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[M] (4) TPW Concrete Dreams - Page 2

Forum Index > SC2 Maps & Custom Games
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hobbidude
Profile Joined December 2010
Canada171 Posts
September 15 2011 11:18 GMT
#21
PM me, I'd be willing to post this or any other tpw maps on NA
NullCurrent
Profile Joined November 2010
Sweden245 Posts
September 16 2011 06:40 GMT
#22
On September 15 2011 14:26 IronManSC wrote:
Show nested quote +
On September 15 2011 13:39 eTcetRa wrote:

Also who did the aesthetics work? The entire TPW team?


I believe around 4 or 5 TPW members (out of 9) worked on the aesthetics together for this map - excluding me since I took a break


As stated in the OP (under Author), in addition to myself; Johanaz, Meltage, Mereel and Lefix worked on the aesthetics of the map.
This map couldn't have become as awesome as it is without them

On September 15 2011 20:18 hobbidude wrote:
PM me, I'd be willing to post this or any other tpw maps on NA


I believe IronManSC is already hosting this one on US, not sure though, I have to ask him.
(or is there someone who could check if it is uploaded there?)
The Planetary Workshop - TPW - Mapmaking Team
Mieszko
Profile Joined November 2010
Sweden25 Posts
Last Edited: 2011-09-16 08:51:51
September 16 2011 08:51 GMT
#23
I like the layout and the aestetics (the lightning is a bit dark tho). I also like how you took the terminus layout (which i personally find pretty bland/boring) and made it intresting.

Not sure if it's been noted before but the mineral placement of the 7 and 1 o'clock natural are a bit off compared to their counterparts.
+ Show Spoiler +

The 4 and 10 o'clock nats have more efficient mining right now since the CC is off by a hex at the 7 and 1 o'clock nats

1x2 minerals.......
[image loading]
[image loading]

NullCurrent
Profile Joined November 2010
Sweden245 Posts
September 16 2011 09:02 GMT
#24
On September 16 2011 17:51 Mieszko wrote:
Not sure if it's been noted before but the mineral placement of the 7 and 1 o'clock natural are a bit off compared to their counterparts.
+ Show Spoiler +

The 4 and 10 o'clock nats have more efficient mining right now since the CC is off by a hex at the 7 and 1 o'clock nats

1x2 minerals.......
[image loading]
[image loading]


The mineral placement is a known issue, I was a bit quick when rotating and redistributing the minerals there, working at that and a few other issues.

Other known issues:
  • Some doodads hide air units (will fix by making them smaller and/or shorter)
  • Marines/Zerglings can hide in the cars around the center (will probably fix by moving them and adding pathing blocker just in the center of the cars).
  • Some large building doodads allow you to hide infantry behind them, for some reason the building does not become transparent as it usually does
  • Thors and Tanks cannot reach the center watchtower because they are too wide for the tiny choke (strangely Ultras, Collosi, Queens, Infestors, Immortals and so on can pass without problems).
    This will probably necessitate a change in how the chokes around the watchtower looks :/

Working on a fix for all of these.

Great thanks for testing, keep it up and the map will be in great shape for NASL!
The Planetary Workshop - TPW - Mapmaking Team
SaltyDog
Profile Joined January 2011
Uganda73 Posts
September 16 2011 17:26 GMT
#25
The aesthetics made my fever spike.
clicks all image spoilers and undoes belt
I'm unemployed, so I make maps.
Ferisii
Profile Joined February 2011
Denmark199 Posts
September 16 2011 20:20 GMT
#26

[*] Thors and Tanks cannot reach the center watchtower because they are too wide for the tiny choke (strangely Ultras, Collosi, Queens, Infestors, Immortals and so on can pass without problems).
This will probably necessitate a change in how the chokes around the watchtower looks :/

Working on a fix for all of these.


You could do that or... Custom cliff time!
[image loading]
The only change is the look and walking area, but everything else is pretty much the same. (Same build areas, creep area etc.)
If it's something you can use or anyone else for that matter, I've uploaded the map file to here:
[url blocked]

Much easier than me explaning it how-to.
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
NullCurrent
Profile Joined November 2010
Sweden245 Posts
September 17 2011 11:11 GMT
#27
On September 17 2011 05:20 Ferisii wrote:
Show nested quote +

[*] Thors and Tanks cannot reach the center watchtower because they are too wide for the tiny choke (strangely Ultras, Collosi, Queens, Infestors, Immortals and so on can pass without problems).
This will probably necessitate a change in how the chokes around the watchtower looks :/

Working on a fix for all of these.


You could do that or... Custom cliff time!
+ Show Spoiler +
[image loading]

The only change is the look and walking area, but everything else is pretty much the same. (Same build areas, creep area etc.)
If it's something you can use or anyone else for that matter, I've uploaded the map file to here:
[url blocked]

Much easier than me explaning it how-to.


That looks awesome! Ingenious usage of the meinhoff crater and hiding of terrain cells!

Sadly, I have thought about tanks siegeing up around the tower, filling that space inside the chokes. Even if you can't fit that many tanks into it, it will still be hard to break, a bit too hard I think
(If you look at it from the perspective of a Z, think zergling muta vs a lot of tanks in the middle, protected by thors and hellions, and you'll see what I mean — zerglings won't be able to reach the tanks properly)

New Center

Here is an image of how the center will look:
(probably, if you have any objections I might change it)
[image loading]
This will still provide some cover for the tanks, but the forward tanks will be easier to hit and surround.
(And yes, tanks and thors can move through the small choke created by XWT and cliff hole, I have not removed one problem just to create another )

Forge FE Image

And I forgot to create one image which might be of importance to some, how a forge FE wall-in would look like:
[image loading]

Main-size too small?

Finally, monitor expressed some concerns with the main-size in the MotM #9 thread, so I created an example terran main to illustrate the size of the main and natural:
+ Show Spoiler [Example Terran main] +
[image loading]
Variant with building pathing switched on
As you can see, I have avoided to place buildings at the top of the main as in TvT you might be shelled by tanks sieged up next to the fourth there.

From what I and the other TPW members can see, it looks fine. But if testing proves us wrong, we'll change it and extend it towards the corners a bit.

Status of 1.2

I am still working on version 1.2, and if no other issues come up I will probably have it ready today (CET). The last issue I have to fix is the possibility of hiding smaller units behind cliff drops from 3 to 1 (the highground pods next to the nat).
The Planetary Workshop - TPW - Mapmaking Team
Ragoo
Profile Joined March 2010
Germany2773 Posts
September 17 2011 12:05 GMT
#28
That is some very unorganized building placement you have there lol

I think the main doesn't need to be as big as normal since when you acquire the nat/third and need to add production buildings you also get more space in the nat/third which are close to your main (hope you understand what I mean^^).

The picture shows quite well how much extra space there is in the nat.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
NullCurrent
Profile Joined November 2010
Sweden245 Posts
Last Edited: 2011-09-18 13:24:39
September 18 2011 13:20 GMT
#29
Released version 1.2!

This version has a lot of smaller changes, but most of them affect gameplay slightly.

Change Log
  • Fixed mineral placement on top right and bottom left natural
  • Reshaped holes around XWT to do away with the small chokes which prevented Siege Tanks and Thors from reaching the tower
  • Made the little corner on the lowground next to the third ramp and highground pod unpathable
  • Added no-fly-zones to a high building in top right corner and to cranes in the port to prevent players from hiding air units inside them
  • Moved some doodads and resized them to make it impossible to hide units inside them
  • Moved the cars and trashcan in the middle of the map and added unpathable square beneath them to prevent hiding marines and zerglings inside them
  • Increased exposure for the lighting, to make it easier to see units
  • Removed large garage doodad from the cliff edge on the bottom left main and replaced with other doodads, this to fix a building placement issue (doodads with a building footprint still keep it even though "Don't Use Doodad Footprint" is checked)
  • Lowered a building made out of cliffs in the lower left corner from level 3 cliff to level 2 cliff, this to prevent air units from hiding from units placed in the natural (which is on level 2)
  • Filled the little hole next to the rocks leading to the third (the crevice in the highground pod extending from the main), this to prevent units from hiding there
  • Lowered parts of the highground pods next to the natural -> third ramp to prevent units from hiding behind that 2 step cliff drop


Overview and analyzer has been updated in the OP, and the picture of the XWT:
+ Show Spoiler [New Center] +
[image loading]


EDIT: It is uploaded on EU, US will come within 24 hours I think.
The Planetary Workshop - TPW - Mapmaking Team
Dudemeister
Profile Joined July 2010
Sweden314 Posts
September 19 2011 10:42 GMT
#30
This is probably the most beautiful and clean map that has been made in SC2 yet...
NullCurrent
Profile Joined November 2010
Sweden245 Posts
October 28 2011 12:58 GMT
#31
Released version 1.5!

This one has a few minor changes and prepares the map to be submitted to the TeamLiquid Map Making Contest.
And it also attempts to fix the, according to some, too-dark lighting.

New lighting:

This will hopefully solve the problems it had with some people thinking the map was too dark. Now it is taking place during a cloudy and rainy day instead of during the night.

[image loading]

[image loading]

Change Log

1.3 (SEA only)
  • Copied language strings to SEA locale

1.4 (internal release)
  • Tweaked lighting a tiny bit
  • Reverted the range of the Xel'naga Watchtower from 14->22 because of contest
  • Used the height tool to make the textures "pop" more

1.5
  • Played around a bit more with the lighting (thanks to iGrok for some inspiration)
  • Made the center bases into 8 minerals + 2 gas for blizz contest
  • Changed the fog colour to a red-brown variant to make it look more like a wasteland
  • iGrok added some omnilights, makes the doodads look even more awesome!
  • Very minor fixes to pathing and placement grid (some doodads off the map still had a footprint edging into the map)
The Planetary Workshop - TPW - Mapmaking Team
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-10-29 06:28:57
October 29 2011 06:28 GMT
#32
Even though we're on the same team, I can't get over how gorgeous this map is. There is so much to discover!
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
October 29 2011 07:41 GMT
#33
This map should be the perfect experiment for the contest, because as what I have seen the community likes maps where there are as many doodas as possible, but blizzard seems to like maps where there as few as possible doodas. Im interested to see how well will this map do.
NullCurrent
Profile Joined November 2010
Sweden245 Posts
Last Edited: 2011-10-29 11:47:02
October 29 2011 11:39 GMT
#34
Forgot to update the OP with new analyzer, overview and tilted overview.

These images are ~4000x4000px, and around 4 MiB large, so feel free to look around

EDIT:

On October 29 2011 16:41 Sea_Food wrote:
This map should be the perfect experiment for the contest, because as what I have seen the community likes maps where there are as many doodas as possible, but blizzard seems to like maps where there as few as possible doodas. Im interested to see how well will this map do.


I agree, it will be interesting as there may be many reasons for not choosing Concrete Dreams :/
The Planetary Workshop - TPW - Mapmaking Team
NullCurrent
Profile Joined November 2010
Sweden245 Posts
Last Edited: 2012-01-04 21:33:35
January 04 2012 21:24 GMT
#35
New version finally on US servers!


For all of you who have complained about the map being too dark, especially those using the US server, version 1.6 has finally after all this time been uploaded to US servers.

The previous version on US servers was 1.2, so to make a quick recap of the major changes:
  • It will fix the major complaint of the map being too dark
  • Xel'Naga Watchtower now has normal range
  • Center bases are now 8 mineral + 2 gas instead of 7 mineral + 1 gas


Changes in the new version 1.6:
  • Fixed minor cliff visibility issues


EDIT: Currently published on US as "TPW Concrete Dreams-", by the user TPW
(because of naming problems)
The Planetary Workshop - TPW - Mapmaking Team
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
January 04 2012 22:39 GMT
#36
I'm so glad you're still working on this map. I hope to never see another Terminus again, with Concrete Dreams taking its place.
AssyrianKing
Profile Blog Joined August 2011
Australia2116 Posts
January 06 2012 13:24 GMT
#37
This is beautiful...
John 15:13
NullCurrent
Profile Joined November 2010
Sweden245 Posts
Last Edited: 2012-01-07 15:01:18
January 07 2012 14:27 GMT
#38
On January 06 2012 22:24 PiPoGevy wrote:
This is beautiful...

Sadly this does not matter at all, because many people are convinced that this map is redundant because it is "so similar to Terminus SE". This was the major reason it was excluded from the TeamLiquid Map Contest, its similarities to Terminus SE.
I do not agree with that, more on that later in this post.

Sea_Food put it quite nicely:

On October 29 2011 16:41 Sea_Food wrote:
This map should be the perfect experiment for the contest, because as what I have seen the community likes maps where there are as many doodas as possible, but blizzard seems to like maps where there as few as possible doodas. Im interested to see how well will this map do.

They said that they do not want to have redundancy in the map pool, I can understand that, but I disagree with them when it comes to Concrete Dreams because Terminus RE/SE never has been in Blizzard's map pool for which the contest was arranged.
But that is all past, so I won't really complain about it, I just put it here so all of you who wondered why this map did not go further in TLMC will know.

Personally I think this map will play out quite differently from Terminus RE/SE, mainly because you don't get a "free" third when you wall off your natural, instead you have to wall off later in the game to secure it (and by then you usually do not need to, as you have a standing army + the backdoor becomes a bit of a problem too as it is somewhat far away). Also, the size of the map is much smaller which will force more engagements instead of passively sitting on 3-5 bases and splitting the map (although this can still happen though, but depends more on the players than on the map).

So I'm hoping that Concrete Dreams finally will get the attention it in my opinion I think it deserves.

On January 05 2012 07:39 FoxyMayhem wrote:
I'm so glad you're still working on this map. I hope to never see another Terminus again, with Concrete Dreams taking its place.

I can up to a point agree with FoxyMayhem, and yes, I'm still working on this map from time to time, but now it seem to become quite stable. Most of the stuff people have complained about has been fixed (mainly the dark lighting, but that is now corrected thanks to the new upload on NA servers).

Also, for all those people on EU who want to try out this map and don't want to use the Blizzard AI and don't have a friend who wants to play, I have uploaded a version with Green Tea AI, named as "TPW Concrete Dreams Green Tea AI".
I have played a few times with it, and it works quite well. Sadly as it is an AI, it won't attempt to exploit air harass or drops as a human opponent would.

EDIT: I have now finally updated the OP and replaced all the screenshots with new images using the lighting from 1.5. All the old images have been put into a spoiler so you can compare with the old lighting if you want.
The Planetary Workshop - TPW - Mapmaking Team
Seeker *
Profile Blog Joined April 2005
Where dat snitch at?37085 Posts
January 07 2012 17:00 GMT
#39
I love the map. I honestly think it would result in some great/amazing games.

How close are the rush distances? It seems like apart from cross spawn, the rush distances are a bit too close.
ModeratorPeople ask me, "Seeker, what are you seeking?" My answer? "Sleep, damn it! Always sleep!"
TL+ Member
NullCurrent
Profile Joined November 2010
Sweden245 Posts
January 07 2012 18:41 GMT
#40
On January 08 2012 02:00 Seeker wrote:
I love the map. I honestly think it would result in some great/amazing games.

How close are the rush distances? It seems like apart from cross spawn, the rush distances are a bit too close.


As it says in the OP, the rush distance for close positions are about 117 AU for natural to natural, which is the same as on Xel'Naga Caverns. But as the natural choke is much narrower, I think it is definitely quite safe to expand early in the game (maybe not a 15 CC or so, but at least early). Also, it is a 4 spawn map, which will make it harder to find your opponent early, making rush builds harder to execute (the cross spawn is 140 AU natural to natural btw).

Versus Green Tea AI I've been able to repeatedly do a 15 CC into 3 rax wall followed by 2 factory tanks vs Hard without too much of a problem (Hard Green Tea AI is maphacking but not yet resource cheating, Very Hard is gradually resource cheating but with the same logic). Sadly the AI is not as good at micro, otherwise my somewhat bad micro skills would have been greatly strained to keep the wall alive .
The Planetary Workshop - TPW - Mapmaking Team
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