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Active: 1184 users

[M] (4) Arreat Crest

Forum Index > SC2 Maps & Custom Games
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FourChanXD
Profile Joined February 2011
United States9 Posts
Last Edited: 2011-05-20 11:56:13
May 03 2011 07:32 GMT
#1
[image loading]
Named After Arreat Mountain in Diablo II Act 5.
Map Overview
+ Show Spoiler [Overview] +
[image loading]

The center and south area are Ice, for some reason it comes out really weird in screenshots.

Map Properties
+ Show Spoiler [Analyzer] +
[image loading]
Areas out of bounds are not pathable, the analyzer picture is outdated in that sense.
Playable Size: 140x142
Max Players: 4
Close Positions are not enabled.

In-Game screenshot
+ Show Spoiler +
[image loading]


Vertical Positions
Removed
Cross Positions
+ Show Spoiler +
[image loading]
By Ground: 161
By Cliffwalk: 149
by Air: 147

Details
I really was inspired by the Brood War map Judgement day, so I wanted to do something similar to it. I didn't feel like I had anything else to add to the map, so I'm posting it here hopefully to get some feedback. I think it might be too large,but the rush distances made me feel a bit better about it.
+ Show Spoiler +
Wow baby, Arreat Crest got the Dustin Browder award from MotM #5.


Pictures
+ Show Spoiler +

+ Show Spoiler [Main] +
[image loading]

+ Show Spoiler [Natural] +
[image loading]

+ Show Spoiler [Pylon Block] +
[image loading]

+ Show Spoiler [Third / Fourth] +
[image loading]

+ Show Spoiler [Gold Base] +
[image loading]


Published on NA: Arreat Crest
+ Show Spoiler [Changelog] +
-Removed Vertical Positions
-Lowered decal count in center.
Proud owner of Dustin Browder Award MotM #5
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
May 03 2011 07:58 GMT
#2
One quick thing, theres detructible debris... Its an icemap... what is debris doing there
KCCO!
FourChanXD
Profile Joined February 2011
United States9 Posts
May 03 2011 08:00 GMT
#3
Rocks didn't fit at all, they have leaves on them.
Proud owner of Dustin Browder Award MotM #5
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
May 03 2011 08:15 GMT
#4
Then again, debris have metalparts on em Like, all of it ^^

If u need an EU publisher, lemme know, got a few slots left.
KCCO!
SilverJohnny
Profile Blog Joined October 2010
United States885 Posts
May 03 2011 08:35 GMT
#5
Looks nice, reminds me of grand line in some ways.
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
Archivian
Profile Joined November 2010
United Kingdom362 Posts
May 03 2011 09:16 GMT
#6
OK seriously, how do i find the ice texture set. anyone got a link? im fed up of using sand and making it look like snow (but not quite).


By the way aesthetics are sweet.

Though I know you cant always tell by the picture, but it looks like it might be kind of narrow, pretty much everywhere?
"you were only supposed to blow the bloody doors off!" Micheal Caine
Lunchador
Profile Joined April 2010
United States776 Posts
May 03 2011 09:17 GMT
#7
Will I gain a level for winning a 1v3 here?
Defender of truth, justice, and noontime meals!
Whiplash
Profile Blog Joined October 2008
United States2928 Posts
May 03 2011 09:27 GMT
#8
I think if your going to have destructible rocks between the bases similar to shakuras you should have it cross spawn only, or remove the destructible debris from the natural to gold area. The other one seems fine though.
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
Samro225am
Profile Joined August 2010
Germany982 Posts
May 03 2011 10:10 GMT
#9
is the nat tank-able from the high yield?
+ i do not really see a need for connection and DRs between nat and hy. fine without it.

like aesthetics a lot! the ligh is great with the overall darkish textureset.
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
May 03 2011 10:37 GMT
#10
@Archi, isnt it just Ulaan textures? Might be wrong
KCCO!
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2011-05-03 11:15:19
May 03 2011 11:13 GMT
#11
On May 03 2011 19:37 ihasaKAROT wrote:
@Archi, isnt it just Ulaan textures? Might be wrong


Wrong. Niflheim is the title set, Blizzard accidentally released it to the public or someone put up a DL link and they weren't supposed to. I don't actually know where or how, butI happened to find a DL link somewhere on SC2mapster. I'll try to find it again, and then I'l post it here.

EDIT: Forgot about the map, sorry :S

I think that the ramps to the gold expansions should be larger, maybe 3x each. I find the natural's ramp set up to be a bit weird for a natural ramp. I'd just go with a 3x in one direction, and wouldn't split it. I like the center two expansions, how they are set up. They will be important towards later game. Overall, nice map!
FourChanXD
Profile Joined February 2011
United States9 Posts
Last Edited: 2011-05-03 17:15:24
May 03 2011 16:59 GMT
#12
OK seriously, how do i find the ice texture set. anyone got a link? im fed up of using sand and making it look like snow (but not quite).

I used this Niflheim.sc2mod Just right click and save link as. You will have to publish it to use it in a published map.
is the nat tank-able from the high yield?
+ i do not really see a need for connection and DRs between nat and hy. fine without it.

It is not tankable from the high yield.
I connected it to give an easy way for a player to defend the high yield, while still making the high yield feel very open. I am going to disable Vertical Positions though.
I think that the ramps to the gold expansions should be larger, maybe 3x each. I find the natural's ramp set up to be a bit weird for a natural ramp. I'd just go with a 3x in one direction, and wouldn't split it. I like the center two expansions, how they are set up. They will be important towards later game. Overall, nice map!

I made the natural ramps like that to give the ability to shorten the huge rush distance in cross positions later game, making it possible to kill off a zerg before he re caps out
Proud owner of Dustin Browder Award MotM #5
adso
Profile Joined March 2011
718 Posts
Last Edited: 2011-05-03 18:09:11
May 03 2011 18:08 GMT
#13
it is a nice tileset.. still 1 extra slot is soooo costly

maybe you could add ingame screenshots
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2011-05-03 18:52:47
May 03 2011 18:52 GMT
#14
Almost seems that there might be too many doodads. Have you tried letting somebody with a lesser computer test this out? I mean with all the trees, spikes and protoss decals. I mean the whole middle strip of the map is like a giant line of protoss decals. :x

Youtube Tutorial on the Niflheim tile set:
+ Show Spoiler +
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
FourChanXD
Profile Joined February 2011
United States9 Posts
May 03 2011 19:07 GMT
#15
On May 04 2011 03:52 SidianTheBard wrote:
Almost seems that there might be too many doodads. Have you tried letting somebody with a lesser computer test this out? I mean with all the trees, spikes and protoss decals. I mean the whole middle strip of the map is like a giant line of protoss decals. :x

Still waiting on my friend who can't run sc2 over low settings to play it. I didn't notice any fps difference, and I have a 9800GT if that means anything.
Proud owner of Dustin Browder Award MotM #5
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
May 03 2011 19:09 GMT
#16
Wouldnt worry too much about it, I had waaaaay more doodads in Corp.Industries, that ran fine. Its all about lighting effects mostly.
KCCO!
Genome852
Profile Blog Joined August 2010
United States979 Posts
May 05 2011 02:28 GMT
#17
The lighting seems a little too sharp... becomes distracting. I'm also not fond of how many glowing lights there on the ground at the center of the map. Otherwise I really like the map.
FourChanXD
Profile Joined February 2011
United States9 Posts
May 05 2011 04:34 GMT
#18
On May 05 2011 11:28 Genome852 wrote:
The lighting seems a little too sharp... becomes distracting. I'm also not fond of how many glowing lights there on the ground at the center of the map. Otherwise I really like the map.

I added an in-game screenshot, you be the judge.
I also reduced the amount of decals in the middle, its in the updated overviews (and for some reason it is now full-sized even with the upload image guidelines.)
Proud owner of Dustin Browder Award MotM #5
sCnDiamond
Profile Joined January 2011
Germany340 Posts
May 28 2011 23:20 GMT
#19
Would love to see the map on EU
formerly spinnaker.
FourChanXD
Profile Joined February 2011
United States9 Posts
May 29 2011 14:48 GMT
#20
On May 29 2011 08:20 spinnaker wrote:
Would love to see the map on EU

If there is someone who wants to upload to EU, just PM me.
Proud owner of Dustin Browder Award MotM #5
Acritter
Profile Joined August 2010
Syria7637 Posts
May 29 2011 16:08 GMT
#21
I don't really like it all that much. The triple entrance deal seems pointless. Either it has no real difference from a standard base, or it makes it impossible for the defender to hold off Zergling runbys or MMM/mass Gateway pushes. That isn't fun.
dont let your memes be dreams - konydora, motivational speaker | not actually living in syria
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