The City of the Damned - where souls spend their last moments battling by the waypoint to Hell.
You've never seen the like of this map before. I promise you that.
City of the Damned has been in the works for over two months in some form or another. I feel this is by far the best map I have created, and it is a very original setup. So, without further ado...
Close spawns are disabled, so its effectively a 3p map. And the ring of buildings surrounding the map marks the no-fly-zone boundary.
Each base consists of a large main, a backdoor natural, and a semi-open third. The Third also has a "side-door", a passage blocked by destructible rocks that is LOS blocked from the third. In the middle, a single watchtower keeps track of all movement around the Portal to Hell. You can still move around the map without being spotted by moving through the side doors. Backdoor expos have 7 minerals and a Rich Vespene Geyser. The cliffs in front of each third are droppable, but the middle watchtowers are not.
Wooo! Blue/Orange Contrast! And yeah, that is a pentagram in the middle. Gateway to Hell, remember?
This isn't completely finished. Theres still more detail work to be done, and I'm not quite happy with some of the shapes. I'm looking forward to your feedback!
Huge thanks to prodiG, dimfish. Boomstevo, FlopTurnReaver, monitor, dezi, NullCurrent, Nemireck, Wildfire, Logginurkeyz, Etrnity, and everyone else who's helped me out! Its been a long crazy process, and I got the rotation down before NullCurrent made his Odd Symmetry guide... that would've really helped!
Last thing: I know that a lot of people get discouraged/bored, and stop working on a map halfway through. Let me show you the original version: + Show Spoiler +
Pretty fucking big difference. I hope this inspires someone out there to go that extra distance when creating their maps!
Incredible! It was bound to happen. Disabling close position spawning is a really nice touch with. Drops to the main and third would suck for those who spawn counter-clockwise to the opponent.
Also it's a good touch to keep the highground areas around the main small so ranged units can hit anything that drops up there. That was one flaw with LT was the size of the highground didn't allow players with just ground units deal with it.
I nearly had a migraine trying to do a 3 player map, I dont think I could survive making a 5 player.
Nicely done (i bet he used magic.. dark and bad magic)
Great texturing and I like the pillars alot, nice to break up the armies a little. Its something I'm trying to fit into a map atm but I've not quite done it right yet.
Though, I'm not sure about he DRox, Its not bad or anything but I'm just wondering if they need to be there.
That looks really amazing. Waaay different from when I saw it. This version looks almost perfect, but there are a couple things that I should note.
Primarily, I would slightly alter the 3rd. Right now its very easy to hold as protoss, and not so easy as zerg (since it reduces rush distance). I suggest removing the rocks at the small choke and making it wider. You should also move the LoS blockers to where the rocks where, to give Terran some extra buidling room and a less awkward wall off.
It looks like you can put a pylon behind the 3rds mineral line and warp into the in-base expansion. This could be a serious problem PvT, PvP, and maybe even PvZ, because you get past the wall-in (and free harass @ natural). The map is cool enough for me to not really worry about it, but if possible you should make it so pylons don't reach the in-base expansion.
Great map, first thing I was thinking was if you spawn close positions it's going to be hell lol, then I read you can't do that I was like /thumbsup
Is there anyway you can model edit those signs so they say City of the Damned rather then Guckton and New Yang City?
As Monitor said, make sure make sure make sure toss can't put a pylon by the 3rd and warp into the inbase natural, otherwise this'll turn into a delta quadrant where you see 4gates a good majority of the time because you can warp into their inbase expansion. Other then that it looks great, nice job!
(I'll post some more feedback when I get around to play this if I find anything I disagree with hehe)
ps. That picture of the first version of the map...looks terrible lol. Good job on staying with it and making it as good as it is now.
Just wanted to say, this map would be epic for a five person FFA. This has gotta be the first 5p map in sc2, but what about 5p rotational maps in Brood War? I think it might be the first of its kind!
You might consider naming it something to highlight that its five player, like Pentagon or Pentopolis or Pentameter.
On March 25 2011 01:44 monitor wrote: Just wanted to say, this map would be epic for a five person FFA. This has gotta be the first 5p map in sc2, but what about 5p rotational maps in Brood War? I think it might be the first of its kind!
You might consider naming it something to highlight that its five player, like Pentagon or Pentopolis or Pentameter.
On March 25 2011 01:44 monitor wrote: Just wanted to say, this map would be epic for a five person FFA. This has gotta be the first 5p map in sc2, but what about 5p rotational maps in Brood War? I think it might be the first of its kind!
You might consider naming it something to highlight that its five player, like Pentagon or Pentopolis or Pentameter.
No! Don't change the name!
I thought hard for a good two minutes before I suggested this one. And none of those names have anything to do with Diablo.
I have a question. It's a 5 player map. You say that close spawns are disabled, so it's effectively a '3p' map. But if 3 players are playing then won't two of them be forced to be close positions? Maybe I just don't understand the terminology?
Sorry if this sounds like a dumb question but it confused the hell out of me. Aside from that, this map looks amazing.
edit: herp derp, went back and read the posts on the first page and I get it now >_<
The art is great, the layout is good and it looks like a ton of fun. But if close spawns are enabled, how can it be a 3p map? Somebody would have to spawn closer to somebody else.
Seems like a three player match would either have all three spawning near each other, giving the middle guy a disadvantage, or one spawning separate from the other two, giving him the advantage.
Last thing: I know that a lot of people get discouraged/bored, and stop working on a map halfway through. Let me show you the original version: + Show Spoiler +
Pretty fucking big difference. I hope this inspires someone out there to go that extra distance when creating their maps!
AH! What the heck is that! Bring back the the other picture! lol. This map looks amazing btw... the newer version. lol.
On March 31 2011 05:07 orotoss wrote: Seems like a three player match would either have all three spawning near each other, giving the middle guy a disadvantage, or one spawning separate from the other two, giving him the advantage.
Last thing: I know that a lot of people get discouraged/bored, and stop working on a map halfway through. Let me show you the original version: + Show Spoiler +
Pretty fucking big difference. I hope this inspires someone out there to go that extra distance when creating their maps!
AH! What the heck is that! Bring back the the other picture! lol. This map looks amazing btw... the newer version. lol.