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[M] (4) TPW Damage Inc. - Page 3

Forum Index > SC2 Maps & Custom Games
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Blazinghand *
Profile Blog Joined December 2010
United States25553 Posts
October 17 2011 10:59 GMT
#41
Played through some games on this map with a few friends. General thoughts:

Fourth base is always very very far to the side, rather than along an attack path, for better or for worse.

In the 1:30/7:30 spawn setup, it seems like PvP could be fear-inspiring, with the lack of ramp into the natural-- you'll have Tal'Darim-like qualities here, with most PvP being 4gate vs 4gate. Not so much a problem as a "this is how it is with unramped mains"

There's a lot of airspace which is sweet for dropping :D

If you spawn in 4:30/10:30, the third seems generally hard to take, whether you're going for the watchtower third or the "through the minerals" third.

TvP Trinity (Diamond) vs Uniden (Diamond)
http://drop.sc/45158
Nothing too strategically interesting here.

TvP Blazinghand (Master) vs Uniden (Diamond)
http://drop.sc/45159
Is the airspace too abusable? Are fourth bases too hard to take?

VoD (won't have that much more than the replays):
http://www.twitch.tv/blazinghand/b/297681811

Player Comments:
Uniden: I liked this map. No balance comments
Trinity: I wouldn't mind if this was a ladder map. Thirds look hard to take if we spawn the other way.

When you stare into the iCCup, the iCCup stares back.
TL+ Member
Vod.kaholic
Profile Blog Joined August 2010
United States1052 Posts
October 17 2011 11:01 GMT
#42
About that snow glaze, i have my brightness turned up a bit, and it was pretty jarring to see everything be so white at the start of the game. You should consider readjusting the brightness of that snow if you can.
._. \: |: /: .-. :\ :| :/ ._. They see me rolling...
Callynn
Profile Joined December 2010
Netherlands917 Posts
October 18 2011 10:24 GMT
#43
Great map, very easy to abuse against insane AI since they don't know how to open mineral patch backdoors XD

In all seriousness, looks great, just played a match and the aesthetics are awesome. That said, I feel there is not enough openness of the natural, making it too easy for Protoss and Terran to early expand without risking punishment.
Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
Dark.Carnival
Profile Blog Joined November 2006
United States5095 Posts
October 20 2011 02:13 GMT
#44
you need to reduce the brightness on this map, its actually painful to play on
@QxGDarkCell ._.
Meltage
Profile Joined October 2010
Germany613 Posts
November 17 2011 19:53 GMT
#45
Looking at Thorzain vs Nonge on Damage Inc atm, which made me remember I've seen the tileset recently.

Look who got inspired by Damage Inc:

[image loading]

Joke aside, the concept is prob from original RA, looking similar (just can't find a screen shot)
http://mentalbalans.se/aggedesign
SidianTheBard
Profile Joined October 2010
United States2474 Posts
November 17 2011 20:31 GMT
#46
On October 20 2011 11:13 Dark.Carnival wrote:
you need to reduce the brightness on this map, its actually painful to play on


Quoting this because it's sooo true. Even watching some of the games yesterday on NASL it was awful due to how damn bright that snow is.
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.
Mereel
Profile Joined February 2010
Germany895 Posts
December 09 2011 22:51 GMT
#47
Updated OP.

Made Metal Mains on Highground. Removed 2 Bases.
TPW Mapmaking Team
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
December 09 2011 23:11 GMT
#48
top right/bottom left mains are too big
Moderatorshe/her
TL+ Member
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
Last Edited: 2011-12-09 23:31:14
December 09 2011 23:30 GMT
#49
On December 10 2011 08:11 TehTemplar wrote:
top right/bottom left mains are too big

How are they too big? 27 CCs is small, and the Top Left/Bottom Right are much larger.

If you are referring to the TL/BR set, then I'd say its not so bad in this situation because the tips provide some very useful vision anyway.

Either way, love this map to bits, glad you're still working on it.

EDIT: Actually yeah, as much as I love snow glaze, considering people play on high gamma to help see cloaked units, it's probably more trouble than it's worth.
Mereel
Profile Joined February 2010
Germany895 Posts
December 09 2011 23:34 GMT
#50
yeah i might gonna rework the snow theme. not sure which tile im gonna choose
TPW Mapmaking Team
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
December 10 2011 01:47 GMT
#51
Perhaps just ash-mixed snow, you know, edit the texture by dimming the white down to grey a bit and adding some more ashy spots of dark, and then put some smoke stacks on the machinery of the map to account for the ash? Or make it look more like the result of a battle?

I know at least PvP will be happy for the updates. I like where it's going as well. I think the aesthetics are fantastic, and I don't want you to change them much unless some great inspiration smacks you -- except the whiteness of the snow.
Mereel
Profile Joined February 2010
Germany895 Posts
December 16 2011 18:38 GMT
#52
Huge update. Basically everything is way smaller and reshaped. Also new Tileset.

Overview:
+ Show Spoiler +
[image loading]
HQ: http://i.imgur.com/q7BOr.jpg

AnalyzerOverview:
+ Show Spoiler +
[image loading]

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


TPW Mapmaking Team
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
December 16 2011 18:59 GMT
#53
Imo it lacks a certain resemblance with beaches.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
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