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[M] (2) Memorial - Page 4

Forum Index > SC2 Maps & Custom Games
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Callynn
Profile Joined December 2010
Netherlands917 Posts
October 22 2011 12:38 GMT
#61
This is really a great work of art, both strategically and aesthetically. I think your map has a good chance at the TL mapmaking contest as well, should you decide to submit it.
Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
Meltage
Profile Joined October 2010
Germany613 Posts
October 22 2011 12:57 GMT
#62
Thats truly encouraging, thanks! And GL to you in the contest as well.

Ofc I'll submit it. Actually I plan to submit this and TPW Overgrown and TPW Yuma.
http://mentalbalans.se/aggedesign
Meltage
Profile Joined October 2010
Germany613 Posts
November 02 2011 11:23 GMT
#63
Okdidokes. I need your opinions.
I got a PM from Plexa (regarding the TL contest) on a suggestion to change the map (as did many others, good work Plexa!)

The suggested changes are as follows:

Map: Memorial
Change: Rocks at 9&3
Reason: They should be removed. They don't add any strategical value to the map and by the time you take that base the armies would be large enough so that the rocks do not matter.



So I added a poll in the OP:
Should the rocks at 9 and 3 be removed or not?

Please vote and back up your opinion with a comment.
http://mentalbalans.se/aggedesign
Ragoo
Profile Joined March 2010
Germany2773 Posts
November 02 2011 11:27 GMT
#64
Yes, I agree. Those rocks don't serve any purpose other than pleasing the almighty Dustin Browder.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2011-11-02 21:45:11
November 02 2011 21:39 GMT
#65
Ok, I removed the rocks, due to popular demand
Changes are up on EU
http://mentalbalans.se/aggedesign
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
November 02 2011 21:44 GMT
#66
On November 02 2011 20:23 Meltage wrote:
Okdidokes. I need your opinions.
I got a PM from Plexa (regarding the TL contest) on a suggestion to change the map (as did many others, good work Plexa!)

Show nested quote +
The suggested changes are as follows:

Map: Memorial
Change: Rocks at 9&3
Reason: They should be removed. They don't add any strategical value to the map and by the time you take that base the armies would be large enough so that the rocks do not matter.



So I added a poll in the OP:
Should the rocks at 9 and 3 be removed or not?

Please vote and back up your opinion with a comment.

People got pms? :o
interesting map concept.
ModeratorI am still alive, somehow
TL+ Member
itkovian
Profile Blog Joined March 2011
United States1763 Posts
November 02 2011 21:50 GMT
#67
This looks like a really good map, probably one of the best I've seen so far. I like the idea of the "worker get-away" behind the fourth. That small gap behind and between the vespene gas geysers. Or at least thats what I imagine its purpose to be.
=)=
Idianci13
Profile Joined May 2011
United States39 Posts
November 02 2011 22:08 GMT
#68
Has to be my favorite custom map uploaded on teamliquid. Something about it, I don't know what it is, but it seems to be a perfect size, balanced for all matchups, and perfectly spread out (base wise)
I'm only here to help you. But I really don't want to.
Meltage
Profile Joined October 2010
Germany613 Posts
November 09 2011 17:45 GMT
#69

Some feedback I got from Plexa regarding the TLMC:

I think this is a slightly better version of XNC. The third is nice, but not really accessible to attack so it means a lot of the map can be zoned out fairly easily. Plus Terran with the gold would be pretty hard to dislodge, like on XNC. We thought these things combined weakened the maps standing quite a bit.


http://mentalbalans.se/aggedesign
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2011-12-04 17:08:34
December 04 2011 17:03 GMT
#70
[image loading]

Changing the golds into a regular expo.
Also trying to make that base less open so that it will be easier to defend. I'm also moving the tower a bit closer to it. The high ground walls help to choke the otherwise very open area and favour the tower for the defending player.

Changes are WIP and not yet uploaded. Want feedback and ppls opnions ^^

Compare to:

+ Show Spoiler +
[image loading]
http://mentalbalans.se/aggedesign
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
December 04 2011 19:08 GMT
#71
How have I not see this map earlier, it looks great man! I don't know how hard the fourths will be to hold, but I like the choice the map provides. I li

I'm afraid that he middle chokie-ness will slow the game down in PvZ, where the zerg cannot effectively move the bulk of their army toward the protoss without getting cut up by force fields every which way. If I can't make a suggestion: open it up just a bit more. Not as much as it originally was, but the new raised areas by the XWT could be cut down to half their current size an alleviate the problem. Though, without testing, I cannot say if it really is a problem or not. You might also consider opening it up a bit more by moving those rocks on the highground 9 and the metal tower on the highground 3 back a single space.

I really like the theme, even though I'm normally a sucker for lush maps. Any further contest you'll be entering this in?
Meltage
Profile Joined October 2010
Germany613 Posts
December 22 2011 11:28 GMT
#72
@FoxyMayhem - thanks man! I have changed the middle again. More like it was before, more openness.

[image loading]
http://mentalbalans.se/aggedesign
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
December 22 2011 13:01 GMT
#73
Looks better to my eyes. I'm a bit sad you completely removed those bits of highground that were next to the towers, but maybe this is better. Now for testing to see if it's an interesting mid, I suppose!
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