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[M] Pretty Time Jungle

Forum Index > SC2 Maps & Custom Games
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1 2 Next All
lovablemikey
Profile Joined October 2010
264 Posts
Last Edited: 2011-02-07 02:49:32
January 26 2011 22:55 GMT
#1
Pretty Time Jungle

1v1
10 blue expansions
2 gold expansions
6 Xel' Naga Watch Towers

+ Show Spoiler [Details] +
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[image loading]

+ Show Spoiler [Overview] +
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+ Show Spoiler [Overview Angled] +
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+ Show Spoiler [Analyzer Summary] +
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+ Show Spoiler [Analyzer Shortest Paths] +
[image loading]


Update: 01.26.2011
My current work in progress. Before I start going nuts with doodads, I want to get the design correct. So now everyone needs to play on it!

Update: 01.27.2011
The map is smaller now. Is it still too big?

I also added an in-base Xel' Naga Tower for each player, but it's blocked by rocks. I'm curious how useful it will be. Plus, the center expansions have been moved closer to the sides between the two big ramps on each side.

Also, I noticed the analyzer didn't detect the big rocks on the sides of the map leading to the back-door ramps. They're there though.

Update: 02.02.2011

They layout is pretty much decided on. I'm adding a ton of doodads right now. Once I'm done with them I'll post new pictures so you can all see how pretty it is!

Update: 02.06.2011

It's done! After some testing I got feedback from everyone who played and they all said it was fun. They did have minor suggestions but nothing that would be game altering. So, enjoy! There must be a million doodads in this map.

Visit lovablemikey's Map Thread for more maps!
dezi
Profile Blog Joined April 2010
Germany1536 Posts
Last Edited: 2011-01-26 23:12:19
January 26 2011 23:11 GMT
#2
I think it's to big. If possible shrink it in size.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
mangomango
Profile Joined September 2009
United States265 Posts
January 26 2011 23:20 GMT
#3
That's what she said.
Husky: Every drone you lose is like a needle in the eye. Nony: probes win $10k (Earn it! Idra Fighting) :P
TibblesEvilCat
Profile Joined March 2010
United Kingdom766 Posts
January 26 2011 23:39 GMT
#4
haha lol vweu funny hehe,

but yes the map size is far to large perhaps modifling it into a 4player map would be better suited as personally the layout i feel looks awsomes.
Live Fast Die Young :D
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
January 26 2011 23:43 GMT
#5
Oh that's original, main on double cliff and nat on single cliff with wide ramp.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
SWiPht
Profile Joined October 2010
United States83 Posts
January 26 2011 23:52 GMT
#6
looks pretty good, maybe only 1 watchtower in the middle tho?
Currently the top player on NA server with Rory Swann portrait.
lovablemikey
Profile Joined October 2010
264 Posts
January 27 2011 00:00 GMT
#7
On January 27 2011 08:11 dezi wrote:
I think it's to big. If possible shrink it in size.

I'm bringing some of the terrain closer together. I agree, there's too much space.

On January 27 2011 08:39 TibblesEvilCat wrote:
haha lol vweu funny hehe,

but yes the map size is far to large perhaps modifling it into a 4player map would be better suited as personally the layout i feel looks awsomes.

Thanks. It started off as a 4 player map, but I decided to switch it to 2 players because I thought the X and Y axis symmetry was too boring.

On January 27 2011 08:43 FlopTurnReaver wrote:
Oh that's original, main on double cliff and nat on single cliff with wide ramp.

Come give me a kiss!

On January 27 2011 08:52 SWiPht wrote:
looks pretty good, maybe only 1 watchtower in the middle tho?

Thanks. I put two there so each player could have one. Now that I'm condensing the map, I might only stick one there.
FlaShFTW
Profile Blog Joined February 2010
United States10350 Posts
January 27 2011 02:50 GMT
#8
good: nice design layout. extremely original.

bad: too big.

this thing would be great as a 4p map.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Temporarykid
Profile Blog Joined November 2010
Canada362 Posts
January 27 2011 05:55 GMT
#9
On January 27 2011 08:43 FlopTurnReaver wrote:
Oh that's original, main on double cliff and nat on single cliff with wide ramp.


I can't tell if that's sarcasm or not. hahaha
ㅈㅈ
DocM
Profile Blog Joined June 2010
United States212 Posts
Last Edited: 2011-01-27 06:47:26
January 27 2011 06:40 GMT
#10
thats sarcasm. What he doesnt understand is that the mains aren't the only thing in the entire map that exist. I do have some concerns about size though, as well as the third base. It doesnt seem to fit. Since most games dont even go past 3 bases, I think having that third base there makes the rest of the map almost extraneous.
I very much enjoy the side expansions because they are almost a defining feature of your map, (the ones behind the rocks but accessible through the ramps)
I feel like your trying to take that concept and combining it with the xelnaga caverns layout. If i were trying to trim something out of the map to reduce size, i would take out the middle xelnaga part and keep the outside pieces in an almost jungle basiny kind of thing. (but different so that you can actually take a 3rd and 4th base).
lovablemikey
Profile Joined October 2010
264 Posts
January 28 2011 01:05 GMT
#11
On January 27 2011 11:50 FlaShFTW wrote:
good: nice design layout. extremely original.

bad: too big.

this thing would be great as a 4p map.

Thanks. A lot of people are saying that, but I want to be able to make it work as a 1v1. I'm looking at it as a learning experience. Do you still think the map is too big now that I've condensed it?

On January 27 2011 15:40 DocM wrote:
thats sarcasm. What he doesnt understand is that the mains aren't the only thing in the entire map that exist. I do have some concerns about size though, as well as the third base. It doesnt seem to fit. Since most games dont even go past 3 bases, I think having that third base there makes the rest of the map almost extraneous.
I very much enjoy the side expansions because they are almost a defining feature of your map, (the ones behind the rocks but accessible through the ramps)
I feel like your trying to take that concept and combining it with the xelnaga caverns layout. If i were trying to trim something out of the map to reduce size, i would take out the middle xelnaga part and keep the outside pieces in an almost jungle basiny kind of thing. (but different so that you can actually take a 3rd and 4th base).

Thanks for the comments. I took them all into account when I made the map smaller and redesigned it a little.

I know a lot of games don't go past 3 bases, but I think that's because it's usually too inconvenient or risky. I want to see what happens when getting two expansions is pretty easy and safe, which is why I kept the third where it is. I did try to make it fit more though.
lovablemikey
Profile Joined October 2010
264 Posts
February 06 2011 20:48 GMT
#12
OK. This map is finished. I've added detail pictures and updated the rest of the pictures. I hope you like it!
[wh]_ForAlways
Profile Blog Joined May 2009
United States235 Posts
February 06 2011 21:28 GMT
#13
I absolutely love the design of this map. It reminds me a lot of BroodWar's Chupung-Ryeong. The only thing that irks me is the in-base xel'naga watch towers. They seem out of place and it doesn't really feel like they add anything to the map at all. What was the reasoning behind adding them?
lovablemikey
Profile Joined October 2010
264 Posts
February 07 2011 02:29 GMT
#14
On February 07 2011 06:28 [wh]_ForAlways wrote:
I absolutely love the design of this map. It reminds me a lot of BroodWar's Chupung-Ryeong. The only thing that irks me is the in-base xel'naga watch towers. They seem out of place and it doesn't really feel like they add anything to the map at all. What was the reasoning behind adding them?

Thanks! I don't know about the Brood War map that you mentioned, but I'll take it as a compliment.

The watch towers are there because they give vision of the back-door paths leading to each players third, and because I'm experimenting. I mostly want to see what happens with them. Who knows? Maybe they'll turn out to be the coolest thing ever!
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
February 07 2011 09:21 GMT
#15
I really like the new ways of XelNage towers that people think of these days. Very nice job on that

I agree with alot of people that its too big tho. If you got 6 XWT's on a map, the map is too big. Simple as that.

However, the overall layout is very good, I can see some intresting games on this map. Its well thought out, good job. Just squeeze it a little, make it slightly less humongous
KCCO!
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
February 07 2011 10:03 GMT
#16
Very sexy map.
Treatin' fools since '87
lovablemikey
Profile Joined October 2010
264 Posts
February 09 2011 05:57 GMT
#17
On February 07 2011 18:21 ihasaKAROT wrote:
I really like the new ways of XelNage towers that people think of these days. Very nice job on that

I agree with alot of people that its too big tho. If you got 6 XWT's on a map, the map is too big. Simple as that.

However, the overall layout is very good, I can see some intresting games on this map. Its well thought out, good job. Just squeeze it a little, make it slightly less humongous

Thanks! Watch towers are something I've been experimenting with.

Big maps are another thing I'm experimenting with, which is why this map is pretty big. It's already been downsized quite a bit; the original was admittedly grotesquely enormous. For now, I'm going to keep this map as it is. I want to test it more before I make any decisions on it. Thanks again!

On February 07 2011 19:03 NastyMarine wrote:
Very sexy map.

It has a hint of danger too. You can't resist!
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 08 2011 20:52 GMT
#18
So, having played the following game, I can give the official seal of approval to the in-base XWT.

[image loading]
Comprehensive strategic intention: DNE
lefix
Profile Joined February 2011
Germany1082 Posts
March 09 2011 00:28 GMT
#19
one minor thing you might want to change is the direction of the ramp down to your natural. if it was pointed towards the cc spot you can wall it off with 2-3 buildings usually like on metalopolis or lost temple.
other than that, i like your layouts alot. also big thanks to eaththepath for posting a replay. i love custom map replays, especially when the map isn't available on my realm. :D
Map of the Month | The Planetary Workshop | SC2Melee.net
Antares777
Profile Joined June 2010
United States1971 Posts
March 09 2011 00:29 GMT
#20
On March 09 2011 09:28 lefix wrote:
one minor thing you might want to change is the direction of the ramp down to your natural. if it was pointed towards the cc spot you can wall it off with 2-3 buildings usually like on metalopolis or lost temple.
other than that, i like your layouts alot. also big thanks to eaththepath for posting a replay. i love custom map replays, especially when the map isn't available on my realm. :D


I agree. The worst example would be Agria Valley, where you have to block both the natural and main ramp.
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