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Active: 2382 users

[M] TPW Cascade SE

Forum Index > SC2 Maps & Custom Games
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Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2011-09-24 16:10:55
August 05 2011 22:01 GMT
#1
[image loading]
Enjoying the countryside of the Cascade Nature Reserve is a welcome change for the marines of the nearby outpost. Lately rumors abounded the swarm wants to go on vacation, too, before pushing along for the next invasion...
+ Show Spoiler [unlucky Marine] +
[image loading]



TPW Cascade TE (EU+US+SEA)

TE is an update on the SE version that was elected Top5 in MotM#8

Features:

142x116
12 bases
2 XWT
n2n rush distance 131.1AU



Summary:
  • two directions to expand
  • multiple paths
  • different map splits depending on expansion patterns and positioning

The map offers several options of possible expansions on cascading cliff levels. The circular positioned bases connected with multiple paths surround a central area watched by two XWT situated on small highround areas.

Do not underestimate the number of paths, that allow quick counterattacks as the map is not as big as it might appear!



Overview:
+ Show Spoiler +
[image loading]


Half map overview with creepspread

+ Show Spoiler [check distances] +
[image loading]


Bases and expansion layouts:

+ Show Spoiler [clockwise expansions] +


clockwise expansions: main > nat > third > highround fourth

[image loading]

[image loading]

[image loading]

[image loading]

taking a fifth in this direction is possible, but swinging back toward the ccw low third in front of the main is more secure really.



+ Show Spoiler [counterclockwise expansions] +


counterclockwise expansions: main > nat > low third in front > fourth tucked away > highround fifth > sixth

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

or just swing back and take your clockwise third as sixth after the highround fifth. plenty of options here really depending on race and game situation.


Wall-ins:

+ Show Spoiler [terran walls at the nat and the choke…] +

[image loading]

[image loading]


+ Show Spoiler [some possible protoss walls at nat, be…] +

[image loading]

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half-distant overviews of areas of interest:


+ Show Spoiler [centre, ccw middleground with XWT, are…] +

[image loading]

[image loading]

[image loading]


Changes in Cascade TE to Second Edition

+ Show Spoiler +
following changes were made to gameplay
  • more space below ramp at natural on lowground between centre and third
  • more space behind natural's mineral line/geysers
  • Colossi stairs can still be used my siegetanks, but not abused to shoot hatch/cc/nexus


following changes were made to visuals
  • all textures toned down for less contrast
  • change to darker textures. Bright sand textures are taken out
  • a few extra details and changes at foliage


Changes in Cascade SE to original version

+ Show Spoiler +
Mapthread of original version

following changes were made to alter the gameplay
  • added a second XWT to make third in front and counter clockwise expansions easier
  • made third in front a regular base. not one gas seven mineral
  • changed LoS between centre and third in front > circular arrangement around centre


following changes were made to make the map look better and make irt easier to read.
  • man made cliffs are all angular to make the map easier to read
  • all new texturing, more specific for each map region
  • all new doodads, except for the scene shown in image on top of OP which is only modified.


I aimed for making the map more complex, make people use the side paths more. So I added a secon XWT, which is the biggest change to allow various strategies to position on the map and also emphasize different expansion layouts.


Analyzer + Overview attention: version: SE (!)
+ Show Spoiler +
[image loading]

[image loading]

[image loading]



sCnDiamond
Profile Joined January 2011
Germany340 Posts
August 05 2011 23:57 GMT
#2
Love the new texture job! The agitated look is completely done. Did you also adjust the overall lightning or just the textures?
formerly spinnaker.
Fearlezz
Profile Joined April 2010
Croatia176 Posts
Last Edited: 2011-08-06 02:14:29
August 06 2011 02:13 GMT
#3
Ok, I played a few games on this map now and here's one little thing that bothered me; as soon as you load the map ingame, the textures in the main just jump at you with their sharpness. I dunno if this is just me, but with hp bars on they are really hard on the eyes imo.

Maybe it has something to do with the texture/lighting combination, not sure, can't really put a finger on it, just know that it's not the most pleasant thing to look at while playing even if it does look very very nice on paper(?)/screenshot.

Is there a way to make them, hmm, softer? Does anybody else have the same problem?
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2011-08-06 02:32:38
August 06 2011 02:30 GMT
#4
Wondering if you could just go into detail of what all you changed between this version and the first version you posted on TL. I've noticed some of the landscape is different as well as the XWTs are placed different but what else would be great!

Thanks,
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.
TheAmazombie
Profile Blog Joined September 2010
United States3714 Posts
August 06 2011 02:38 GMT
#5
I like the detail. The format reminds me a lot of Daybreak but without the high ground spots near the center. Other than that, it has been mentioned the texture layout is a bit weird on the eyes and the color is almost too bland. I dig it though overall.
We think too much and feel too little. More than machinery, we need humanity. More than cleverness, we need kindness and gentleness. Without these qualities, life will be violent and all will be lost. -Charlie Chaplin
Ragoo
Profile Joined March 2010
Germany2773 Posts
August 06 2011 16:55 GMT
#6
This map was very good already and you improved it even more, nice job. I love the watchtower placement!
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2011-08-08 10:02:43
August 08 2011 10:01 GMT
#7
On August 06 2011 08:57 spinnaker wrote:
Love the new texture job! The agitated look is completely done. Did you also adjust the overall lightning or just the textures?


Thanks. good to hear that you like it!
Texturing now is easier on the eye than the original, but also more detailed.
All Cliffs, textures and light were redone! Lighting is almost the same.



On August 06 2011 11:13 Fearlezz wrote:
Ok, I played a few games on this map now and here's one little thing that bothered me; as soon as you load the map ingame, the textures in the main just jump at you with their sharpness. I dunno if this is just me, but with hp bars on they are really hard on the eyes imo.

Maybe it has something to do with the texture/lighting combination, not sure, can't really put a finger on it, just know that it's not the most pleasant thing to look at while playing even if it does look very very nice on paper(?)/screenshot.

Is there a way to make them, hmm, softer? Does anybody else have the same problem?


Thx a lot for your constructive feedback.

So this is not caused my textures or lighting, but small doodads, that relate to the ground and change the textures' look by making them a 3d surface.

I deleted a few of my doodads that create the agitated, but also budy look in the mains.



On August 06 2011 11:30 SidianTheBard wrote:
Wondering if you could just go into detail of what all you changed between this version and the first version you posted on TL. I've noticed some of the landscape is different as well as the XWTs are placed different but what else would be great!

Thanks,


As I said all cliffs, textures and doodads were redone. Lot of work.

The biggest difference is the second watchtower that makes the map's two expansions pattern more distinctive and emphasizes positioning and scouting even more.

Also the new LoSBlockers change the game in the centre and make the open third in front saver for all races, cause they split slowly apporaching tank lines.

Added a kind of changelog.



On August 06 2011 11:38 TheAmazombie wrote:
I like the detail. The format reminds me a lot of Daybreak but without the high ground spots near the center. Other than that, it has been mentioned the texture layout is a bit weird on the eyes and the color is almost too bland. I dig it though overall.


Daybreak's layout was not really a starting point for this map, but I for sure like to see both maps mentioned together

In the original thread I wrote a lot about the texturing.

In short: I wanted to have a texturing that shows lot of details, but that is also rather bland to make units pop out - detailed, but greyish textures like in some FPS MP shooters instead of just blurring everything with low res settings.



On August 07 2011 01:55 Ragoo wrote:
This map was very good already and you improved it even more, nice job. I love the watchtower placement!


Thanks a lot!
Samro225am
Profile Joined August 2010
Germany982 Posts
August 08 2011 10:21 GMT
#8
1.0 on EU and US
Ragoo
Profile Joined March 2010
Germany2773 Posts
August 09 2011 21:27 GMT
#9
If you haven't done it already, please change waterfall volume. I think the standard volume of waterfalls is a real annoyance in casted matches, waterfalls often make it hard to hear the commentator or are just generally an annoying constant loud sound^^

Just go to data editor-> Data Type: Sounds -> select Doodad_WaterfallMedium (and afterward Doodad_WaterfallSmall, I have no idea which is responsible for which sound exactly) and change standard volume of -6 to something like -18 or so.

+ Show Spoiler +
[image loading]
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Samro225am
Profile Joined August 2010
Germany982 Posts
August 21 2011 13:23 GMT
#10
also uploaded as:
MotM#8 TPW Cascade SE on EU (with less waterfall sound), US tbd
Apoo
Profile Joined January 2011
413 Posts
August 22 2011 12:13 GMT
#11
Just made a couple of games on it and i think it is my favourite map
I really like how it looks on non-ultra settings (high or low), because the most maps look good only on ultra graphics.

Is it right that the trees by the natural are not 100% unbuildable?
There are some green placement quadrats between the red, im not sure.
hobbidude
Profile Joined December 2010
Canada171 Posts
August 22 2011 14:30 GMT
#12
This is far the the best map i've ever seen. I've gotten so addicted to play on it, i never play anything else.
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
August 22 2011 14:57 GMT
#13
Oh wow, this looks so much better in game than the summary suggests :p
Antares777
Profile Joined June 2010
United States1971 Posts
August 22 2011 15:44 GMT
#14
The only reason that I have not commented on this thread earlier is that the map is awesome. There's nothing I can really say about it. Great aesthetics, solid gameplay, plenty of expansion options, good XWT placement. The thread is even well set up.
Fearlezz
Profile Joined April 2010
Croatia176 Posts
Last Edited: 2011-09-01 18:03:23
September 01 2011 16:51 GMT
#15
Just watched MotM on ESL TV and looks like they had the same concerns as me with the textures in the main. Do you still plan to keep them as they are or would you consider "toning them down"?

http://tv.esl.eu/de/vod/view/23216 @ 31:30, 83:30
Samro225am
Profile Joined August 2010
Germany982 Posts
September 14 2011 20:16 GMT
#16
there is going to be a texturing update soon. just to let you know.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 14 2011 20:53 GMT
#17
Samro I am really impressed by the dedication you show in perfecting this creation. Kudos. ^^
Comprehensive strategic intention: DNE
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2011-09-21 16:38:48
September 21 2011 16:37 GMT
#18
there is the new version called Cascade TE on EU and all old versions are taken down. US still runs Cascade SE for the moment. I'll provide images at the weekend.

Changes:
  • Several texture switches and paint-overs for less contrast all over. Still looks beautifull in-game.
  • Colossi stairs were made tankproof.You can still abuse them with siegetanks, but you won't reach the CC/Nexus/Hatch
  • a bit more space below Natural ramp
  • a bit more space behind Natural's geysers
Nobu
Profile Joined June 2010
Spain550 Posts
September 21 2011 16:46 GMT
#19
I haven't played the map yet, but it looks great! Good setup of natural+third, a lot of expos, many paths and spaces to try counterattacks/nydus play as zerg, looks esay to turtle as terran too, i will try to get a game on it and edit
"There's farmers and there's gamers, farmers get up early, gamers sleep in." Artosis
Samro225am
Profile Joined August 2010
Germany982 Posts
September 22 2011 21:58 GMT
#20
updated all images. US should be up tomorrow.
FlaShFTW
Profile Blog Joined February 2010
United States10293 Posts
September 22 2011 22:05 GMT
#21
OMG thats a beautiful map
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Samro225am
Profile Joined August 2010
Germany982 Posts
September 24 2011 14:20 GMT
#22
glad you like the visuals! now go and play the map on US server! gameplay is really beautiful, too
Samro225am
Profile Joined August 2010
Germany982 Posts
September 24 2011 16:11 GMT
#23
sorry for doublepost, but..

Cascade TE in now on EU+US+SEA
Johanaz
Profile Joined September 2010
Denmark363 Posts
September 27 2011 11:32 GMT
#24
On September 23 2011 07:05 FlaShFTW wrote:
OMG thats a beautiful map


I agree! Apparently, so does MarineKingPrime: + Show Spoiler [ wuUut?!?!] +
[image loading]
TPW Map Maker - theplanetaryworkshop.com
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