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TPW Emerald Jungle by lefix
Stats: Published on: EU Playable Size: 158x152 Tileset: Aiur
I actually used 100% Aiur textures in this map. But i made a custom lighting for it. This is my 'green' map, I think everyone needs at least one Close spawns are not allowed on this map, so top vs bottom half of the map. it also uses shifted symmetry (copyright by johanaz)
Detail Shots:
Analyzer: + Show Spoiler +
Replays: + Show Spoiler +
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Seen it in action today with Bakuri & Fender, i really liked it . Aesthetics are really cool, although i would remove those floating banners around the XNWT. If you want to just have a quick look at the map, download the replay, game turned out to be pretty cool.
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whats "shifted symmetry"? anyways, nice map
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On July 25 2011 10:18 Reptilia wrote: whats "shifted symmetry"? anyways, nice map
Johanaz coined the term for his map Void Rift, which is sort of half rotational half mirror symmetry.
To be more precise, you have 180 rotational symmetry top/bottom, and 180 rotational symmetry left/right, but not 90 rotational symmetry. The overall effect is that you have a 4 player rotational map that feels slightly different going clockwise or counterclockwise from your spawn location. This style also presents the opportunity to have a mirror symmetry style in the center (or anywhere on the axes I guess).
It's a cool style! Shifted symmetry is a cool name too. I also had 3 maps with it before johanaz made void rift. But he can have it cause he's a baller.
Lefix, I think you optimized the map within its original intent. I am a little leery of the prevalence of chokepoints at such regular intervals. There's no good spots to "wait for them to try to cross the plains" (as zerg mostly I guess, but also TvP), because you can hug walls and stepping-stone chokepoints quite nicely. I don't think it's imbalanced, but it makes the map very stress-free for protoss if you plan your moves.
I'm also a little put off by 16 bases, but maybe I'm just going through a phase where I think that's too much. I wonder if you could try a version that gets rid of the 6 and 12 standard mineral bases, leaving only the gold in the 3 and 9.
Other than that it's very nice. I hope you don't take it the wrong way when I say it's a very nice take on the sanctuarium style.
Oh and also, I know it's sort of fun that you used stock aiur, only tweaking the lights. But would please consider changing those cliffs? I think they look really misplaced because I identify them with the special purpose they serve in campaign as creep-covered.
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Theres a whole lot of openness in the middle that doenst really have that extra touch... The standard floordecal there... I dunno, explore new worlds I spose
and yes, that floordecal is my new protossdecals ^^
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put that guy in the map.
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U know I love ur maps, Lefix.
I didn´t coin the term "shifted symmetry". It was introduced by Blizzard with Shakuras Plateau. Void Rift is twisted because of how some bases and the central high ground are rotated.
Btw. shifted symmetry is ancient, here´s a 800 year old example of shifted rotational symmetry:
+ Show Spoiler +
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I dare you to make that layout into a map Jona
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On July 25 2011 23:32 ihasaKAROT wrote:I dare you to make that layout into a map Jona
when you focus on one star you can recognize that this is a basic 3player rotational symmetry map. it only loks more complex, because it is made into a pattern
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I love this map and I think its beautiful. Very nice.
Looks like there's no way "through" the mineral patches at the 12 and 6 o-clock expansions. That strongly favors terran drop harass, so You might want to look into separating those out. Even the Naturals only have one path through the minerals.
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... IT LOOKS LIKE A tERRAN CAN GET A PF at the gold and seige ur nat
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dezi
Germany1536 Posts
If you take the 3rd as nat you're just dumb.
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On July 26 2011 02:31 FoxyMayhem wrote: I love this map and I think its beautiful. Very nice.
Looks like there's no way "through" the mineral patches at the 12 and 6 o-clock expansions. That strongly favors terran drop harass, so You might want to look into separating those out. Even the Naturals only have one path through the minerals. thx for the notice, mineral placement really seems to not be my strength changed it now.
i have also removed those flying flags around the middle.
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Man, the gold minerals look really beautiful on this map.
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I'm curious, although you've taken out close spawns what is the rush distance? Also how much of a change is it on close spawn rush distance if you put rocks on the ramp to the nat. Just thinking player might like to wall with a fast expand and the rocks would make that possible and open new spawn possibilities.
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@hobbidude still, if the rush distance becomes just OK with rocks added, once the rocks are gone it might be too close and coutner-attacks hard to stop.
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