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[M] (4) ESV Ithaca by prodiG - Page 2

Forum Index > SC2 Maps & Custom Games
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dezi
Profile Blog Joined April 2010
Germany1536 Posts
May 08 2011 08:48 GMT
#21
Texture job is to clean on this one to actually look good. I don't think that man made texture style works on naturalish maps. There are (as always in your maps) some very good ideas in it but this one just doesn't have the neat little kick your latest maps had.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
monitor
Profile Blog Joined June 2010
United States2409 Posts
May 08 2011 15:18 GMT
#22
On May 08 2011 17:48 dezi wrote:
Texture job is to clean on this one to actually look good. I don't think that man made texture style works on naturalish maps. There are (as always in your maps) some very good ideas in it but this one just doesn't have the neat little kick your latest maps had.


I think its mostly a matter of opinion. I think tiles fading out looks better too, having hard edges looks good in-game.
https://liquipedia.net/starcraft2/Monitor
SpaceYeti
Profile Joined June 2010
United States723 Posts
May 08 2011 15:43 GMT
#23
Great map! Way to keep up the tradition of making me never want to enter a MotM because I know this is my competition.

Haha, stop making such damn good maps!
Behavior is a function of its consequences.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
May 08 2011 19:59 GMT
#24
On May 09 2011 00:18 monitor wrote:
Show nested quote +
On May 08 2011 17:48 dezi wrote:
Texture job is to clean on this one to actually look good. I don't think that man made texture style works on naturalish maps. There are (as always in your maps) some very good ideas in it but this one just doesn't have the neat little kick your latest maps had.


I think its mostly a matter of opinion. I think tiles fading out looks better too, having hard edges looks good in-game.

The map was kind of aimed to look more manmade than natural, but kind of overrun by nature. Can't please 'em all, I guess ;D
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
dezi
Profile Blog Joined April 2010
Germany1536 Posts
May 08 2011 21:01 GMT
#25
Don't get me wrong - the map is good but you've recently created some better maps (in my opinion :p).
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
FlaShFTW
Profile Blog Joined February 2010
United States10492 Posts
May 08 2011 21:22 GMT
#26
damn that looks beautiful 5/5
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Ragoo
Profile Joined March 2010
Germany2773 Posts
Last Edited: 2011-05-08 21:58:16
May 08 2011 21:57 GMT
#27
Sorry to disappoint you, my favorite aesthetical work by you is still God's Garden

I definitely love the base layout tho and I think the destructible towers are in a nice place and add something special to the map.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
May 08 2011 22:05 GMT
#28
On May 09 2011 06:57 Ragoo wrote:
Sorry to disappoint you, my favorite aesthetical work by you is still God's Garden

I definitely love the base layout tho and I think the destructible towers are in a nice place and add something special to the map.
heh, fair enough, I wanted to do something a little different from God's Garden here (was that the last jungle map I actually finished?)
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Whiplash
Profile Blog Joined October 2008
United States2929 Posts
May 08 2011 22:10 GMT
#29
ProdiG this is my favorite map from you. I hope to see it used in competitive play!
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
adso
Profile Joined March 2011
718 Posts
May 08 2011 22:21 GMT
#30
On May 08 2011 14:07 prodiG wrote:
Show nested quote +
On May 08 2011 13:48 TheREALRaRas wrote:
how do u add steps to ramps???

Ground props doodad
Well.. .. actually.. said doodads sort of have "fixed" areas/layout potential ...
so, they in fact, draw themselves

on topic: <3 the "proXelnaga", the tileset is Orcs and Humans pure nostalgia, so i'm sold
off topic: + Show Spoiler +
the reaver rocks!

the "off" topic:
+ Show Spoiler +
Someone give this hero a medal before he vanishes in a regal twirl
+ Show Spoiler +
the is dead = LONG live the
and hope you still keep ALL your pencils sharp!

Raelcun
Profile Blog Joined March 2008
United States3747 Posts
May 08 2011 22:34 GMT
#31
On May 09 2011 06:57 Ragoo wrote:
Sorry to disappoint you, my favorite aesthetical work by you is still God's Garden

I definitely love the base layout tho and I think the destructible towers are in a nice place and add something special to the map.


Destiny's texture work still blows me away
Syphon8
Profile Joined July 2010
Canada298 Posts
May 09 2011 00:29 GMT
#32
Even though there is a destructible tower blocking it, I'm concerned that the Golds are easier to hold than the regular natural third. Especially given that it look like they're only 7 patches?

I'd make the third mid ground and the gold low ground.
',:/
Antares777
Profile Joined June 2010
United States1971 Posts
May 09 2011 00:44 GMT
#33
On May 09 2011 09:29 Syphon8 wrote:
Even though there is a destructible tower blocking it, I'm concerned that the Golds are easier to hold than the regular natural third. Especially given that it look like they're only 7 patches?

I'd make the third mid ground and the gold low ground.


That will change the map drastically as far as movement goes, look how the golds connect to the center with the LoSBs.
Syphon8
Profile Joined July 2010
Canada298 Posts
May 09 2011 18:55 GMT
#34
On May 09 2011 09:44 Antares777 wrote:
Show nested quote +
On May 09 2011 09:29 Syphon8 wrote:
Even though there is a destructible tower blocking it, I'm concerned that the Golds are easier to hold than the regular natural third. Especially given that it look like they're only 7 patches?

I'd make the third mid ground and the gold low ground.


That will change the map drastically as far as movement goes, look how the golds connect to the center with the LoSBs.


That can be replaced by a ramp with a LOS blocker at the bottom and will be exactly the same.
',:/
Antares777
Profile Joined June 2010
United States1971 Posts
May 09 2011 19:35 GMT
#35
I disagree and like it much better this way. After some thinking, I've decided that this map is really good and well balanced! The aesthetics are very well too, especially the variation between the different sides of the map. Like, here you have a broken wall, but on this side you have trees, and on the other you have water and rocks, and I forget what the other one was. The variation in doodads, instead of just copying and pasting them four times, is much more pleasing aesthetically.

Great job prodiG!
Miragee
Profile Joined December 2009
8675 Posts
May 09 2011 20:52 GMT
#36
Oh my god, from the first view, this map looks amazing. The the pathways, the technical gameplay options, the aesthetics - it blows my mind. I havn't that much time lately to play any games, but I will definately offer some time to test this map. Great job.
superezekiel
Profile Joined November 2010
United States35 Posts
May 09 2011 20:53 GMT
#37
This map looks really solid and I can't see a lot wrong with it, but I do think it seems a bit generic. It feels like the same kind of layout most maps have.

It still looks good, it just doesn't jump out at me as something fresh and new. The visuals are also very nice though. Great work there.

Maybe a hiatus will do some good for ya!
Victory Goes To The Winner!
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2011-05-10 04:47:42
May 10 2011 03:41 GMT
#38
On May 10 2011 04:35 Antares777 wrote:
I disagree and like it much better this way. After some thinking, I've decided that this map is really good and well balanced! The aesthetics are very well too, especially the variation between the different sides of the map. Like, here you have a broken wall, but on this side you have trees, and on the other you have water and rocks, and I forget what the other one was. The variation in doodads, instead of just copying and pasting them four times, is much more pleasing aesthetically.

Great job prodiG!

Finally someone picks up on the differences I put in

On May 10 2011 03:55 Syphon8 wrote:
Show nested quote +
On May 09 2011 09:44 Antares777 wrote:
On May 09 2011 09:29 Syphon8 wrote:
Even though there is a destructible tower blocking it, I'm concerned that the Golds are easier to hold than the regular natural third. Especially given that it look like they're only 7 patches?

I'd make the third mid ground and the gold low ground.


That will change the map drastically as far as movement goes, look how the golds connect to the center with the LoSBs.


That can be replaced by a ramp with a LOS blocker at the bottom and will be exactly the same.

ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Whiplash
Profile Blog Joined October 2008
United States2929 Posts
May 10 2011 05:15 GMT
#39
This feels like your best work. Glad your going out with a bang please somehow get this into competitive play like you did with testbug.
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
ReketSomething
Profile Blog Joined November 2008
United States6012 Posts
May 10 2011 06:37 GMT
#40
This map looks very pretty The idea of destructible xelnaga is interesting o_O
Jaedong :3
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