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Active: 1857 users

[M] Nuclearly

Forum Index > SC2 Maps & Custom Games
Post a Reply
Ferisii
Profile Joined February 2011
Denmark199 Posts
Last Edited: 2011-03-04 18:36:05
March 04 2011 14:04 GMT
#1
[image loading]
I love the smell of Napalm in the morning
Version 0.3
Hello everyone! This is my map entry for the MotM#3 being held here on teamliquid.
Nuclearly is my three player map that origin all the way back from the start of the beta, but first now had time & mood to finish.

Map details:
Nuclearly is a 188x178 playable map. Note that the north-western mountain range is
blocked off for air units to enter.
There's one main path and additionall two backdoor entrances to the enemy base where which both are protected by destructable objects.
Main path distance is around 140-150 seconds (analyzer)
Map contains 12 naturals (incl. main) and 3 gold.


Screenshots:
+ Show Spoiler +
Overview with text
+ Show Spoiler +
[image loading]

North-west main:
+ Show Spoiler +
[image loading]

NW natural:
+ Show Spoiler +
[image loading]

NW 3rd nat:
+ Show Spoiler +
[image loading]

NW 4th nat:
+ Show Spoiler +
[image loading]

NW gold:
+ Show Spoiler +
[image loading]

Middle field:
+ Show Spoiler +
[image loading]


And a Album link for the remaining of the map.


Analyzer:
+ Show Spoiler +
Summary:
[image loading]
NOTE!!: Analyzer does for some reason not pick up the rock protecting NW natural.

Distances:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]



Released on: EU
(I would like to have it released on NA/SEA aswell, so if anyone would be up for that, please PM me! Thanks )
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2011-03-04 16:05:08
March 04 2011 16:00 GMT
#2
Sweet that you use tarsonis! The crater in the middle kicks ass.One problem with tarsonis, however, is that texture colors are so similar, making it harder to get a good overlook, even if you use distinct texture combos on different heights.

1. Can you sneak a small unit up the huge backdoor ramp between main and towards gold? 3 entrances to main might be a bit too muh, although nat seems to be very easily protected.

2. Do you block air units on one end of the map only? That doesn't seem fair if the other mains can have air units i the far back while one main cant?

3. Perhaps save this for MoTM 4 if you haven't sent already.. next month is for 3 player maps Unless you can submit the same map twixe .. I'm not sure.

4. What doodads are you using in between manmade and organic cliff-merges? It's a broken wall of sorts? Rubble wall only? Thanks.

5. The ghost units in the centre are set to neutral? Can you keep them there with melee settings intact for bnet?

6. Please post rush-distance in actual distance (squares, I supose). Those seconds doesn't tell a noobie (me) much.

Good luck!
http://mentalbalans.se/aggedesign
Ferisii
Profile Joined February 2011
Denmark199 Posts
March 04 2011 18:36 GMT
#3
@Meltage hehe. I agree on that it can be rather tricky playing around with the tarsonis texture set when trying to achive various variations trough-out the map, but I think I got it right.
And not onto your questions.

1. No small units can squeeze past the destructable objects laying around the map. And for regarding the 3 entrances to the main bases is due to I wanted the map to have a round flow. (and abit experimental.)

2. Yes, only the north-western part of the map is blocked off for air units to enter, but don't worry there's still plenty of space for move about. For why I did it? I wanted to equalize fly space for all 3 spawn points.

3. Hehe, who knows? Might try make a new 3player map after learning some of my mistakes. But we'll see.

4. The doodad is indeed the RubbleWall. No fun being able to see into the void.

5. The ghost units are only for the actual thread picture. There are no ghosts standing around ingame.

6. Added some distance analyzer images to the main post. Hope that'll explain better.
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
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