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Forum Index > SC2 Maps & Custom Games
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NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2011-10-15 17:53:51
August 29 2011 21:28 GMT
#1
It's been a bit since my last map. This new offering drew inspiration from Cold Wave Advisory, as it really had a cool theme to it that no other map seemed to have. And I feel like I've captured that here. See below:

Main View:
+ Show Spoiler +
[image loading]


Shots:
+ Show Spoiler +
[image loading]

[image loading]

[image loading]
nevermind the huge, useless walloff and the swarm of unnaturally unidirectional SCV's


Analyzers:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]


4 spawns
12 expansions(2 gold)

Playable- 144x144
The single XNT watches movement through the center area.

There are 2 options for a 3rd, based on the spawn positions. The high ground bases in the middle E/W have a LoS blocked section that will necessitate some building placement. The other, low ground option, is more defendable in close vertical spawns. Both options are viable in cross spawns and allow you to vary your positional aggression from game to game.

Recent changes behind the latest update include additional aesthetic touches, plus readjusting the low ground expansions to face their respective players.

As for aesthetics, an overview really doesn't do it justice, as most of the visual effects are only visible in-game. The lighting and its interaction with the units isn't something an overview can really show.

That's pretty much the headlines there. CnC's are welcome.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
August 29 2011 21:35 GMT
#2
I think this has some similar problems to metal.
The nat is very open and close distances seem too close.
Moderatorshe/her
TL+ Member
Glexarn
Profile Joined December 2010
United States40 Posts
August 29 2011 21:58 GMT
#3
If the theme is white/cold, have you considered using any of the textures from the Niflheim set? It's a snow/ice texture set that exists in the editor but isn't pre-assembled.
"I am greatful for the sharpest criticism, as long as it is factual." -Otto von Bismarck
NewSunshine
Profile Joined July 2011
United States5938 Posts
August 29 2011 22:08 GMT
#4
Uh, this is the first I've heard of Niflheim. If I find it I may use it later, but I seem to have managed fine here. You know how to get to it though?
On August 30 2011 06:35 TehTemplar wrote:
I think this has some similar problems to metal.
The nat is very open and close distances seem too close.

It's not a very small map. It makes better use of it's bounds by not being shifted 45 degrees, so it does feel rather large, definitely more so than metalopolis. I tested the size of the map a few times, and if anything it's more of a macro map. The natural may be a bit open, but that's just the way this map is.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Proko
Profile Joined February 2011
United States1022 Posts
August 29 2011 22:58 GMT
#5
My only thought is that the ramp is too far from the nat. That's a nightmare for Toss. You might consider shifting the ramp over to compensate for the already very open natural.
Caster duos should compliment each others' strengths. "You look very handsome today, Tasteless."
WniO
Profile Blog Joined April 2010
United States2706 Posts
August 29 2011 23:33 GMT
#6
hmm too basic of a map imo. the problem with these lost temple maps is the short distance vertical or horizontal spawns. that middle is cute though (:
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2011-08-30 02:46:44
August 30 2011 02:39 GMT
#7
imo it looks like the middle bases will be very hard to hold. maybe you should consider turning them into gold half-expansions or high-yeild gas or highgrounds or point at least one of the ramps towards the natural or (some other combination) to give plyers some incentive to take them.

edit: clarification
This is it... the alpaca lips.
Fishgle
Profile Blog Joined May 2011
United States2174 Posts
August 30 2011 03:54 GMT
#8
I like the simplicity in the design and the fact that unlike most map makers for star2, you actually use the entire space given to you, and not have tons of deadspace. That's something from BW maps that i've missed.

But yea, you should look into the Niflheim tileset, such as one of my favorite maps, Triangle Love Moon
aka ChillyGonzalo / GnozL
RumbleBadger
Profile Joined July 2011
322 Posts
September 02 2011 00:31 GMT
#9
On August 30 2011 12:54 Fishgle wrote:
I like the simplicity in the design and the fact that unlike most map makers for star2, you actually use the entire space given to you, and not have tons of deadspace. That's something from BW maps that i've missed.

But yea, you should look into the Niflheim tileset, such as one of my favorite maps, Triangle Love Moon

How do you actually get to the set? I see a lot of people talking about how it was in the map files somewhere, but how would I actually find this? I'd like to use it, I just can't figure out where to go to get it. xD Thanks for the help!
Games before dames.
NewSunshine
Profile Joined July 2011
United States5938 Posts
September 02 2011 01:00 GMT
#10
On September 02 2011 09:31 RumbleBadger wrote:
How do you actually get to the set? I see a lot of people talking about how it was in the map files somewhere, but how would I actually find this? I'd like to use it, I just can't figure out where to go to get it. xD Thanks for the help!

I think this is a good idea. I don't see how to get to it, but the map I've made looks pretty good without it, so I'm not too hung up on it.

In other news, the ramp from the main has been moved, closer to the natural. The overview has been updated with it, and it does feel like it's in a better place now.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
NewSunshine
Profile Joined July 2011
United States5938 Posts
October 11 2011 19:48 GMT
#11
Implemented further changes, both in layout and aesthetics. I'm planning on using at least this map for the TL Contest. Thoughts? Opinions?
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
a176
Profile Blog Joined August 2009
Canada6688 Posts
October 11 2011 19:52 GMT
#12
I see you changed the middle bases. that was my only real concern from motm. looks great!
starleague forever
Fishgle
Profile Blog Joined May 2011
United States2174 Posts
October 11 2011 21:32 GMT
#13
I think aesthetically it looks a bit bland, maybe due to lack of contrast or strange lighting. Is this published anywhere so we can see how it looks ingame? Otherwise from the overview it looks a bit greyish.

oh. you mentioned this in the OP... if it looks fine in game i wouldn't change it. Seems well balanced overall. glgl
aka ChillyGonzalo / GnozL
FlaShFTW
Profile Blog Joined February 2010
United States10215 Posts
October 11 2011 22:04 GMT
#14
YAY!!! ITS STARCRAFT BW BELTWAY!!! instead we no islands

aesthetics look a bit... well not as good as they could be.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
NewSunshine
Profile Joined July 2011
United States5938 Posts
October 11 2011 22:58 GMT
#15
On October 12 2011 06:32 Fishgle wrote:
I think aesthetically it looks a bit bland, maybe due to lack of contrast or strange lighting. Is this published anywhere so we can see how it looks ingame? Otherwise from the overview it looks a bit greyish.

oh. you mentioned this in the OP... if it looks fine in game i wouldn't change it. Seems well balanced overall. glgl

Yeah, the overview, for reasons I can't fathom at this moment, doesn't actually match the in game appearance. It is published on NA, so you can try it out and see what I mean.

How exactly would I go about acquiring an in-game screenshot? It really does seem to be necessary for this map. Any help would be appreciated on this.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Mashmed
Profile Joined September 2010
Sweden198 Posts
October 11 2011 23:40 GMT
#16
What is it about the overview that doesn't match? If it is the lighting then go to Window -> Lighting and make sure you've chosen the one that matches your ingame lighting. Sometimes the Export Map Image function seems to reset the lighting and all you have to do then is go to Window -> Lighting and if nothing changes on your map in the editor when you do this then you can just go back into the export map function and you should have the correct lighting.
Gosh Digglydarnit
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2011-10-12 00:43:09
October 12 2011 00:42 GMT
#17
On October 12 2011 08:40 Mashmed wrote:
What is it about the overview that doesn't match? If it is the lighting then go to Window -> Lighting and make sure you've chosen the one that matches your ingame lighting. Sometimes the Export Map Image function seems to reset the lighting and all you have to do then is go to Window -> Lighting and if nothing changes on your map in the editor when you do this then you can just go back into the export map function and you should have the correct lighting.

I'm not really sure what's different. Perhaps if I can get a screenshot of play I can demonstrate it, it looks dull in the overview, but looks better in game, more vibrant, more white. I just don't know how to do it.

This must sound weak as an argument for my pitiful overview, surely. But I'm trying to figure out a way to show what I'm on about here.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Mashmed
Profile Joined September 2010
Sweden198 Posts
October 12 2011 01:07 GMT
#18
Do you have the correct video settings in the editor?
Gosh Digglydarnit
NewSunshine
Profile Joined July 2011
United States5938 Posts
October 12 2011 01:26 GMT
#19
It matches my game settings, and looks fine in game. This issue really lies outside my areas of mapmaking expertise. Sorry if this is making things difficult.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Mashmed
Profile Joined September 2010
Sweden198 Posts
October 12 2011 01:55 GMT
#20
How about you take a screenshot of ingame and a screenshot of the same place in the editor?
Gosh Digglydarnit
NewSunshine
Profile Joined July 2011
United States5938 Posts
October 12 2011 02:24 GMT
#21
On October 12 2011 10:55 Mashmed wrote:
How about you take a screenshot of ingame and a screenshot of the same place in the editor?

I have some in game shots, below. It looks fine in the editor, it's only in the generated overview that everything suddenly looks boring. Anyway:

+ Show Spoiler +
[image loading]

[image loading]
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Mashmed
Profile Joined September 2010
Sweden198 Posts
October 12 2011 02:32 GMT
#22
I suggest print-screening the export image window. Make sure you have Custom chosen in the View Options
Gosh Digglydarnit
NewSunshine
Profile Joined July 2011
United States5938 Posts
October 12 2011 02:52 GMT
#23
I think it may actually not be necessary. I've given it some thought.

Most of the effect that I've achieved in game comes from the combination of the lighting on units, with the lighting as seen on the walls of the terrain. All of which is missing from a typical 90-degree overview. I can angle the overview, and perhaps put some shots with units and structures to show how it looks in a game, but I think that's about as much as I can do.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
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