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[M] (2) One Must Fall

Forum Index > SC2 Maps & Custom Games
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1 2 3 Next All
dezi
Profile Blog Joined April 2010
Germany1536 Posts
Last Edited: 2012-02-16 11:18:35
February 11 2011 00:15 GMT
#1
[image loading]
[image loading]
Avaible at EU and US


Map is currently used the the NASL S3 Qualifier.

+ Show Spoiler [Intro] +
Behold young fellows, it's time for some new stuff from me. There are still 2 exams that need to be done but i got some spare time today (exam finished at 10am). I tried my very best but i couldn't resist the succubus like calls from the Galaxy Editor. So i opened it up and now at erm 1am ... wtf it's the next day ... i finished a version of OMF i consider nearly done (might only change minor things).

You may wonder, what kinda stupid name this is? Shame on you if you don't know: OMF. But thats not all - this map is heavily inspired by Carthage from BW.
+ Show Spoiler [Carthage in BW] +
[image loading]


Score at MotM#5
Balance: 7.6
Aesthetics: 8.4
Intangibles: 6.6
Claimed Top 5 Spot (:


+ Show Spoiler [Map Info + Latest changes] +
Before we get to the pictures, let me list some other informations about the map:
-tileset: mostly Shakuras
-playable size: 114x130
-bases per player: 6 (including Main and Nat)
-HY?: no!
-doodads used: 1965
You want to know more? Let me know!

Latest changes
-sligtly poolished the textures at the lately changed corner 3rds
-fixed some doodad placements
-reestablished the ledge (cannot be dropped on anymore but used once again by reapers and colossi)
-adjusted mineral placement
-pics updated accordingly




Overview
[image loading]
HQ Version

The layout allows for an easy third and it starts getting interesting once someone wants to grab a HY expansion. The rocks allow for proxy and sneaky tech (XWTs can't see the middle path).

+ Show Spoiler [Analyzer Informations inside] +
[image loading]
Main to Main is a tad longer than on Xel'Naga Caverns (147).

[image loading]
Nat to Nat is also slightly larger than on Xel'Naga Caverns (117).

[image loading]
Don't get fooled by the empty areas - this is mostly because i painted with the pathing tool on top of doodads (just to make sure ).


Additional Pictures
+ Show Spoiler [The ledge(s)] +
[image loading]
Ya, you can cliff walk from 5th to main and from HY to the 5th and vice versa. Reapers back in da house? The fifth is also a good place for Overlords till you want to check if f.e. a toss had taken both gas.


+ Show Spoiler [tääänks?] +
[image loading]
You can reach the gas of the 5th but nothing more - isn't this nice?


+ Show Spoiler [Walling] +
[image loading]
Latest changes allow you to do a 3 Rax / Gate / ... wall like on most maps.


+ Show Spoiler [more] +
[image loading]

[image loading]

[image loading]

[image loading]




Make sure to take a look at my other maps: My Map Thread
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2011-02-11 00:34:55
February 11 2011 00:33 GMT
#2
--- Nuked ---
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 11 2011 00:51 GMT
#3
Haha Barrin.

It's very cool. What about using neutral temple buildings instead of rocks, like some from the campaign? I think it would fit with the shakuras/ulaan. Or do you prefer one large diagonal?
Comprehensive strategic intention: DNE
WniO
Profile Blog Joined April 2010
United States2706 Posts
February 11 2011 00:57 GMT
#4
the rocks in the middle are weird for me but +1 for original layout. its very cool
iGrok
Profile Blog Joined October 2010
United States5142 Posts
February 11 2011 01:00 GMT
#5
Damn, this looks sweet.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Antares777
Profile Joined June 2010
United States1971 Posts
February 11 2011 01:11 GMT
#6
Great map, looks awesome.

Kenpachi
Profile Blog Joined August 2009
United States9908 Posts
February 11 2011 01:17 GMT
#7
god damn it Blizzard. make maps like these.
Nada's body is South Korea's greatest weapon.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
February 11 2011 02:03 GMT
#8
Carthage is an excellent map to port! Nice choice~
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
FlaShFTW
Profile Blog Joined February 2010
United States10350 Posts
February 11 2011 02:41 GMT
#9
i love you dezi!!!

now only if blizzard could somehow do the same thing and add it to the crappy map pool that we have... hm...
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Leviance
Profile Joined November 2009
Germany4079 Posts
February 11 2011 10:30 GMT
#10
Wow this is one of the best Custom Maps I have seen - Good Job!
"Blizzard is never gonna nerf Terran because of those American and European fuck" - Korean Netizen
TMStarcraft
Profile Joined September 2010
Australia686 Posts
Last Edited: 2011-02-11 10:37:22
February 11 2011 10:34 GMT
#11
[image loading]


Is that where the robots fight? haha so awesome, OMF was too good, shame that the first bot was all you really needed.
||
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
February 11 2011 11:11 GMT
#12
Dezi, dude, stop it...

Everyones all pumped for next MotM and here comes Dezi stealing a spot in the top5. Realize how your actions affect others!

sick map

just sick
KCCO!
sob3k
Profile Blog Joined August 2009
United States7572 Posts
February 11 2011 11:28 GMT
#13
you should replace the center rocks with three smaller rocks/temples. It was cool in the original how if you only killed one or two of them you'd have a variable sized choke in the middle.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
LunarC
Profile Blog Joined October 2009
United States1186 Posts
February 11 2011 11:35 GMT
#14
It IS carthage, isn't it? I thought it looked very familiar.
REEBUH!!!
dezi
Profile Blog Joined April 2010
Germany1536 Posts
February 11 2011 12:06 GMT
#15
On February 11 2011 09:33 Barrin wrote:
What the !@#$ !? You think you can just come in here, make a badass map and then post it on our forums!?

Oh okay just checking ^_^_^

On February 11 2011 09:57 WniO wrote:
the rocks in the middle are weird for me but +1 for original layout. its very cool

On February 11 2011 10:00 iGrok wrote:
Damn, this looks sweet.

On February 11 2011 10:11 Antares777 wrote:
Great map, looks awesome.


On February 11 2011 10:17 Kenpachi wrote:
god damn it Blizzard. make maps like these.

On February 11 2011 11:41 FlaShFTW wrote:
i love you dezi!!!

Now only if blizzard could somehow do the same thing and add it to the crappy map pool that we have... hm...

On February 11 2011 19:30 Leviance wrote:
Wow this is one of the best Custom Maps I have seen - Good Job!

Thanks.

On February 11 2011 19:34 TMStarcraft wrote:
Is that where the robots fight? haha so awesome, OMF was too good, shame that the first bot was all you really needed.

Yep, thats OMF :D

On February 11 2011 20:11 ihasaKAROT wrote:
Everyones all pumped for next MotM and here comes Dezi stealing a spot in the top5. Realize how your actions affect others!

Don't be afraid of me taking a spot in MotM#3 - this can't happen because i'm a judge in march ^^

On February 11 2011 20:28 sob3k wrote:
you should replace the center rocks with three smaller rocks/temples. It was cool in the original how if you only killed one or two of them you'd have a variable sized choke in the middle.

On February 11 2011 09:51 EatThePath wrote:[...] It's very cool. What about using neutral temple buildings instead of rocks, like some from the campaign? I think it would fit with the shakuras/ulaan. Or do you prefer one large diagonal?

This might be one of the minor changes i gonna make after severals tests.

On February 11 2011 20:35 LunarC wrote:
It IS carthage, isn't it? I thought it looked very familiar.

Did you read the OP? :p

On February 11 2011 11:03 prodiG wrote:
Carthage is an excellent map to port! Nice choice~

Mh, this sign (~) in germany is used if you are bored of sth. or just don't care ... hope it doesn't mean the same in the US.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Samro225am
Profile Joined August 2010
Germany982 Posts
February 11 2011 12:55 GMT
#16
map layout looks solid and fun. while I am not a fan of the shakuras textures tbh I think it looks good and bright with the blue-orange contrast.

unsure about doodads and textures. neonight looks so good because it has few dodads in the right positions. overall nice, but probably one would enjoy the visuals more if there were less in all areas except a really nice middle (like what you did).

i know everybody will hate me for my brutal honesty (hello Barrin!), but the plants on the dry sand pathes just look out of place in my opinion.
also you use of shakuras trees could be better, right now they seem to be aligned around the bases borders, instead of forming logical patterns or groups
dezi
Profile Blog Joined April 2010
Germany1536 Posts
Last Edited: 2011-02-11 13:16:24
February 11 2011 13:10 GMT
#17
Trees aren't logical, i don't want to fill areas you could use for your units with trees just for the aesthetics. Below the plants is light gras (might be hard to see in the pictures). Or just think of: chopped forests (and those trees on the edges are hard to reach).
+ Show Spoiler +
[image loading]

vs

[image loading]

Group style looks kinda empty to me and may fit a desert style map.


I'm overall very happy with the design of the map and i don't want to turn this into a stylewise copy of another map. Neonights works because the complete tileset used favors lesser doodads used.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Samro225am
Profile Joined August 2010
Germany982 Posts
February 11 2011 13:20 GMT
#18
didn't want to suggest to copy anything.
just had the impression trees and plants look good in groups than in rows. your explanation is understandable and I guess it is a matter of different sytles and preferances.

still: blue plants on pathes?
dezi
Profile Blog Joined April 2010
Germany1536 Posts
February 11 2011 13:22 GMT
#19
What do you suggest (as is said there is light gras below them ^^).



@all
Feel free to playtest the map (at EU) and to those who suggested tempels in the mid - which do you mean?
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2011-02-11 14:02:13
February 11 2011 14:01 GMT
#20
I would suggest to use the plant-details or foliage tool (unsure what its name is in english, in german it is "bodendetail verbieten") and un-paint the areas of the pathes and the area of CCs and harvesting.

then I would recreate foliage sothat it is between minerals and edgdes of map, between plants, etc. then I would also add the same plants already used and add some smaller groups under the trees, etc.

there should be more plants in close proximity to other plants like trees. the density in the most activly used areas should be smaller.

here are two examples from Decline
+ Show Spoiler +
http://i.imgur.com/cqH4o.jpg
you can see a few really small yellow lants and grass on the ramps in the back, bigger yellow flowers in the trees and close to the holes in the top left

http://i.imgur.com/NZj7K.jpg
glowing small plants in the shades and between trees, always out of the main areas with higher density in in specific areas only build for visuals, lke the ruins...
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