|
![[image loading]](http://imgur.com/flrSl.jpg)
Korean name by TrinitySC
Thunder Temple
v 1.0 published on EU & NA servers. -search "Thunder".
1v1 (2v2) - 142x130 - 14 bases total
I wanted to do a classic 4 spawn map balanced for 1v1 similar to Lost Temple, Metalopolis and Shakuras Plateau, but with its own distinct style.
This will not be my February entry for MotM; It´s taken forever to fine-tune and polish... -balanced and pretty, but not as good as Mud Rock!
Overview:![[image loading]](http://imgur.com/tMYDU.jpg)
Angled view:+ Show Spoiler + Analyzer:+ Show Spoiler + Close ups:+ Show Spoiler +
Beta testing: Thanks to CandyCrack, Hamra, SerraAngelDK, Rhokdar & Bixs Special thanks to Kanadan & joe Beta replays : + Show Spoiler +
Tileset: Mixed+ Show Spoiler +Xil organic cliffs Korhal manmade cliffs ____________________ Port Zion dirt Port Zion cracked dirt Korhal dark concrete Korhal tiles Valhalla plates Bel shir grass light Bel shir grass dark Haven rough rock Performance issues: + Show Spoiler +This map has only 736 decals which is very low, so there should be no lag issues. Center has 1 rain emitter and 2 electrical arcs, but this hasn´t caused any lag in all of my testgames. Changelog: + Show Spoiler +1.0: Release. 0.17: Replaced ponds between gold & center with a pillar and enlarged LoS refuge. Decreased size of ponds at XWTs. Put in a step in the cliff at main entrance, allowing cliff-walking, and making nat entrance less of a tankfest. 0.15: removed rocks on islands. Added Los refuge below gold. 0.14: put rocks on gold 0.13: moved Watchtowers to low ground near center. Improved lighting - map will no longer hurt your eyes  . Replaced texture (Korhal concrete -> Korhal dark concrete). 0.12: moved Watchtowers to 12 & 6 o´clock overlooking 3rd. Made space between main & gold pathable. Rebuilt high ground above 3rd. Enlarged mains. 0.11: Opened up center chokes. Rebuilt main & natural. 0.9: Posted.
My Map Thread
|
tease! cause it looks brilliant
+ Show Spoiler +i'm watching wheat's stream,watching the map in itself is o so boring, but wheat is quick with ze chatterbox + Show Spoiler +, should add some backdrop music under his replay casting though , what a rhythm
|
dezi
Germany1536 Posts
Nice sneak peak, really want to see more :D
|
I went to your thread and looked at the overview. It has a very solid map design, though I think that the XWT placement could be a bit better. The stairs and doodad work on this map are awesome! You've got to tell me exactly how to make stairs.
|
dezi
Germany1536 Posts
Didn't know there was a overview already in your map thread - the layout of main and natural seem to punish zerg a little bit. You most likely want to defend at the bottom of your ramp but with the nat being so far away runbys might be very potent.
|
Is it me only or does it looks very much like Fighting Spirit? Main + nat, and double ramp to third thats what I see pretty much similiar. It still looks like a great map to play on.
|
dezi
Germany1536 Posts
You should rewatch a picture of Fighting Spirit.
|
Cool. I once thought about doing a map with chess-board style textures. Reminds me a bit of it. Also looks like the bumps on some of the ramps are giving you problems too. Annoying stuff.
|
Well, I still see some similarities, though very much is a oversaid yeah.
|
On January 07 2011 20:44 Antares777 wrote:+ Show Spoiler +I went to your thread and looked at the overview. It has a very solid map design, though I think that the XWT placement could be a bit better. The stairs and doodad work on this map are awesome! You've got to tell me exactly how to make stairs.
Stairs are simply ground decals, you can find them in Metalopolis and other maps. They become steps when you place them on ramps. Just takes a lot of adjustment and copy/pasting. What do you suggest I do with the XWTs? I started with just one in the center, but it was pretty useless. As they stand now, they are just out of sight from the high ground above because of the pillar/cliff in the corner. I think that works out nicely.
On January 07 2011 20:56 dezi wrote:+ Show Spoiler +Didn't know there was a overview already in your map thread - the layout of main and natural seem to punish zerg a little bit. You most likely want to defend at the bottom of your ramp but with the nat being so far away runbys might be very potent.
You are right. I will move main spawn and natural a bit closer to the main ramp. With that, it will be possible to connect main and nat with a single tumor.
@ Galek: I haven´t looked at Fighting Spirit recently, but I see your point. I was mainly inspired by City of the Sun and to a certain degree Lost Temple.
On January 07 2011 22:55 Koagel wrote:Cool.  I once thought about doing a map with chess-board style textures. Reminds me a bit of it. Also looks like the bumps on some of the ramps are giving you problems too. Annoying stuff.  Yeah, I wondered how you did it so clean with those bumpy ramps Luckily, I don´t need it to be clean since I´m doing a ruin. Also, those particular doodads have a rubble variant that is perfect for hiding imperfections and give the steps a broken look.
|
I just didn't place them at the most bumpy parts tbh...
|
Updated with more pics n stuff.
- moved main and nat closer to main ramp (1 tumor).
I wonder if I should disable close spawns? Rush distance is 110.
|
Hey, wanted to give some feedback- I like the map a lot!
Looks like the gas can be tanked. You should prevent that by curving the mineral line in and back a bit. There seems like an awkward amount of space behind the mineral line too, possibly remove and make the map overall a bit smaller.
The island is a little smushed, and it can harass the High Yield. Is this intentional? You might consider removing it or redoing it to be less crammed in that space.
The map is extremely linear, meaning paths are straight. I like the feel of this map, but in the future you want to stray from linear paths.
Cool. I once thought about doing a map with chess-board style textures.
Check out Checkmate: http://wiki.teamliquid.net/starcraft/images/5/5b/Checkmate.jpg
|
I think the centre is really cool, as their are a lot of high ground and low ground places, hopefully ending in lots of strategic and exciting battles. I like the fact that you can easily defend your natural and main, it kinda reminds me of shakuras's main and natural. This would be such an epic map for a FFA. Good luck with the MotM tournament! I think it has a good chance of winning.
|
On January 08 2011 13:38 Johanaz wrote: I wonder if I should disable close spawns? Rush distance is 110.
That is about the same as on close on Steppes of War, so the distance itself doesn't warrant the disabling of it IMHO.
But if the difference in distance between the shortest, cross and side-to-side route is too large, then yes, it might be a good idea to disable close spawns to avoid having radically different games on the same map because of the differences in rush distance.
So give us the other distances and I'm sure at least someone must have an opinion
|
On January 08 2011 14:32 monitor wrote:+ Show Spoiler +Hey, wanted to give some feedback- I like the map a lot!
Looks like the gas can be tanked. You should prevent that by curving the mineral line in and back a bit. There seems like an awkward amount of space behind the mineral line too, possibly remove and make the map overall a bit smaller.
The island is a little smushed, and it can harass the High Yield. Is this intentional? You might consider removing it or redoing it to be less crammed in that space.
The map is extremely linear, meaning paths are straight. I like the feel of this map, but in the future you want to stray from linear paths. Thanks! Yes, the gas can be sniped in the current layout. I will fix that and shrink mains and nats making the map 142x124 instead of 142x132. The islands are currently quite broken. I need to move them away from high yield, not to mention from the mains. I watched an AI v AI PvT that went totally epic lategame with maxed armies and tons of drop action, where terrans island expansion was sniped by a colossus standing in the main! LOL! As for the linearity, that is something I normally would avoid, but in this map it serves the theme pretty well. I am considering putting in some giant cracks to break up the pathing lines a bit.
On January 08 2011 19:05 NullCurrent wrote:+ Show Spoiler +On January 08 2011 13:38 Johanaz wrote: I wonder if I should disable close spawns? Rush distance is 110. That is about the same as on close on Steppes of War, so the distance itself doesn't warrant the disabling of it IMHO. But if the difference in distance between the shortest, cross and side-to-side route is too large, then yes, it might be a good idea to disable close spawns to avoid having radically different games on the same map because of the differences in rush distance. So give us the other distances and I'm sure at least someone must have an opinion  Rush distances: 110 (close spawns) 117 (8 o´clock to 2 o´clock) 137 (cross)
I think the relative difference between close and cross are less than on most 2v2 maps, thanks to the linear paths.
On January 08 2011 14:49 TheDominator wrote:+ Show Spoiler + I think the centre is really cool, as their are a lot of high ground and low ground places, hopefully ending in lots of strategic and exciting battles. I like the fact that you can easily defend your natural and main, it kinda reminds me of shakuras's main and natural. This would be such an epic map for a FFA. Good luck with the MotM tournament! I think it has a good chance of winning.
Thanks!
|
On January 08 2011 21:58 Johanaz wrote:Show nested quote +On January 08 2011 19:05 NullCurrent wrote:+ Show Spoiler +On January 08 2011 13:38 Johanaz wrote: I wonder if I should disable close spawns? Rush distance is 110. That is about the same as on close on Steppes of War, so the distance itself doesn't warrant the disabling of it IMHO. But if the difference in distance between the shortest, cross and side-to-side route is too large, then yes, it might be a good idea to disable close spawns to avoid having radically different games on the same map because of the differences in rush distance. So give us the other distances and I'm sure at least someone must have an opinion  Rush distances: 110 (close spawns) 117 (8 o´clock to 2 o´clock) 137 (cross) I think the relative difference between close and cross are less than on most 2v2 maps, thanks to the linear paths.
I don't think you should disable close spawns, as the distances are close as you say (somewhat equal to the difference in Metalopolis).
But I think you should make it a bit easier to defend an attack which uses the closest route (eg. move the cliff so that attacking units can be shot at from the main if the opponent uses the closest route). Currently you have no difference in advantage/disadvantage when it comes to attack-angle dpenending on spawn. But it might not be needed, Metalopolis does not have that disadvantage for close spawns, only the mid-length routes. So I'm not so sure if you really have to do something to compensate for the short rush distance.
|
I was thinking about XWT placement, and for a suggestion, you can put them above and bellow the high ground middle closer to the thirds than the high yields. This would make then farther apart from each other, which was originally my main concern.
Just an idea.
|
Just finished a bunch of revisions.
Rebuilt main ramp, 3rd (chokes and high ground), islands and the area around the center. Removed center ponds and moved XWTs.
Updated all pictures in OP.
|
love the 4 player spawn
the interwoven green lines are great
+ Show Spoiler +i do definitely have a fetish for a 4 player chess board tho
|
Can the spawns be set up so it is always cross postion, more of a preferance thing i guess.
|
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.
|
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...
|
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
|
Aotearoa39261 Posts
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.
|
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
|
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.
|
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
|
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.
|
United States10141 Posts
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!!!
|
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
|
dezi
Germany1536 Posts
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.
|
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.
|
I dont want to be mean , but you are making us all look bad with these maps 
Too good looking, texturewise its awesome!
|
Is it me or do the start location mains feel farther away from the mineral patches than normal?
|
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 +
|
I'd go with 'Pikachu' for a name 
cwhutididthur? ^^
|
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
|
"come up with a better name"
Necropolis Rune Soul Reaper Surtur's Gem CounterShock
+ Show Spoiler +
|
Id go with "Proving Grounds" loved that bw map. (btw its ok if you take old names.)
|
On January 14 2011 20:50 Johanaz wrote: Players suggestions was: 1. Make the map a little bigger. 2. Make the lighting less dark. 3. Move XWTs.
I really like the map but the lightning hurts my eyes, it's too dark and dim, like an ocher fog
|
On January 15 2011 04:34 arctics86 wrote:Show nested quote +On January 14 2011 20:50 Johanaz wrote: Players suggestions was: 1. Make the map a little bigger. 2. Make the lighting less dark. 3. Move XWTs.
I really like the map but the lightning hurts my eyes, it's too dark and dim, like an ocher fog
I'd rather have it too dark than too bright. Really bright maps will hurt your eyes a lot more than dark ones.
|
@author:
I dont think this is right:
![[image loading]](http://img.photobucket.com/albums/v653/sixbrownsnakes2/Screenshot2011-01-1503_53_55.jpg)
edit: This is NA version btw
|
On January 15 2011 18:56 saltygrapes wrote:+ Show Spoiler +@author: I dont think this is right: ![[image loading]](http://img.photobucket.com/albums/v653/sixbrownsnakes2/Screenshot2011-01-1503_53_55.jpg) edit: This is NA version btw
You´re right, I´m sorry. That´s an earlier version on NA. I´ll try and get the latest version up asap.
|
Latest version now up on EU & NA servers
|
Version 1.0 is published on EU and NA servers.
I have hosted a lot of games on this map, featuring all match ups and spawn location variants, and weeded out all issues I have come across. I think this is as balanced as it gets, but more importantly, just about all the games I watched were entertaining macro games with lots of action, typically lasting 15-20 minutes, with the better player winning.
I hope you guys will try it out, and hopefully enjoy it. Big thanks to all who helped me out during development. As always, please send replays to: sc2johanaz (at) gmail.com
@moderator: please change the thread name to: [M] (4) Thunder Temple -thanks
|
Looks very awesome :D very good very nice, just an awesome map overall Great Job!!
|
|
|
|