- Told you so
- Damn straight
well done! ;D
Forum Index > SC2 Maps & Custom Games |
EatThePath
United States3943 Posts
well done! ;D | ||
Johanaz
Denmark363 Posts
![]() 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. | ||
Meltage
Germany613 Posts
@Johanaz thank you. Yes that will be so awesome, as our US friends are fond of saying :D | ||
dezi
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Germany1536 Posts
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Meltage
Germany613 Posts
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EatThePath
United States3943 Posts
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dezi
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Germany1536 Posts
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 ^^ | ||
Meltage
Germany613 Posts
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 + Game + Show Spoiler + * 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 + Old overview: + Show Spoiler + | ||
adso
718 Posts
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Meltage
Germany613 Posts
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) | ||
DivineSC
United States128 Posts
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Meltage
Germany613 Posts
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&autoplay=false&vid=13594213&locale=en_US&hasticket=false&id=13594213&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&autoplay=false&vid=13594213&locale=en_US&hasticket=false&id=13594213&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). | ||
Meltage
Germany613 Posts
- 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 + - 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? | ||
Meltage
Germany613 Posts
(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!) | ||
Namrufus
United States396 Posts
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insiderSC
Albania1 Post
Also, don't tell anyone, but I like the positions too. | ||
Meltage
Germany613 Posts
@insiderSC - Glad you like it! But - what do you mean by "the positions"? | ||
Meltage
Germany613 Posts
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 | ||
Dudemeister
Sweden314 Posts
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
Germany613 Posts
![]() latest version HQ image I dont want to overuse doodads as many mapmakers do, imo. | ||
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