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[P] Maps by lefix - Page 3

Forum Index > SC2 Maps & Custom Games
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-Zoda-
Profile Blog Joined April 2011
France3578 Posts
July 28 2011 12:19 GMT
#41
Will Avatar of war be avaliable soon ? Looks really great.
You definitely are a great mapmaker, your maps should be used in tournaments.
♪ 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
July 28 2011 12:57 GMT
#42
aow is already up on eu
Map of the Month | The Planetary Workshop | SC2Melee.net
lefix
Profile Joined February 2011
Germany1082 Posts
Last Edited: 2011-07-29 20:51:54
July 29 2011 20:51 GMT
#43
trying out a colosseum port. fun fact: 16 bases and 130units rush distance in close positions on only 136x136. ^^
[image loading]
Map of the Month | The Planetary Workshop | SC2Melee.net
SidianTheBard
Profile Joined October 2010
United States2475 Posts
July 29 2011 21:01 GMT
#44
Where's the neutral creep?
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.
RumbleBadger
Profile Joined July 2011
322 Posts
July 30 2011 04:26 GMT
#45
If I may ask, what's the tile set for moonglade? I just finished my first map, and I'm looking for a tile set for a new one, and I really like the look of that map. =D Simple, but very soothing.
Games before dames.
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 30 2011 09:44 GMT
#46
Oh nice, that main/nat setup of Colosseum looks intriguing, definitely worth looking into.
Maybe the map is a tiny bit too small tho, feels like all those expansions are really close together. But then again, the middle is wide open already..^^
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
lefix
Profile Joined February 2011
Germany1082 Posts
July 30 2011 11:07 GMT
#47
On July 30 2011 13:26 RumbleBadger wrote:
If I may ask, what's the tile set for moonglade? I just finished my first map, and I'm looking for a tile set for a new one, and I really like the look of that map. =D Simple, but very soothing.

should be mostly zhakul das, mixed with some xil iirc
Map of the Month | The Planetary Workshop | SC2Melee.net
lefix
Profile Joined February 2011
Germany1082 Posts
December 04 2011 15:05 GMT
#48
i have updated the map list again, added daedalus and also my current project which shall be named "bat country" for now
+ Show Spoiler +
[image loading]


in other news, i have reactivated my stream and will hopefully be streaming more sc2 mapmaking, 3d modeling and texture creation again from now on. my stream can be found at http://www.twitch.tv/lefix. going live again now. enjoy
Map of the Month | The Planetary Workshop | SC2Melee.net
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
December 04 2011 16:23 GMT
#49
On May 09 2011 07:30 lefix wrote:
(2) Bat Country (Working Title)
+ Show Spoiler +
[image loading]
no map thread yet

Can't stop here, this is bat country.

Really really cool map full of potential for cute plays, want to see it in action :<
RumbleBadger
Profile Joined July 2011
322 Posts
December 04 2011 21:11 GMT
#50
lefix, I have a question. I notice that all of your map centers seem to flow very wall and you do some really cool stuff with cliffs and interesting terrain. Do you plan these out very early in the mapmaking process? Or do you get the general base layout and then play with terrain until you find something you like?

I tend to get in the habit of designing the base layout and then I end up with weird centers to my maps, which I don't really think is a good thing. Basically I'm just wondering what your general thought process is as you design the centers of your maps.
Games before dames.
lefix
Profile Joined February 2011
Germany1082 Posts
December 05 2011 16:38 GMT
#51
i actually never plan out maps. when i start working on a map, i don't have any idea what i will end up with. usually i start with an idea for a natural setup, or an idea for a interesting center. and then i start building more terrain around that. the ideas just pop up in my head as i am progressing.
the only advice i can give you is don't be hesitant about making drastic changes to your terrain. just save your map and then play around some more and try out things. don't start with textures and doodads too soon. and even after that don't hesitate to redesign half of the map once again if you have another idea.
Map of the Month | The Planetary Workshop | SC2Melee.net
thezanursic
Profile Blog Joined July 2011
5504 Posts
Last Edited: 2011-12-05 17:16:13
December 05 2011 16:51 GMT
#52
On July 26 2011 09:32 lefix wrote:
new project: Avatar of War
[image loading]

here's another map i just started, based of Avatar, a map from the original iccup map pack for sc1.

i really liked this mainramp/natural entrance idea. i am curious to see how this will work out.
[image loading]

theres still lots to do aesthetically, as well as moving the islands furtherh away from the thirds so you cannot tank drop there. only 3hrs into it so far


I love the idea, but in my opinion you would have to put an in-base expansion for this to work (like crevasse) I don't like it in the state that it is an in base expo would fix everything, but right now I feel like this would force you to stay on a 1 base for a long time. I do like the idea that you need an additional raxx to wall this means that you have to prepare a build order for this map.

Edit: You would obviously need to remove an expansion and I took another look and it looks like if you move the choke (not the ramp) a bit to the left that would mean you would have to make an extra supply depot 100% to me it a wall like one depot is out of place and can be snipe now if you move the choke a bit to the right or the ramp a bit to the left and make some unwalkable terrain on the right side I feel like it could reinforce a totally different wall because right now you can still wall with 2 supply depots and a raxx, yes the zerglings will have a larger area to attack, but thats not really interesting.

Soo a standard wall would be 2 raxx and a depot with my suggestion or you could force it further to a 2 raxx 2 depot or you could just make a wall where a Terran would have to make a supply depot and not finish it to defend a 6 pool, but still have enough time to have the wall almost finished and ready to be repaired if the zergling attack came (I know it sounds over the top, but the Terran would still be ahead, I mean he just defended a 6 pool)

I'd love you to respond to my post and tell my why this is a bad/good suggestion and tell me if my post was clear enough to be understood.
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
Meltage
Profile Joined October 2010
Germany613 Posts
December 06 2011 12:32 GMT
#53
Where's Pitch Black?
http://mentalbalans.se/aggedesign
lefix
Profile Joined February 2011
Germany1082 Posts
May 24 2012 16:09 GMT
#54
It's been a while, thought I'd update my map thread again as well.
Map of the Month | The Planetary Workshop | SC2Melee.net
lefix
Profile Joined February 2011
Germany1082 Posts
September 11 2012 00:03 GMT
#55
Too lazy to make a new map thread, but I have added TPW Vendetta to the list, my submission for MotM September
It's published on EU/NA, feedback always welcome!

[image loading]
Map of the Month | The Planetary Workshop | SC2Melee.net
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