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[M] (4) TPW Damage Inc. - Page 2

Forum Index > SC2 Maps & Custom Games
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WniO
Profile Blog Joined April 2010
United States2706 Posts
September 04 2011 16:19 GMT
#21
great job blending the snow into the grass, i also really like the overall layout. motm winner incoming.
Ragoo
Profile Joined March 2010
Germany2773 Posts
September 04 2011 16:31 GMT
#22
I like the open version the most, will definitely reduce the turtling
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Mereel
Profile Joined February 2010
Germany895 Posts
September 04 2011 16:46 GMT
#23
On September 05 2011 01:31 Ragoo wrote:
I like the open version the most, will definitely reduce the turtling

not funny ~.~
TPW Mapmaking Team
Ragoo
Profile Joined March 2010
Germany2773 Posts
September 04 2011 17:07 GMT
#24
On September 05 2011 01:46 Mereel wrote:
Show nested quote +
On September 05 2011 01:31 Ragoo wrote:
I like the open version the most, will definitely reduce the turtling

not funny ~.~



?? That wasn't a joke^^
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
Last Edited: 2011-09-04 17:16:38
September 04 2011 17:16 GMT
#25
I like the open one by far the best but imo you should
[image loading]
add some doodaas/highground/stuff on the brown are to make it, you know, less open
Mereel
Profile Joined February 2010
Germany895 Posts
Last Edited: 2011-09-04 17:23:03
September 04 2011 17:22 GMT
#26
[image loading]

i changed the ramps now...lets see how it works out.
your idea is quite good seafood....i will play around with that
TPW Mapmaking Team
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 04 2011 18:16 GMT
#27
On September 04 2011 03:17 dezi wrote:
I would change the mineral values on the ones blocking the passages to a amount where a single MULE isn't enough to deplete them


I tried to find the comments in the motm thread as well so I'm sorry if this was already mentioned, but you can just stack up mineral patches on top of each other to prevent MULE mining from opening the wall so easily. This is even closer to the BW version too. ;D
Comprehensive strategic intention: DNE
Ragoo
Profile Joined March 2010
Germany2773 Posts
September 04 2011 18:24 GMT
#28
On September 05 2011 03:16 EatThePath wrote:
Show nested quote +
On September 04 2011 03:17 dezi wrote:
I would change the mineral values on the ones blocking the passages to a amount where a single MULE isn't enough to deplete them


I tried to find the comments in the motm thread as well so I'm sorry if this was already mentioned, but you can just stack up mineral patches on top of each other to prevent MULE mining from opening the wall so easily. This is even closer to the BW version too. ;D


Wow, I needed hours to figure out how to prevent MULEs from mining certain mineral patches that I used to block and now I see this solution which is so much easier...
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
MarcH
Profile Joined January 2011
United Kingdom362 Posts
September 04 2011 20:32 GMT
#29
This map looks so awesome really good job pal

robih
Profile Joined September 2010
Austria1086 Posts
September 04 2011 20:58 GMT
#30
i love the mineral roadblock
0neder
Profile Joined July 2009
United States3733 Posts
October 04 2011 19:12 GMT
#31
This map is beautiful. Props. I'm in America and a professional industrial designer. Do you have any english speakers I could chat with sometime?
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
October 04 2011 19:24 GMT
#32
On October 05 2011 04:12 0neder wrote:
This map is beautiful. Props. I'm in America and a professional industrial designer. Do you have any english speakers I could chat with sometime?


I'm the NA player on TPW.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
SquidFist
Profile Joined April 2011
United States16 Posts
October 04 2011 20:34 GMT
#33
Damn i haddent seen the two 1v1 style maps in one done yet (maby it has im still new just haven't seen it yet) and was about to release my map that had the same feature =(, lol looks amazing tho cant comment on how it plays yet but will get back to you on it
"Moar Steam" - Salokcin Snewo
Samro225am
Profile Joined August 2010
Germany982 Posts
October 04 2011 22:14 GMT
#34
On October 05 2011 04:24 IronManSC wrote:
Show nested quote +
On October 05 2011 04:12 0neder wrote:
This map is beautiful. Props. I'm in America and a professional industrial designer. Do you have any english speakers I could chat with sometime?


I'm the NA player on TPW.


the swedish and german guys are capable of communicating in english quite well, too
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
October 05 2011 05:02 GMT
#35
On October 05 2011 07:14 Samro225am wrote:
Show nested quote +
On October 05 2011 04:24 IronManSC wrote:
On October 05 2011 04:12 0neder wrote:
This map is beautiful. Props. I'm in America and a professional industrial designer. Do you have any english speakers I could chat with sometime?


I'm the NA player on TPW.


the swedish and german guys are capable of communicating in english quite well, too


but he asked for a english speaker (i.e. native speaker) that's me
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
dezi
Profile Blog Joined April 2010
Germany1536 Posts
October 05 2011 10:37 GMT
#36
We want func :p
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Samro225am
Profile Joined August 2010
Germany982 Posts
October 05 2011 16:51 GMT
#37
since he is a native english speaker - he is the one asked for! :D
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2011-10-12 22:30:52
October 12 2011 22:26 GMT
#38
TPW Damage Inc.
(version 1.2 uploaded on NA by IronMan)

[image loading]
http://mentalbalans.se/aggedesign
Mereel
Profile Joined February 2010
Germany895 Posts
October 16 2011 21:48 GMT
#39
just wanted to say what i changed.

removed 2 bases, each from one side just as the majority said. third is now a little farther away for both spawn positions. also there are only 4 mineralblocks on each ramp with 25minerals each.

also the metall bases are reshaped a little. i added a doodad at the main/nat choke so u can block the entrance with 2 3x3 buildings.
i also painted a little bit of snow all over the map so the metall bases now look frozen. its hard to see but the overall look is better now.
TPW Mapmaking Team
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 16 2011 22:28 GMT
#40
I approve! Usually I'd be leery about the distance to the 3rd but the cross distances makes it okay. The interwoven-ness of the two axes is much more direct now, which I really like.

The snow glaze on the metal bases is a nice touch.
Comprehensive strategic intention: DNE
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