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[M] (2) One Must Fall - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 Next All
dezi
Profile Blog Joined April 2010
Germany1536 Posts
February 11 2011 15:14 GMT
#21
AH! Tought u meant the sight blockers XD
Gonna test how this would look.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Exstasy
Profile Joined August 2010
United Kingdom393 Posts
February 11 2011 18:29 GMT
#22
Map looks amazing
Great work.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
February 12 2011 17:36 GMT
#23
On February 11 2011 23:01 Samro225am wrote:
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.

Removed a bunch of foliage (factor reduced to 1.0 from 1.5 and unpainted foliage area).

OLD
[image loading]

NEW
[image loading]

Poll: What do you prefer?

NEW (15)
 
94%

OLD (1)
 
6%

16 total votes

Your vote: What do you prefer?

(Vote): OLD
(Vote): NEW

TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Madsquare
Profile Joined April 2010
Germany157 Posts
February 12 2011 17:50 GMT
#24
I would prefer an in between solution. Quite some plants, but fewer stones.
I do not obey any norms. I redefine standard with every thought I make.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
February 15 2011 22:35 GMT
#25
Map has been slightly updated due to feedback (foliage). I think i gonna keep the rocks in the mid (they are rarely killed and replacing one big rock with a bunch of small rocks/temples will make the decision to kill this even harder). Also added a replay (2 Master League players).

If anyone is interested in publishing this map on US - let me know.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
dezi
Profile Blog Joined April 2010
Germany1536 Posts
February 17 2011 22:15 GMT
#26
Fixed a small issue which allowed units to slip through the middle passage (next to the rocks). Still locking for someone who wants to upload this map to US.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Hyren
Profile Blog Joined June 2010
United States817 Posts
February 17 2011 22:21 GMT
#27
One question: When will it be available on NA?
Power-tripping mod for Trump's stream
dezi
Profile Blog Joined April 2010
Germany1536 Posts
February 18 2011 01:56 GMT
#28
As i said above: I need somebody who can upload this there
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
dezi
Profile Blog Joined April 2010
Germany1536 Posts
February 25 2011 23:27 GMT
#29
Now available at SEA! Still looking for someone who wants to publish the map at NA.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
lefix
Profile Joined February 2011
Germany1082 Posts
February 26 2011 01:20 GMT
#30
i have always wondered if you could just make an na account using a friend key, and use that one to log in and publish maps even after the 7 days. has anyone ever tried that?
Map of the Month | The Planetary Workshop | SC2Melee.net
dezi
Profile Blog Joined April 2010
Germany1536 Posts
February 27 2011 00:59 GMT
#31
Map is now available at NA!
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
dezi
Profile Blog Joined April 2010
Germany1536 Posts
Last Edited: 2011-03-06 13:43:23
March 06 2011 00:48 GMT
#32
Currently it's possible to blink from behind the HY to the main area on a broad front. Currently i'm note sure if this is a good think or if a should widen the gap a little bit so you can only blink to a small area. This change will slightly decrease the size of the main (won't be a problem because with 38.x CCs in size it's big enough to scrap some parts.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
dezi
Profile Blog Joined April 2010
Germany1536 Posts
March 06 2011 13:44 GMT
#33
Changed gap between HY and main - it's still possible to blink right in but on a much smaller front with lesser stalkers (and close to the ramp) where you normally set up your defense.
[image loading]
I'm still not sure if also this is to strong and if i should completly remove the possibility to blink right into the main without a spotter.

What do you think?
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
adso
Profile Joined March 2011
718 Posts
March 06 2011 14:01 GMT
#34
A W E S O M E

Map: add to ladder +1
Hosting crossrealm: Yay!
PURPLE = regal, plus it reminds me of the pink panther for some reason!?
Decals: go dezi go!
Showcasing: thank you for the 0 so precious eye candy.
Is that you waving us drones on the banner ?

dezi
Profile Blog Joined April 2010
Germany1536 Posts
March 06 2011 17:32 GMT
#35
Thanks

Changed the main furthermore - now it isn't possible to blink right into the main anymore. It's also impossible to use the vision granted from behind the HY to blink right up into the main from the lowground nearby. In the redesign process the main has been slightly decreased in size (now "only" 36CCs big) and the ramp has been slightly repositioned. It's still possible to wall from the ramp to the Nexus/CC at the Natural with 2 3x3 or 3 2x2 buildings - so overall this change strengthens the defending.

Map will be updated online once i'm back at uni (will also get in contact with my SEA and NA uploaders then).

[image loading]
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
dezi
Profile Blog Joined April 2010
Germany1536 Posts
March 25 2011 15:13 GMT
#36
Updated the thread with new pics due to latest changes:
-increased the gap between main and HY (can't blink in with stalkers anymore (even can't blink into the main with vision gained from the HY area))
-slightly repositioned main ramp to keep the space at the top of the ramp roughly the same

New version is currently only available at EU. Gonna get in contact with my SEA/US hosters asap.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Nifel
Profile Joined June 2010
706 Posts
March 25 2011 15:40 GMT
#37
I'm gonna have to play this map while blasting OMF2097 music in the background.
Killcycle
Profile Joined January 2011
United States170 Posts
March 25 2011 22:56 GMT
#38
I really like the placement of the high yield patches and the linked path separated like rocks; that single part reminds me of jungle basin, put in a much nicer overall map layout. I actually liked that part of jungle basin despite the overall map. Also, nice placement of the watchtowers and the exclusion to the center path.

A bit different than what I've seen and I like it.
I fear not the shadows of glory nor the echoes of eternity; place before me a true rendition of greatness... and then we shall see.
sCnDiamond
Profile Joined January 2011
Germany340 Posts
March 26 2011 04:15 GMT
#39
Props to you for making an already awesome map even better! It really speaks up for you that you continue to balance your maps.
formerly spinnaker.
Whiplash
Profile Blog Joined October 2008
United States2929 Posts
March 27 2011 08:23 GMT
#40
I would love to see the map without the fog of war blockers and instead terrain there, increasing the rush distance of the map (and forcing players to knock down the middle if they want to attack).
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
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