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[M] (4)Lucentum

Forum Index > SC2 Maps & Custom Games
Post a Reply
WedgeYBiggs
Profile Joined May 2011
Spain11 Posts
Last Edited: 2011-08-03 12:33:09
August 03 2011 11:31 GMT
#1
Published on Europe

Overview

[image loading]


Number of players: 2 (4 different spawns)
Tileset: Only Xil
Bases: 16 (no gold bases) - Natural got 5M and 1G
XelNaga Towers: 4
Size (160x160)

I've made a map similar to Crevasse - Terminus RE oriented to macro games. Natural expansion is easy to defend but got a few mineral patches and just 1 gas. On the other side, third expansion will be harder to defend although is closer to the ramp. It's also in a wide place sorrounded by a long ramp, destructible rocks and 4th expansion. i didn't want to add gold mineral on forth base because it could be "very" macro. There are 4 XelNaga towers to watch middle although you can't see 3rd base. I would appreciate any comment

Aesthetics
Its full of details,
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Map Analyzer
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risk.nuke
Profile Joined May 2010
Sweden2825 Posts
August 03 2011 11:42 GMT
#2
You might want to put the images in spoilers.
Neo.G Soulkey, Best, firebathero. // http://www.teamliquid.net/forum/index.php?show_part=31
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
August 03 2011 12:01 GMT
#3
I have a question. What is the rush distance on these maps? Looks like 190 in close positions and 210 in cross positions. (might be wrong)
The map's aesthetics are decent, the basic main-nat-third layout is very solid. You just might want to make it smaller.
Moderatorshe/her
TL+ Member
WedgeYBiggs
Profile Joined May 2011
Spain11 Posts
August 03 2011 12:28 GMT
#4
Map distances reedited
BatCat
Profile Blog Joined November 2010
Austria630 Posts
Last Edited: 2011-08-03 12:35:04
August 03 2011 12:34 GMT
#5
Reminds me of Crevasse. Definitely love the art for this map!
¯\_(ツ)_/¯
wrl
Profile Joined April 2011
United States209 Posts
Last Edited: 2011-08-03 14:16:36
August 03 2011 14:01 GMT
#6
Couple of constructive criticisms:
*While not necessarily a huge deal. Positionally it favors clockwise spawns due to having an unrestricted fourth they can expand to away from their opponent. Also, having the rocks closer to the clockwise position means that its easier for that player to scout someone breaking them down and prepare for it safely.
*I think the texturing could use a bit more variation. While I know you have all 8 textures, it seems like there isn't enough variation in the appearance of different areas.
*The flat area around the fourths is MASSIVELY open. I'd put something in there to break it up besides doodads.
*Try and make the mains slightly more similar in size, the bottom right spawn would be very frustrating to spawn in as a T or P who wants to go heavy Rax/Gate units.
It's funny; I dream a lot, but I'm not a very good sleeper.
WedgeYBiggs
Profile Joined May 2011
Spain11 Posts
August 04 2011 19:14 GMT
#7
It's the first map i make and i must learn a lot. Thanks for your ideas, i will try to upgrade my map as soon as possible. I didn't have enough time to test the map... and that south-east base is a bit fail.
Proko
Profile Joined February 2011
United States1022 Posts
August 04 2011 19:33 GMT
#8
I like the look and the design. My only thought is to shrink the center to make the map's rush distances a bit shorter.
Caster duos should compliment each others' strengths. "You look very handsome today, Tasteless."
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