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[M] Flower

Forum Index > SC2 Maps & Custom Games
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WniO
Profile Blog Joined April 2010
United States2706 Posts
Last Edited: 2011-01-31 09:28:48
January 14 2011 14:02 GMT
#1
Flower
[image loading]
EDIT: ** Most pictures are outdated since the map now has less doodads and is more purply
I wanted to create something different with the textures in the editor. This has taken a long time and is still a work in progress. The entire map is textured with tiny dots. Flower is my most standard map.
Close up of textures + Show Spoiler +
[image loading]

Main+ Show Spoiler +
[image loading]

Ramp + Show Spoiler +
[image loading]

Overview+ Show Spoiler +
[image loading]

Nat + Show Spoiler +
[image loading]

Third + Show Spoiler +
[image loading]

Fourth + Show Spoiler +
[image loading]

Middle + Show Spoiler +
[image loading]

Analyzer pics + Show Spoiler +
[image loading][image loading][image loading]

While the edges of the map are non path-able, every other high ground is. and even though the visuals are close to being done any suggestions are cool.
Playable Area 118x138
Antares777
Profile Joined June 2010
United States1971 Posts
January 14 2011 14:08 GMT
#2
:O

I don't have that kind of patience to texture with tiny dots, but seriously, the map looks beautiful! I like how the third and fourth are their own little elevated base, and the gold expansion is positioned in a good, vulnerable location. Nice job!
Johanaz
Profile Joined September 2010
Denmark363 Posts
Last Edited: 2011-01-14 15:21:51
January 14 2011 15:19 GMT
#3
This looks unlike anything I´ve ever seen. I love the soft feel to those textures.
Looks like a pretty solid layout as well (assuming the high ground inside main is unpathable as well).

/edit: send me the map file - I´ll chuck them in the analyzer for you - it might be helpful to those who give balance/gameplay feedback.
TPW Map Maker - theplanetaryworkshop.com
baskerville
Profile Blog Joined April 2010
541 Posts
January 14 2011 15:21 GMT
#4
http://www.teamliquid.net/mirror/smilies/random-big.gif
NullCurrent
Profile Joined November 2010
Sweden245 Posts
January 14 2011 15:23 GMT
#5
The textures, as well as the layout, look really nice!

But what I think you should do is to in some way (usually with doodads) is to mark cliffs which are unpathable.
The Planetary Workshop - TPW - Mapmaking Team
baskerville
Profile Blog Joined April 2010
541 Posts
Last Edited: 2011-01-14 15:30:22
January 14 2011 15:29 GMT
#6
"any graphics suggestions to make it better?"
http://www.teamliquid.net/mirror/smilies/random-big.gif
Koagel
Profile Joined October 2010
Austria167 Posts
January 14 2011 15:29 GMT
#7
LOL a Monet map. Holy shit that's awesome, impressionism ftw.
Tiazi
Profile Joined February 2010
Netherlands761 Posts
January 14 2011 15:34 GMT
#8
love the texture! Feels friendly.. like a nice place to have a big bloody battle on!
"A brilliant yet deluded man once said, 'Introduce a little anarchy. Upset the established order, and everything becomes chaos.' Gumiho is that agent of chaos." -monk
Madsquare
Profile Joined April 2010
Germany157 Posts
January 14 2011 15:59 GMT
#9
Texturing, incredible.
I hope you add a lot of doodads (&foliage) to strengthen the dreamy feeling from the picture. At least it looks to me like a very exaggerated version of the world.
I can imagine waterfalls and some rivers, heck maybe even a sunset/rise lightenning.

The Layout is.. not bad. As you said standard. Thats really fitting.

cheers,
madsquare
I do not obey any norms. I redefine standard with every thought I make.
A1m
Profile Joined November 2010
Germany48 Posts
January 14 2011 16:10 GMT
#10
Decent map but it feels a bit plain, I'm not seeing much strategical depth in it. It should have more paths.

Nice textures though.
www.youtube.com/A1mStarcraft
HaRuHi
Profile Blog Joined November 2010
1220 Posts
January 14 2011 16:10 GMT
#11
I am really concerned by the cliff between the main and the natural, seems like lost temple on nightmare difficulty for Zergs, how about a ramp onto that, maybe from the gold expansion if you don't want it to be a defenders advantage?
Corak
Profile Joined February 2010
Germany188 Posts
January 14 2011 16:42 GMT
#12
On January 15 2011 01:10 HaRuHi wrote:
I am really concerned by the cliff between the main and the natural, seems like lost temple on nightmare difficulty for Zergs, how about a ramp onto that, maybe from the gold expansion if you don't want it to be a defenders advantage?


Or just make the whole area not walkable / convert it to water.
On the subject: is every expansion high ground siegeable!?

On the art style: GREAT!!! :D
Map layout: nice
Samro225am
Profile Joined August 2010
Germany982 Posts
January 14 2011 17:00 GMT
#13
wow, very nice effect!
I like the visuals, but somehow it looks still a bit repetitive, doesn't it?

maybe make one level a natural cliff, why highgrounds are all man-made cliffs. is there a reason to only use tech cliffs?

another thing: your concept seems to be perfect to have thirds painted in another texture than naturals and main or something. might add something to help orientation while.

generally great idea!
WniO
Profile Blog Joined April 2010
United States2706 Posts
January 14 2011 17:21 GMT
#14
Thanks for all the feedback guys =D. Its going to get some more doodads, but its really hard to find ones that fit the style, i was lucky to find the yellow trees.^^ will update with analyzer pictures soon. oh and also just to clarify, any high-ground on the edges of the map are not pathable, just the ones in the middle/area and the space between the Main and Nat. I'm going to thin it out a little bit so that hydras/roaches can deal with the high ground there.
iGrok
Profile Blog Joined October 2010
United States5142 Posts
January 14 2011 17:54 GMT
#15
Damn, man. This is just awesome.

Gameplay doesn't even really matter, the map is just so pretty!
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
baskerville
Profile Blog Joined April 2010
541 Posts
Last Edited: 2011-01-15 10:48:59
January 15 2011 10:47 GMT
#16
"Gameplay doesn't even really matter" = heresy

"it looks still a bit repetitive"
+1 + Show Spoiler +
(but still: )
http://www.teamliquid.net/mirror/smilies/random-big.gif
WniO
Profile Blog Joined April 2010
United States2706 Posts
January 15 2011 20:03 GMT
#17
Anaylzer pics are up thanks to Johanaz, would still like some gameplay feedback.
SmashHammer
Profile Joined January 2011
United States148 Posts
January 16 2011 05:48 GMT
#18
i really like the graphics. looking at them is breath of fresh air after playing any bliz map!
TPW Mapping - theplanetaryworkshop.com
iGrok
Profile Blog Joined October 2010
United States5142 Posts
January 16 2011 05:54 GMT
#19
Alright, here's a gameplay tip: The middle highground? make it flat and pathable, and move natural ramps a little bit farther to the outside to help rush distance. You can then put a nice (very shallow so zerglings don't drown) pond in the middle - that would complement the aesthetics nicely as well. Use the bel'shir water piece for a more monet feel - lily pads much? :D
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
WniO
Profile Blog Joined April 2010
United States2706 Posts
January 18 2011 10:49 GMT
#20
Opened the middle, added a ramp to the main-nat cliff, and touched the textures a bit. Map is also up on NA. thanks yo. check out the new pics! (Main, Ramp, Overview, Middle)
dezi
Profile Blog Joined April 2010
Germany1536 Posts
January 18 2011 11:49 GMT
#21
Oh, what's the Nat to Nat distance with this change now?
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Tomo009
Profile Joined September 2010
Australia96 Posts
January 18 2011 12:03 GMT
#22
Look beautiful, seems like a very standard layout and would probably work fine. However the nat-nat distance looks extremely small, like dangerously small. A terran tank push would barely need to leapfrog if the scale is anything like what I am imagining
WniO
Profile Blog Joined April 2010
United States2706 Posts
January 18 2011 17:50 GMT
#23
On January 18 2011 20:49 dezi wrote:
Oh, what's the Nat to Nat distance with this change now?

its about twice as long as steppes of war. so no worries there. i will have the new anaylzer pics soon so the thread can be complete =D
KahunaNui
Profile Joined October 2010
Spain257 Posts
January 18 2011 22:02 GMT
#24
I'm very worried about the cliff behind main and natural, since Zergs don't have anything to cliff walk whereas Blink/Collossi/Tanks or even slow Reapers might be very lethal.

It's a very beatiful map.
Q. You've been criticized for using cheesy builds in the past, but now people are saying that you've played some good games today. A. I'm glad that they think that way, but that won't stop me from using cheesy builds.(oGsHyperdub)
WniO
Profile Blog Joined April 2010
United States2706 Posts
January 18 2011 23:07 GMT
#25
On January 19 2011 07:02 KahunaNui wrote:
I'm very worried about the cliff behind main and natural, since Zergs don't have anything to cliff walk whereas Blink/Collossi/Tanks or even slow Reapers might be very lethal.

It's a very beatiful map.

No cliffs connected to the edges of the map are pathable sooo Zerg have no fear! play the map yo and send me replays!
PhiliBiRD
Profile Joined November 2009
United States2643 Posts
January 18 2011 23:27 GMT
#26
looks good but looks like theres alot of high ground abusable by tanks/reapers and other units. also near the mains on the sides, can u drop on those highground? def not something that should be possible but
funcmode
Profile Joined June 2010
Australia720 Posts
January 19 2011 00:10 GMT
#27
The only thing I don't like about this map, is the 4 trees near the gold expos. They seem to serve no purpose other than to irritate. I don't think they look right or serve a significant enough purpose to justify being there.

All in all, it's the use of doodads that - if anything - let this map down. I know you said finding doodads that work is a big problem, and I can understand that, but I'm tempted to say this map would look better with no doodads at all, though I'm not sure if that's true. Regardless, it's a shame because this map really is a work of art.
@funcmode - TPW Mapmaking Team - theplanetaryworkshop.com
risk.nuke
Profile Joined May 2010
Sweden2825 Posts
January 19 2011 00:10 GMT
#28
I love the look of the map, bit it reminds more of rust then a flower to me
Neo.G Soulkey, Best, firebathero. // http://www.teamliquid.net/forum/index.php?show_part=31
WniO
Profile Blog Joined April 2010
United States2706 Posts
January 19 2011 00:33 GMT
#29
On January 19 2011 09:10 funcmode wrote:
The only thing I don't like about this map, is the 4 trees near the gold expos. They seem to serve no purpose other than to irritate. I don't think they look right or serve a significant enough purpose to justify being there.

All in all, it's the use of doodads that - if anything - let this map down. I know you said finding doodads that work is a big problem, and I can understand that, but I'm tempted to say this map would look better with no doodads at all, though I'm not sure if that's true. Regardless, it's a shame because this map really is a work of art.

thanks for the feedback, those trees were put there in the first version and they were to make the map less zerg friendly but now they are unnecessary and will be removed. the doodads needed to be in some areas. but you're right the lone trees along the edges dont look great but i like the isolation feel.
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
January 31 2011 15:47 GMT
#30
Its beautifull indeed. Its allmost like watching a normal map but on some sort of hallucinogenics
KCCO!
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