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[M] (2) Eyon - Page 2

Forum Index > SC2 Maps & Custom Games
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ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
Last Edited: 2011-01-17 15:21:31
January 17 2011 15:10 GMT
#21
Wow elkram tnx on that one. Your first point, what part exactly do you mean? Can you maybe post a circled example? Theres a little ledge comming from the natural leading a little to the 3rd, its not unpathable so im not sure you mean that one. Theres the possibility for roaches , spines , queens on there.

The gold will be swapped with the 4th in a few hours (worktime nearly over )

But thanks alot, I want to publish it on US so bad

edit: looking for one of the regulars to publish this on US when its done. PM me if you can, much appreciated!
KCCO!
CaptainCrush
Profile Blog Joined November 2010
United States785 Posts
January 17 2011 15:13 GMT
#22
wow, this looks really nice, bring it to the US!
Silv.user
Profile Joined November 2010
59 Posts
January 17 2011 17:45 GMT
#23
Very wc3 esq yes idd! Love the map.

Alltho criticism is always good as long as its constructive. I would suggest mb making a main path thru the middle, going out of your base here with a collosus/mech army looks very risky
All girls are whores, only the smart ones takes paid.
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
Last Edited: 2011-01-17 19:27:56
January 17 2011 19:26 GMT
#24
UPDATE!

v 1.2
- Moved the gold with the 4th. Gold is now in the middle and the 4th is now middle both sides
- Some texturework redone
- Added screenshot of the ledge at natural
- Updated all screens where needed


@silv.user: I'm not sure I know what you mean...Basicly everything in the middle is a path from one side to the other, infact its the biggest open area on the map basicly Dont know if making it bigger helps. Perhaps I dont understand your question
KCCO!
elkram
Profile Blog Joined October 2010
United States221 Posts
January 17 2011 21:50 GMT
#25
On January 18 2011 00:10 ihasaKAROT wrote:
Wow elkram tnx on that one. Your first point, what part exactly do you mean? Can you maybe post a circled example? Theres a little ledge comming from the natural leading a little to the 3rd, its not unpathable so im not sure you mean that one. Theres the possibility for roaches , spines , queens on there.

The gold will be swapped with the 4th in a few hours (worktime nearly over )

But thanks alot, I want to publish it on US so bad

edit: looking for one of the regulars to publish this on US when its done. PM me if you can, much appreciated!



I'd like to circle what I'm talking about, but I'm horrible with picture editing. I actually just realized what I was talking about was in a picture -_- It is the oasis. I feel that the oasis just restricts movement/attack for zerg.
Tiger Tiger. burning bright, In the forests of the night; What immortal hand or eye. Could frame thy fearful symmetry?
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
January 18 2011 07:41 GMT
#26
Aaah thats what you mean. Im thinking about reducing the rocks in the below areas, to make the 3rd a liiiitle more open to attack. Playtest revealed its just a little too cramped:

[image loading]

Its only going to be about 3 squares removed smallgridwise, but Im pretty sure that balances it perfectly there.

The oasis breaks the open area into 2 open areas. If I take that one out, its just 'the middle' and 'the rest'. Look at the oasis as the transition between the middle and the smaller areas.

I will keep it in mind for playtesting, see how players react to it. Tnx elkram!
KCCO!
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
January 19 2011 19:51 GMT
#27
Map is now Published on EU!

I'd like to hear your comments on how it plays. Replays if you can


still looking for someone willing to publish it on US, leave a msg!
KCCO!
PaPoolee
Profile Blog Joined August 2010
Netherlands660 Posts
January 24 2011 15:44 GMT
#28
ihasakarot is such an attention whore! <3 love him though! but yeah i just tried the map with a fellow zerg player, the map play is awesome but i had trouble scouting because of the wide attack paths with no xel'naga towers! i suggest adding two xelnaga's to overlook the main attack paths next to the golds! terran drops and muta harass could be VERY hard to stop on this map, good job overall though! loved it.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
January 24 2011 16:59 GMT
#29
Laughing my butt of right now ^^
[image loading]
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
baskerville
Profile Blog Joined April 2010
541 Posts
January 24 2011 17:26 GMT
#30
warcraf3 map indeed...
i think it's mostly the graphics that make us get this feeling

funcmode is spot on(as always), the "graphics" have to take second place way behind "layout issues", i'd even go so far as to say these should only be used on unpathable or tested overthoroughly (cause you don't want bugs ingame)
http://www.teamliquid.net/mirror/smilies/random-big.gif
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
Last Edited: 2011-01-24 21:59:42
January 24 2011 21:15 GMT
#31
On January 25 2011 02:26 baskerville wrote:
warcraf3 map indeed...
i think it's mostly the graphics that make us get this feeling

funcmode is spot on(as always), the "graphics" have to take second place way behind "layout issues", i'd even go so far as to say these should only be used on unpathable or tested overthoroughly (cause you don't want bugs ingame)



Ive adjusted everything funcmode has said. The terrain is way 'flatter' now , building on it doenst screw up the terrain around it so thats not an issue when playing. The gold and other expansion have also swapped around to give it more balance. I will add some xelnaga towers to a location near the gold, im not sure where yet (input welcome).

Im currently playtesting it alot, with alot of different people. There havent been any comments yet on the aestethics being in the way of the play experience.

If that does happen, I will ofcourse look at it.

I agree with the 2nd place for looks , but if you can make it both work, hey why not

@dezi, I was waiting for someone to notice it, never thought it would be you you forgot to highlight the sadface in the bottomright tho
KCCO!
Friday_ger
Profile Joined January 2011
67 Posts
January 25 2011 15:28 GMT
#32
The sadface looks like it would be smoking :D

Like the Map too.

I'd place the Tower in the middle if its able to see the golds
If Not Place 2

Nice work :D
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
Last Edited: 2011-01-25 21:48:30
January 25 2011 21:44 GMT
#33
Big update!

v 1.3
  • Added 2 Xel'Naga Watchtowers , one on each side of the map to improve scouting
  • Added 'backdoor' rocks to 3rd. Destroying them gives more space for your enemy to move between 3rd and 4th, but ofcourse also leaves it open to attacks more
  • Added LOS brush at above rocks, on the side of the 3rd
  • Tweaked the gold expansion a little to have no room for a runby when you hold the tower on that side of the map (however you need to keep your eye on it, its a very small piece of intel)
  • Put water where it should have been all along, some edges were missing
  • Added doodads to the water surrounding the map
  • Fixed a ramp access to the 4th, there was only one of the two ramps that big units could get on the highground
  • Finalized my addiction to Gee from the GenerationGirls
  • Removed a chunk of cliff near the 3rd, making it slightly harder to defend that expansion
  • Added birds because, lets face it, nature loves birds
  • Moved the ramp leading out of the main base one square closer to the big ramp (screenshot added) to improve wallins.
  • Updated some of the doodads to all be coherent with the theme of the map
  • Gave slightly more room to the main base, terrans were struggeling with building alot of buildings of 1 base (well theres ur problem)
  • Updated all the screenshots and descriptions that had anything to do with the changes



The new version is Published on EU and im still looking for US publisher

so get testin let me know what u think about the map and the updates!
KCCO!
LoLIsh
Profile Joined September 2010
United States81 Posts
January 26 2011 03:14 GMT
#34
PM'ed you about publishing on the US servers.

Looks nice. Would love to test it.
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
January 27 2011 21:03 GMT
#35
Another update to the map:

v 1.4
  • Reworked the middle a little bit, the LOS blockers run thru a little further, added a new screenshot
  • Placed some leftover pathingblockers on areas like behind the 5th and behind the raised areas at the natural. Its not possible to drop anywhere thats of use, apart from the 4th, wich is intended
  • Reworked the rocks leading to the 4th expo, the LOS blockers now are in sync with the map
  • There were some crows missing when I booted and Ive eliminated some suspicious wildlife
  • Made the spawns a little larger by taking away some of the 3rd. Its minor but theres definately no more mainshooting from the 3rd with tanks now
  • The map will be published on the US (tnx lolish!)


Theres more I could do, but Ive decided I'll halt all updates till I get some testers feedbacks. Or incase of major bugs.

So yeah , US people, get testing (the map shud be up very soon, when LoLIsh reads his email )
KCCO!
LoLIsh
Profile Joined September 2010
United States81 Posts
January 28 2011 01:33 GMT
#36
Just uploaded the map to the US servers.

Search 'Eyon' in the custom games menu to find.
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