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[M] (2) Scars of Aiur - Page 9

Forum Index > SC2 Maps & Custom Games
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IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-06-03 17:44:30
June 03 2011 17:43 GMT
#161
well i could mess around with the mains and make them temple cliffs/textures, and leave everything else the way it is. That might make it look better. It would be really hard to re-texturize the corner bases and 9/3 o'clock bases, since they are on high ground but also have 2 distinct texture sets.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Gfire
Profile Joined March 2011
United States1699 Posts
June 03 2011 18:17 GMT
#162
Yeah, temple mains might be good. It make the mains catch your eye a bit more.
all's fair in love and melodies
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 04 2011 00:02 GMT
#163
Okay, how's this? I changed the mains to temple cliffs/grounds, giving a distinct differerence between the mains, golds, and all the other textures and terrain.

+ Show Spoiler +
[image loading]
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
WniO
Profile Blog Joined April 2010
United States2706 Posts
June 04 2011 00:10 GMT
#164
looks a lot lot better. nice work.
Gfire
Profile Joined March 2011
United States1699 Posts
June 04 2011 00:24 GMT
#165
Looks great. Good work.
all's fair in love and melodies
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 04 2011 05:41 GMT
#166
How wide should the choke into the natural be? From what I hear, it should be, at the minimum, big enough to wall off with 3 rax correct?
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
June 04 2011 05:45 GMT
#167
Like the warm lighting. The new texture makes it even easier to understand at-a-glance, too.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 04 2011 20:35 GMT
#168
overview updated.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 07 2011 19:48 GMT
#169
Hey guys, been running numerous tests on this map for the last few days and so far everything has turned out wonderful! Lots of great games were being played, and a lot of 3-4 base playstyles as well. No real feedback has been given so it looks like them stands as is until some major feedback comes in. Hope you guys enjoy
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 21 2011 18:35 GMT
#170
Hey guys I had to update the overview and the before/after pictures because photobucket ran out of bandwidth on me, so I had to re-upload it for the sake of anyone else who happens to try and take a peak at it in the future but can't. I've decided to not re-take the expansion/aesthetic pics though... too much work.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
iGrok
Profile Blog Joined October 2010
United States5142 Posts
June 21 2011 18:42 GMT
#171
On June 22 2011 03:35 IronManSC wrote:
Hey guys I had to update the overview and the before/after pictures because photobucket ran out of bandwidth on me, so I had to re-upload it for the sake of anyone else who happens to try and take a peak at it in the future but can't. I've decided to not re-take the expansion/aesthetic pics though... too much work.

use imgur lol
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 21 2011 20:05 GMT
#172
I use imageshack now
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
July 02 2011 06:54 GMT
#173
Just published as 1.3. I fixed the lighting and made it more normal instead of greenish.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
iGrok
Profile Blog Joined October 2010
United States5142 Posts
July 02 2011 06:56 GMT
#174
On June 22 2011 05:05 IronManSC wrote:
I use imageshack now

Use imgur lol
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-11-12 19:32:05
November 12 2011 19:28 GMT
#175
Hi everyone, I just want to let you all know I am working ok Scars of Aiur once again and am making some balance changes - and I hope that the map will be more fun to play on. I am going to fix the third and add some extra destructible rocks to make the center (or forward 3rds) less open that will help terran and protoss players in the early-mid game. I am also going to re-work the lighting since it is rather dark and dense, as well as re-texturing the main bases since they look very messy. I will post all changes and new screenshots when I am finished.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
RumbleBadger
Profile Joined July 2011
322 Posts
November 15 2011 22:35 GMT
#176
On November 13 2011 04:28 IronManSC wrote:
Hi everyone, I just want to let you all know I am working ok Scars of Aiur once again and am making some balance changes - and I hope that the map will be more fun to play on. I am going to fix the third and add some extra destructible rocks to make the center (or forward 3rds) less open that will help terran and protoss players in the early-mid game. I am also going to re-work the lighting since it is rather dark and dense, as well as re-texturing the main bases since they look very messy. I will post all changes and new screenshots when I am finished.

Excited to hear this, mostly because this map is what inspired me to go into mapping and so I'm really looking forward to seeing what you'll do with the map.
Games before dames.
yakitate304
Profile Joined April 2009
United States655 Posts
November 17 2011 07:40 GMT
#177
From only the pictures, this looks like a really good map to me. I love the pathways that could lead to some creative play. I wish I could play right now (supposed to be writing a thesis... ugh...) to test this map out.

Great work, and I can't wait to see the modifications you make.
Yaki's Streaming Madness: twitch.tv/YakiSC ||| FRB Grand Tournament Organizer ||| @YakiStarCraft ||| Youtube.com/YakiStarCraft
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
November 17 2011 13:29 GMT
#178
Reaper play looks incredibly weak on this map.
Moderatorshe/her
TL+ Member
Ragoo
Profile Joined March 2010
Germany2773 Posts
November 18 2011 00:43 GMT
#179
On November 17 2011 22:29 TehTemplar wrote:
Reaper play looks incredibly weak on this map.


Yeah that's actually a good point. Reaperscouts seems rly shitty on this map cos only way you can go into the main is right next to the main ramp where the enemy has his units anyway and it also seems like you can't cliffjump from the backdoor of the nat so you have to go through the nat choke to scout an expo or something like that.

I wish you'd make cliffjumping from the backdoor into nat possible and also add an alternative reaper path into the main.

Being able to reaper scout is important, taking it away just makes gameplay more restricted and also random (lack of information)
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
November 20 2011 08:21 GMT
#180
On November 17 2011 22:29 TehTemplar wrote:
Reaper play looks incredibly weak on this map.


Don't be surprised if reaper play becomes more viable in the updated version. I have to work with the thirds in the corners more, then I should be done with the revised, newly updated Scars of Aiur.


Finished:

• Polished the textures
• Re-worked the middle expansions (pushed them back farther into the mains)
• Enlarged the pillars near the golds to reduce openness
• The golds themselves were changed to open, regular bases
• Took out rain, wind, and thunder effects (can cause lag)
• Reduced the choke sizes in all bases except mains (also to help reduce openness)

Not Finished:

• Revamping the corner 3rd bases

ETC (estimated time to completion): 2-5 days
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
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