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Forum Index > SC2 Maps & Custom Games
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lefix
Profile Joined February 2011
Germany1082 Posts
April 14 2011 17:45 GMT
#21
update on the elevator
[image loading]
Map of the Month | The Planetary Workshop | SC2Melee.net
Albrithe
Profile Joined February 2011
Canada187 Posts
April 14 2011 17:52 GMT
#22
Could a tank shell that mineral line from the xel'naga watchtower?
The elevators look awesome :D
"You don't need a condom... to get up on 'dem..." -Zach Weiner
lefix
Profile Joined February 2011
Germany1082 Posts
April 14 2011 18:04 GMT
#23
nope, it just barely reaches the highground. the xel naga covers the expo.
[image loading]
Map of the Month | The Planetary Workshop | SC2Melee.net
funcmode
Profile Joined June 2010
Australia720 Posts
April 14 2011 18:10 GMT
#24
Gas placement on that middle expo looks less than ideal.
@funcmode - TPW Mapmaking Team - theplanetaryworkshop.com
MarcH
Profile Joined January 2011
United Kingdom362 Posts
April 14 2011 18:10 GMT
#25
This looks a really good map i like it alot.

I wouldnt mind the centre expo as a gold base as even though tanks cant shell it from near the watchtower it does give vision their and is exposed on all sides to attack.

Also Love the elevators
KiLL_ORdeR
Profile Blog Joined June 2009
United States1518 Posts
April 14 2011 18:19 GMT
#26
IMO, this is a really good map. I'd really like to play it and see it played on the ladder/tournaments. Not only is it aesthetically nice, but it actually looks really balanced and fun to play. Good job
In order to move forward, we must rid ourselves of that which holds us back. Check out my stream and give me tips! twitch.tv/intotheskyy
wrl
Profile Joined April 2011
United States209 Posts
Last Edited: 2011-04-14 21:18:39
April 14 2011 21:18 GMT
#27
Likes:
*Great use of the tileset. Better looking than Metalopolis.
*Love this type of mirroring
*Awesome custom doodads.

Dislikes (minor qualms really):
*I think one of the 3 center expansions should be a gold.
*A bit too open give the lack of LoS blockers. I think you have sacrificed gameplay for aesthetics in this regard and it probably overly favors Zerg as a result.
*Could probably load a few more doodads in the unpathable areas so that players know they can't drop there.
*The main center area in which a lot of fights will end up happening is just one long flat stretch with little on the map to be used tactically besides the XWT.
*I think the path from natural to third could be a bit wider. Players will need to transfer their army between the two when being attacked and it might be too tight to move a big pack of ground units.
*The natural is fairly well protected from reapers/colossi while the main base is extremely vulnerable to them with a long cliff edge that needs to be defended. It would be very easy to blink up in to the main as well.

Overall, though, it is pretty awesome and I'd love to give it a shot.
It's funny; I dream a lot, but I'm not a very good sleeper.
joshie0808
Profile Blog Joined March 2011
Canada1024 Posts
April 14 2011 21:32 GMT
#28
Loving the layout, looks really interesting! Please publish on NA!! :D Keep up the great work, cant wait to see final version
Albrithe
Profile Joined February 2011
Canada187 Posts
April 15 2011 12:33 GMT
#29
On April 15 2011 06:32 joshie0808 wrote:
Loving the layout, looks really interesting! Please publish on NA!! :D Keep up the great work, cant wait to see final version

"You don't need a condom... to get up on 'dem..." -Zach Weiner
superezekiel
Profile Joined November 2010
United States35 Posts
April 15 2011 23:06 GMT
#30
I feel like the helicopter pad expo could be a gold expo instead of a regular old one. This map looks really fun though. Reminds me of the new 4v4 Blizz came out with in patch 1.3 (I can't remember map names that well) but in a 1v1 format.

I like it!
Victory Goes To The Winner!
AemJaY
Profile Joined April 2011
Switzerland24 Posts
April 16 2011 12:22 GMT
#31
i look at your shots and at your map and hell yeah.
i must get out the editor too
looks awesome!
nice work!
swiss eSports community www.esportblog.ch
-Zoda-
Profile Blog Joined April 2011
France3578 Posts
April 16 2011 12:25 GMT
#32
I tried yesterday and what I can say is : This main is really HUGE !
There's really too much space for buildings, and it makes the main quite vunerable to drops and things like that. I know it is a part of the game, but if you want to secure your main from drops, you'll need a lot of turrets/cannons...
By reducing the main you could make the path beetween the natural and the third a little bigger.

Btw, the rest of the map is really cool, good job.
♪ 最初はi つなぐdo それ つまりlife 常に移動 ♪ - IGN: Uhryks
lefix
Profile Joined February 2011
Germany1082 Posts
Last Edited: 2011-04-17 00:26:58
April 17 2011 00:13 GMT
#33
based on everyone's feedback i have changed the main/natural a little bit like zoda suggested. i reduced the main size about 10%, which also opened up the narrow path to the third a little bit and made it harder to defend your natural ramp from the main highground.
i have also changed the direction of the ramp. this way you can get to the center of our main quicker to fight drops and you can now also build a ghetto wall between the ramp and your natural using 2 buildings, making it also easier to defend - which also allowed me to widen up the ramp at the natural from double to tripple ramp (and widen the "backdoor" narrow path).
the backdoor path can be walled with a depot and a bunker if necessary.
the tripple ramp also reduces the ground distance to the other third slightly :D

full overview pic updated in the op

pics of the changes:

old:
+ Show Spoiler +

[image loading]


new:
[image loading]


closeups:
+ Show Spoiler +
natural:
[image loading]


ramp and "backdoor":
[image loading]



i am also working on some ideas to add room for a little more tactical position play within all this open space :D
Map of the Month | The Planetary Workshop | SC2Melee.net
Antares777
Profile Joined June 2010
United States1971 Posts
April 17 2011 00:25 GMT
#34
Nice changes, now the other path has more of a purpose and now you have to watch it

I love your map!
SilverJohnny
Profile Blog Joined October 2010
United States885 Posts
April 17 2011 03:25 GMT
#35
looks really great! I hope this map comes into play in some tournaments, its really damn nice!

also, would it be possible to get a shot of the nats with wall offs (baracks/depots/etc for T and forge/cannon/gate etc for P) to get a better idea of how wide some things are?
also i think you should be able to combine like 5 archons to make a really really shitty oliver stone film - Keanu_Reaver, bw balance genius
Kaitokid
Profile Blog Joined April 2011
Germany1327 Posts
April 17 2011 10:52 GMT
#36
Looks good imo.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
April 17 2011 11:59 GMT
#37
Indeed good changes. Really looking forward to MotM#5. So much nice german maps out there.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Rollin
Profile Joined March 2011
Australia1552 Posts
Last Edited: 2011-04-17 12:36:25
April 17 2011 12:31 GMT
#38
Interesting diagonal symmetry going on there... Extremely well thought out in terms of balancing the massive spaces with areas where toss or terran can effectively choke up with some buildings, to prevent the map from being massively zerg favoured. Also liking that the top left watchtower still leaves one longer attack route unexposed, uber watchtowers that cover the whole map are a little pathetic imho.

It still seems that zergling runbys would be a hard to stop, as the map is effectively split into two sides, top left and bottom right, by the high ground, so if a toss or terran moves out, it will be extremely dangerous as their army will be far away... as well as the third seems a little close to the other expos imho. Overall, it's possibly a little zerg favoured (coming from a low zerg), maybe shrink the choke outside the third (near the middle 2 expos) a little.

EDIT: I'm talking about mid-late game, as it would be hard for a toss or terran to keep expanding and be able to push safely against zerg with three or more bases. But it seems taking the top side and skipping the "intended (by analyzer)" third would be a lot less open.
Throw off those chains of reason, and your prison disappears. | Check your posting frequency timeline: http://www.teamliquid.net/mytlnet/post_activity_img.php
lefix
Profile Joined February 2011
Germany1082 Posts
Last Edited: 2011-04-17 23:13:47
April 17 2011 23:13 GMT
#39
working on a subway station entrance doodad to fill some empty space/create extra chokes and because every rooftop needs stairs to the subway!
[image loading]
Map of the Month | The Planetary Workshop | SC2Melee.net
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 17 2011 23:20 GMT
#40
There's a doodad (might be inserted as a terrain object) that has stairs going down into the ground. Might be worth it to make a custom model that has no floor and just put it on top of the pre-fab stairs?
Comprehensive strategic intention: DNE
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