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[M] (2) The World Tree - Page 2

Forum Index > SC2 Maps & Custom Games
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Prev 1 2 All
Blasterion
Profile Blog Joined October 2010
China10272 Posts
June 22 2011 21:48 GMT
#21
On June 23 2011 06:45 Ragoo wrote:
Show nested quote +
On June 23 2011 06:27 Blasterion wrote:
Awesome map
Quick Question
Why can't the tree by Light armored? So hellions burn it faster?


hmm, does this tree burn when Hellions shoot at it? :D

That'd be Awesome.....
[TLNY]Mahjong Club Thread
zhurai
Profile Blog Joined September 2010
United States5660 Posts
June 22 2011 21:49 GMT
#22

On June 23 2011 06:27 Blasterion wrote:
Awesome map
Quick Question
Why can't the tree by Light armored? So hellions burn it faster?

Now I'm thinking how Reapers would deal their damage...

They deal to structures extra damage (which structures are usually considered armored), but they also are good against light units

o_O
Twitter: @zhurai | Site: http://zhurai.com
Blasterion
Profile Blog Joined October 2010
China10272 Posts
June 22 2011 21:50 GMT
#23
On June 23 2011 06:49 zhurai wrote:

Show nested quote +
On June 23 2011 06:27 Blasterion wrote:
Awesome map
Quick Question
Why can't the tree by Light armored? So hellions burn it faster?

Now I'm thinking how Reapers would deal their damage...

They deal to structures extra damage (which structures are usually considered armored), but they also are good against light units

o_O

Structures will have the priority I believe
[TLNY]Mahjong Club Thread
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
June 22 2011 22:40 GMT
#24
Basicly, its the same attackprios as the normal destructible rocks/debris. The 'only' things changed are the armortypes (to suit a tree) , the model (tree) and the ingame icons/graphics.

The tree doenst burn on hellionfire (awwww) , thats because its a really big tree, having it be instantly on fire is really really really ugly I had it, its just ... very bad looking

Ondeathanimation is also the same still as the destructible rocks (however looking to change once I figure out how to do me own )

What you guys think of the new middle? Had some comments on the old version, curious if its improved now.
KCCO!
Blasterion
Profile Blog Joined October 2010
China10272 Posts
June 22 2011 22:59 GMT
#25
On June 23 2011 07:40 ihasaKAROT wrote:
Basicly, its the same attackprios as the normal destructible rocks/debris. The 'only' things changed are the armortypes (to suit a tree) , the model (tree) and the ingame icons/graphics.

The tree doenst burn on hellionfire (awwww) , thats because its a really big tree, having it be instantly on fire is really really really ugly I had it, its just ... very bad looking

Ondeathanimation is also the same still as the destructible rocks (however looking to change once I figure out how to do me own )

What you guys think of the new middle? Had some comments on the old version, curious if its improved now.

Awww no burning is a shame but I think Hellions should do bonus dmg vs a Tree xD.
[TLNY]Mahjong Club Thread
adso
Profile Joined March 2011
718 Posts
Last Edited: 2011-06-23 21:49:14
June 22 2011 23:28 GMT
#26
Yoshi Kirishima
Profile Blog Joined July 2009
United States10363 Posts
June 22 2011 23:29 GMT
#27
WHY WOULD YOU HAVE TO KILL THE WORLD TREE?

I OBJECT TO PLAYING ON THIS MAP!!!

It looks pretty great :D
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Blasterion
Profile Blog Joined October 2010
China10272 Posts
June 22 2011 23:35 GMT
#28
On June 23 2011 08:29 Yoshi Kirishima wrote:
WHY WOULD YOU HAVE TO KILL THE WORLD TREE?

I OBJECT TO PLAYING ON THIS MAP!!!

It looks pretty great :D

Because you are a tree hugger like Archimonde. Hyjal attacks!
[TLNY]Mahjong Club Thread
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
June 23 2011 06:19 GMT
#29
On June 23 2011 08:28 adso wrote:
carrier/lost.. took me 3 minutes to get it ..i mean an island / lost ok "standard",
but
the carrier..
ha ha ha ha ha hahah...


If its not clear, in my defense, Ive never watched a single episode of lost
KCCO!
adso
Profile Joined March 2011
718 Posts
June 23 2011 10:34 GMT
#30
off topic:
commercial flights/planes are referred to as carriers..
still smiling about it (my not catching it from the get go).. and we are 8 hours later

on topic: the middle base's lower crown (between mains) is still meh
come on, get your brushes out man..
..air units are gonna need air traffic controllers on it with the amount of play it'll have
eTcetRa
Profile Joined November 2010
Australia822 Posts
June 24 2011 13:43 GMT
#31
Okay given this map a bit more of a look over, and I still really like it. Not sure if you have updated the OP with new images but I would still open up the middle a little, and open up the choke for the gold and (maybe) the bottom middle blue base.

Overall. Kickass tree needs to burn, jus' sayin'!

GW!
Retired Mapmaker™
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2011-06-25 23:59:42
June 25 2011 23:57 GMT
#32
I like the narrow chokepoints at the 6oclock. I would rather there was a little more space inside though. You can just pull the minerals and the ground down a tile or two.

I am having problems with the geysers poking out at the 3rd. In principle stuff like that is fine but I don't see any reason for it on this map. Additionally, the those dest. rocks are interesting in that space up there (and I'm sure there have been fun positions / engagements), but I don't think they do the best job at the purposes required there. So...

[image loading]

Little things:

1. Are those LosB around the water, and you can walk up through there? If that is unpathable . If it's another route up to the hill just south of there, .

2. This base is awesome.

3. The analyzer shows this has a decent access chokepoint but the overview shot makes it look so narrow. Make sure lings don't have too hard a time funneling in there. Otherwise I really like it on a map this big and far.

4. These little areas need some trees to fill in the edges below the ramps, in my opinion. I think it would look better and the pathing flow would be slightly improved.

Major remodel:

As you can see I totally marked up the 3rd base. This is direction I think it should go but you don't have to be so heavy-handed, I just wanted to make it clear what I thought. The water now wraps around at the 4th base to give it a little more protection and to highlight the function of the dest. rocks, which moved towards that area. Now it's sort of a 5 way intersection with the rocks in the middle, not just a wide open space with a forcefield anchor. Note about rocks in the open: it's REALLY hard to use them as a wall to decrease surface area against zerglings, for example, because you can't right click to move against them, you have to m + click which is really hard to realize you need to do in a split second.

The 3rd moved over so it's completely shielded, but it is still rather vulnerable and much closer distance to opponent. I also put that clump of trees in because the open space was overwhelming. Maybe you can think of something more interesting. But I kind of like how it's still open and creates a corner, before there is a base there. Once the base is taken you definitely feel like it defines a threshold of inner territory and the outer contested side.

One of the reasons the 3rd was awkward for me was because there was no good way to put down defenses. If you try to wall right against your resources to block those little holes, it's susceptible to ranged attack. If you try to wall further out so you can put your own guys behind the wall, it's really far out there. No matter what it would be clunky.

I highlighted in light blue a possible narrow angled path for harass into the 3rd mineral line from the north side of the trees. My only concern is that it'd be a bitch to fend off a squad of marines if they can just hide in the channel and present a small surface against lings for example.

I feel like these adjustments don't really alter the major flow of the map. The northern open space is so remote from the attacker's point of view, I don't mind adjusting how it flows as long as it still functions as a pivot between all those neighboring areas. If you want to keep it more open, you could scrunch the resources at the 3rd together more so they don't require as much of a lengthy tree line for shelter.

Also I dunno how it is in game but the lighting looks a little dark. Is that the mood you're going for? I would like just slightly brighter. ;D

I keep envisioning awesome scenarios where the battle lines keep flowing around to different latitudes. This map is all about the latitudes across the center contested areas. That's why I have no problem with the powerful watch towers cause there is so much room to take a different route, and even abandon certain areas of control. I want some games. I think any matchup involving a terran would be extremely cool to watch on this map.

typo edit
Comprehensive strategic intention: DNE
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
June 26 2011 14:14 GMT
#33
Oh boy ETP You surely are sober now

1. That whole area is pathable, and yes those are LoS blockers

2. Thank you

3. Thats only attached to the mainbase. Its small but it's also pretty far from the 'main' area, so if you would drop siege there, you wouldnt be 100% screwed

4. Reworked that whole bottom part! + Show Spoiler +
[image loading]



As for the 3rd base. Theres gone alot of thought into that layout, based on playtesting mostly. In alot of games, the aggresive type of player expanded to what you described at the 3rd (the middle one). The more defensive teching and sneaky players went for the 3rd in the farleft and farright.

This actually made the game more enjoyable, since the aggresive players had their armys more forward, and so also their expansions and production where needed. While the defensive players did hold the middle, but were more safe.

The waterpath behind the middle 3rd is not pulled all the way trough, to not give siege a rediculous advantage. However, I will make that patch of water at the top slightly bigger, also adding trees just outside the natural ramp like you suggested.
KCCO!
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
June 26 2011 15:24 GMT
#34
New 6 oclock is pretty
Comprehensive strategic intention: DNE
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
June 26 2011 17:19 GMT
#35
ty

also I put in some treasure on the beach
KCCO!
svefnleysi
Profile Joined March 2011
Iceland623 Posts
June 26 2011 19:29 GMT
#36
It looks really awesome. At a quick glance, though, it seems like there are way too many tight chokes to be able to properly navigate and/or engage your opponent.

I haven't played on this map, though, so I might be wrong.
PeZuY
Profile Blog Joined February 2011
935 Posts
June 26 2011 19:32 GMT
#37
Love the idea of it!: D Amazing looking map, gotta check out in custom ^^
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
June 30 2011 09:29 GMT
#38
On June 27 2011 04:29 svefnleysi wrote:
It looks really awesome. At a quick glance, though, it seems like there are way too many tight chokes to be able to properly navigate and/or engage your opponent.

I haven't played on this map, though, so I might be wrong.


For example, the 'choke' at the bottom of the 3rd is 3rax 1depot wide. But I can imagine it looks cramped, however its pretty wide and theres ways to open up the battlefield

Will publish on EU when I get home (need US publisher)
also will update screenshots then
KCCO!
FZane
Profile Joined April 2011
Germany3 Posts
June 30 2011 10:32 GMT
#39
Ty) Nice map, awesome looks!

On a not so serious note I'd like to see male piloted Medivacs burn the Tree with viking rockets..
Some cause must have created all this, but what caused that cause?
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