February 2010
United States10567 Posts
January 13 2011 02:42 GMT
#30
the map looks beautiful... but its like every other 4p map... nice natural, third is shared if corresponding sides occur... high yields on the other... island somewhere...

i want to see some epic 3p maps!!!
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Johanaz
Profile Joined September 2010
Denmark363 Posts
January 14 2011 11:50 GMT
#31
Just had some of my Danish friends play a test game.

They spawned 8 o´clock and 4 o´clock.
The terran commented that the map favors camping too much, as he could just siege up the XWT high ground between bases and thus cover both main, nat & gold, however the protoss did some mistakes, like engaging with colossi against 4 vikings and such.

Players suggestions was:
1. Make the map a little bigger.
2. Make the lighting less dark.
3. Move XWTs.

I´d like you to check out the replay and give me some feedback.

Replay: Temple of Thunder - joe v Kanadan - TvP
TPW Map Maker - theplanetaryworkshop.com
dezi
Profile Blog Joined April 2010
Germany1536 Posts
January 14 2011 12:04 GMT
#32
If you really want to add more XWTs (i don't know if you like to do so), then add them at the edges to the mid of the HY bases.
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 14 2011 12:36 GMT
#33
On January 14 2011 21:04 dezi wrote:
If you really want to add more XWTs (i don't know if you like to do so), then add them at the edges to the mid of the HY bases.


I actually though of removing them altogether, or possibly find a place for them dead center.
TPW Map Maker - theplanetaryworkshop.com
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
January 14 2011 13:36 GMT
#34
I dont want to be mean , but you are making us all look bad with these maps

Too good looking, texturewise its awesome!
KCCO!
saltygrapes
Profile Joined April 2010
181 Posts
January 14 2011 13:53 GMT
#35
Is it me or do the start location mains feel farther away from the mineral patches than normal?

sxpointz!
Johanaz
Profile Joined September 2010
Denmark363 Posts
Last Edited: 2011-01-14 15:34:14
January 14 2011 14:58 GMT
#36
On January 14 2011 22:36 ihasaKAROT wrote:
I dont want to be mean , but you are making us all look bad with these maps

Too good looking, texturewise its awesome!


- you still have Koagel, though. And I´m still struggling with balance/gameplay/fun factor.

On January 14 2011 22:53 saltygrapes wrote:
Is it me or do the start location mains feel farther away from the mineral patches than normal?



Layout is very standard. 3 units to patches. Maybe it´s because the main is smallish and the start location is a bit closer to the ramp than normal.

By the way, I need to come up with a better name. Temple of Thunder is just too damn tacky.

/Edit: Suggested new XWT placement: + Show Spoiler +
[image loading]
TPW Map Maker - theplanetaryworkshop.com
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
January 14 2011 15:45 GMT
#37
I'd go with 'Pikachu' for a name

cwhutididthur? ^^
KCCO!
saltygrapes
Profile Joined April 2010
181 Posts
January 14 2011 18:16 GMT
#38
On January 14 2011 23:58 Johanaz wrote:
Show nested quote +
On January 14 2011 22:53 saltygrapes wrote:
Is it me or do the start location mains feel farther away from the mineral patches than normal?



Layout is very standard. 3 units to patches. Maybe it´s because the main is smallish and the start location is a bit closer to the ramp than normal.]


Im like, 95% sure that theyre farther away than normal. I played a game on metalopolis right after playing your map and the difference was pretty obvious, at least to me /shrug
sxpointz!
baskerville
Profile Blog Joined April 2010
541 Posts
January 14 2011 18:56 GMT
#39
"come up with a better name"

Necropolis
Rune
Soul Reaper
Surtur's Gem
CounterShock

+ Show Spoiler +
i can go on


http://www.teamliquid.net/mirror/smilies/random-big.gif
WniO
Profile Blog Joined April 2010
United States2706 Posts
January 14 2011 18:56 GMT
#40
Id go with "Proving Grounds" loved that bw map. (btw its ok if you take old names.)
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