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[M] (2) Memorial - Page 3

Forum Index > SC2 Maps & Custom Games
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Prev 1 2 3 4 Next All
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 10 2011 20:55 GMT
#41
As of motm#3 news, two things:
  • Told you so
  • Damn straight


well done! ;D
Comprehensive strategic intention: DNE
Johanaz
Profile Joined September 2010
Denmark363 Posts
March 10 2011 22:02 GMT
#42
Heeeey Melt, congratz

Well deserved too. You´ve worked really hard on this map and it shows. Now brace yourself for the awesomeness that is watching top players duke it out on your creation.
TPW Map Maker - theplanetaryworkshop.com
Meltage
Profile Joined October 2010
Germany613 Posts
March 10 2011 23:48 GMT
#43
@ETP hah yeah you did, although I never thought your map would be ranked after mine. Someone must have been drunk. Thanks and grats to those awards

@Johanaz thank you. Yes that will be so awesome, as our US friends are fond of saying :D
http://mentalbalans.se/aggedesign
dezi
Profile Blog Joined April 2010
Germany1536 Posts
March 11 2011 00:27 GMT
#44
Fault Lines and Memorial clinched for the last spot and it was a tough decision.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Meltage
Profile Joined October 2010
Germany613 Posts
March 11 2011 02:03 GMT
#45
@dezi I guessed as much. May I ask why you choose this over Fault Lines and what my map lacked, so to speak, over the top 4? Just looking for ways to improve my map and skills.
http://mentalbalans.se/aggedesign
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 11 2011 07:03 GMT
#46
Please feel free to discuss openly, if you like, dezi, other judges. I think we can only learn from it.
Comprehensive strategic intention: DNE
dezi
Profile Blog Joined April 2010
Germany1536 Posts
March 11 2011 10:01 GMT
#47
F.e. someone pointed out that the blue water doesn't fit in our map. Colorwise, i think it was prodiG, the map was gives a feeling like being on a bad trip because you used so much different textures from nearly all the tilesets and so much different colors. But there were also so fucking nice details like the small gap in the middle the lowers early game rush distance but should be avoided in the later stages of the game (if you don't want to get roflstomped there) or the 2 archons with the lightsource in front of them creating a sick shadow :D

We tought that your map could easily look better if you try to replace those shakuras tiles with something that fits a your theme a bit better. Overall your map also uses the terrain really good and this way the layout plays a role even during later stages of the game (you don't use one path throughout the whole game).

Fault Lines was very close and as i said before it was a tough race between both maps. Starting clockwise of your opponent makes it a bit harder to grab a third. I can't recall the other points but as is said it was so close and we sadly had to drop one map.



Still one could see that several mappers improved yet again and i'm very interested to see the next months submissions. I can't up with a good 3 spawn map so i think i don't gonna participate and wait till may ^^
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2011-03-11 12:35:46
March 11 2011 12:03 GMT
#48
@dezi Interresting read, thanks. I think blue works with any map beacuse there are blue mineral patches on every map. I'll keep you points in mind, though.

Map Update:

* Changed main mineral line again. Now the mineral line itself is identical to the new lost temple map by bliz. The position is slightly more to the lefthand and.the geysers are on each side of the mineral patches. Only the righthand geyser is siegeable from the nat. Air harrass from the high ground shelf would be slightly more effective than before, since the mineral line is closer.

- Also the rush distance is affected. From 148,5 to 155,9 between mains.

Here is some comparision images

Editor
+ Show Spoiler +


(remember the high ground is unpathable, even though green in the image).

Old
[image loading]

New
[image loading]


Game
+ Show Spoiler +


Old
[image loading]

New
[image loading]



* I don't trust dynamic pattern fill, added static pathing fill by hand in those areas that whould be non-pathable.

* Minior decoration stuff that does not affect gameplay.

OP updated with new overview image and map analyser shots.

New overview:
+ Show Spoiler +

[image loading]


Old overview:
+ Show Spoiler +

[image loading]
http://mentalbalans.se/aggedesign
adso
Profile Joined March 2011
718 Posts
Last Edited: 2011-06-17 09:37:00
March 11 2011 12:39 GMT
#49
Meltage
Profile Joined October 2010
Germany613 Posts
March 21 2011 23:28 GMT
#50
@adso - haha thanks. Hmm.. in what sense is it iccup stamp layout?

Thread Update

- Added replays to the OP!

Here they are:

Ro2 Wahla (t) vs SmileTime (z) G1

Ro2 Wahla (t) vs Maximilian (t) G1

Ro8 Benkestok (p) vs SmileTime (z) G3

Tomba (t) vs CareBear (z)
http://mentalbalans.se/aggedesign
DivineSC
Profile Blog Joined March 2011
United States128 Posts
March 21 2011 23:49 GMT
#51
looks a lot like xel naga caverns, really interesting
Follow me on Twitter @vGDivine Vision Gaming. vGCommunity.com
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2011-03-27 14:36:14
March 27 2011 14:29 GMT
#52
I just have to shoutout this streamed match from motm:

Man, how do I embed the stream into the post?

+ Show Spoiler +

<object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="480" height="296" id="utv94209" name="utv_n_375184"><param name="flashvars" value="loc=%2F&amp;autoplay=false&amp;vid=13594213&amp;locale=en_US&amp;hasticket=false&amp;id=13594213&amp;v3=1" /><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.ustream.tv/flash/viewer.swf" /><embed flashvars="loc=%2F&amp;autoplay=false&amp;vid=13594213&amp;locale=en_US&amp;hasticket=false&amp;id=13594213&amp;v3=1" width="480" height="296" allowfullscreen="true" allowscriptaccess="always" id="utv94209" name="utv_n_375184" src="http://www.ustream.tv/flash/viewer.swf" type="application/x-shockwave-flash" /></object>


Anyways:
external link

This one is Cruncher vs FXOmOoNan Game 3 in the MotM torunament #3.

It's a PvT macro game of 30 minutes! FXOmOoNan has a sc2 APM of 350 in this match, which is about 500 real-time APM (or so they say).

As for map usage, I like how Cruncher uses the cliff-walk backdoor of the main to his advantage - getting fast collossi reinforcements on the field. It's also interresting how Cruncher rather takes the fifth expo than the fourth in the end-game (after the gold), while FXOmOoNan does the oposite.

As a sidenote the overview image they show in between matches (in the beginning and the end of thisVOD) is of the latest version of the map, while the map they actually play on has a flaw in the mineral line (see 3 posts above in this thread).
http://mentalbalans.se/aggedesign
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2011-04-05 15:54:45
April 05 2011 15:35 GMT
#53
Map update

- I decided to heed some of the feedback on visuals - that the blue water seemed out of place. To make the map more clean and concistent in style I changed this into lava too.

+ Show Spoiler +
[image loading]


- Added some more small rock doodads and such to make it clearer that the high ground surrounding the map is unpathable.


Replays Update

This epic game from Motm#3 Ro 8:
coL.CrunCher vs FXOmOoNan G3


I'm still looking for post Motm#3 criticism. If you have watched or played the games on it, what would you change to safely improve the map?
http://mentalbalans.se/aggedesign
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2011-10-04 21:40:04
October 04 2011 21:37 GMT
#54
I'm RE:ing this map and might do some changes to map features as well. See OP.

(reason to re-opening the thread is that I'm looking for feedback and by design phiosphy- - it might sometimes be a good chocie to update old maps than making new ones. We do too often scrap everything beacuse it's old. The grass is greener, and so on. That's not how pro does it. Scrap if its bad - but othwerwise you improve it until it's played. Not until it's been played as much as XNC it's old!)
http://mentalbalans.se/aggedesign
Namrufus
Profile Blog Joined August 2011
United States396 Posts
October 07 2011 01:21 GMT
#55
It looks alot more polished and consistant now . the only thing that seems weird to me (from the overview image) is that pool of water on the top left, It looks kinda out of place. You probably could still get away with the "reddish" theme from the previous version if you choose textures carefully.
This is it... the alpaca lips.
insiderSC
Profile Joined October 2011
Albania1 Post
October 07 2011 02:40 GMT
#56
I love the look of the map.
Also, don't tell anyone, but I like the positions too.
Meltage
Profile Joined October 2010
Germany613 Posts
October 10 2011 15:02 GMT
#57
@Namrufus - good point, smal detail, but still. The pool of water is an unpathable spot though. I also liked the orange/redish theme, but I'll save it for another map in the future.

@insiderSC - Glad you like it! But - what do you mean by "the positions"?
http://mentalbalans.se/aggedesign
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2011-10-20 19:07:37
October 20 2011 18:42 GMT
#58
Updates

The Second Edition is done.

Changes:
- Aesthetics
- Removed rocks from the ramp between natural and third.
- Removed LoSB by the towers
- Reshaped LoSB by the 5th and added LoSB line in the choke between 4th and third ramp.

Let me know what you think of the changes and if there is anything else that needs to be changed.
Iimgur is currently not working properly, bu I've got a HQ Image.

Latest version is uploaded to EU as Memorial.

I'm also thinking about renaming the map. Any suggestions?

New detail images:

imgur album page
http://mentalbalans.se/aggedesign
Dudemeister
Profile Joined July 2010
Sweden314 Posts
October 21 2011 12:27 GMT
#59
I think this map is awesome. Very nice size for a 2-player map. Not too big not too small. Different choices for a third. Positional play is powerful but many attack paths makes flanking and counter attacks possible. The Xel'Naga towers in the center forces player to battle for map control. I would love to play on this map.

The only thing I can remark on is the visuals on the borders of the map. If it's visible in the game you might want to doodad that shit up. Other then testing balance, it's the only thing I would change. 5/5
Meltage
Profile Joined October 2010
Germany613 Posts
October 22 2011 12:06 GMT
#60
Glad you likeit and actually analyzing it. The visual has been updated a lot from the previous version and I use 999 doodads

latest version HQ image

I dont want to overuse doodads as many mapmakers do, imo.
http://mentalbalans.se/aggedesign
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