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[M] [W.I.P] (4) Hipster Heaven - Page 2

Forum Index > SC2 Maps & Custom Games
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Prev 1 2 All
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 11 2011 02:54 GMT
#21
I'm with you mashmed. I don't really have a lot to add at this point beyond what I already said but I'll gladly bump for support. I didn't realize you added those crystals to break up the middle, you should edit your OP so it has the newest overview pic with all the pretty stuff.
Comprehensive strategic intention: DNE
Mashmed
Profile Joined September 2010
Sweden198 Posts
October 11 2011 12:28 GMT
#22
[image loading]

Added 3000~ trees <3

Also edited the OP with new information pictures So that it is more up to date.

Overview
+ Show Spoiler +
[image loading]


Beauty Pics
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]



Gosh Digglydarnit
vincom2
Profile Joined June 2011
Singapore1775 Posts
October 11 2011 13:26 GMT
#23
Very interesting ideas! Is the map published anywhere?
Azera
Profile Blog Joined December 2010
3800 Posts
October 11 2011 13:41 GMT
#24
Considering how hipsters like their photographs to have a rather vintage and soft feel, I can agree with the map title! However, maybe you would like to change the map title to something less hate-able? =)
Check out some great music made by TLers - http://bit.ly/QXYhdb , by intrigue. http://bit.ly/RTjpOR , by ohsea.toc.
Mashmed
Profile Joined September 2010
Sweden198 Posts
October 11 2011 16:35 GMT
#25
The map is published on EU under 'Hipster Heaven'.
And yes I might consider changing the name later on but for now it shall stay as Hipster Heaven
Gosh Digglydarnit
TORTOISE
Profile Joined December 2010
United States515 Posts
Last Edited: 2011-10-11 17:35:13
October 11 2011 17:34 GMT
#26
i want to play this maps, quite intriguing
◕ ‿‿ ◕ ๑•́ ₃ •̀๑ ( ͡ ° ͜ ʖ ͡°)
Chargelot
Profile Blog Joined December 2010
2275 Posts
October 11 2011 19:07 GMT
#27
The aesthetic changes keep getting better and better.
Mind if I ask about the destructible debris? It reminds me of a novice map from the practice league.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
ArcticRaven
Profile Joined August 2011
France1406 Posts
October 11 2011 19:22 GMT
#28
THIS

IS

BEAUTIFUL.

o____________o

But I think, independantly of the concept, that I do not feel so useful, but that's discutable, that there is too much unused space everywhere on the map.
[Govie] Wierd shit, on a 6 game AP winning streak with KOTL in the trench. I searched gandalf quotes and spammed them all game long, trenchwarfare247, whateva it takes!
Mashmed
Profile Joined September 2010
Sweden198 Posts
October 11 2011 20:23 GMT
#29
On October 12 2011 04:07 Chargelot wrote:
+ Show Spoiler +
The aesthetic changes keep getting better and better.
Mind if I ask about the destructible debris? It reminds me of a novice map from the practice league.


The rocks are only there if there is no player in the main. It is to shorten the scouting distance because the map is so big.
Gosh Digglydarnit
Mashmed
Profile Joined September 2010
Sweden198 Posts
October 28 2011 00:56 GMT
#30
Time for some finishing touches before the TL Contest entry.

Here is an explanation of how spawns work on this map.

[image loading]

If you've spawned in any of these spawns the spawns which are linked with the green lines are "close spawns" and therefor your opponent can not spawn at those locations.

And to further explain the destructible rocks:
The rocks are destroyed at the mains where someone spawn, so if you scout rocks on any expansion that means there are no player there, unless terran lifted their command center there or something.
Gosh Digglydarnit
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
October 28 2011 04:37 GMT
#31
I like this map, but I am worried for you. It is fairly complex and hence (if it made it) it would most likely be altered and hence destroyed. If you plan on submitting I think it would have a better chance of doing something if it were a team play map (with some modifications). ATM team play maps are getting smaller, this is going in the other direction and imo might open up new possibilities etc. Just my 2c.
Administrator~ Spirit will set you free ~
Treadmill
Profile Joined July 2010
Canada2833 Posts
October 28 2011 06:19 GMT
#32
On October 28 2011 13:37 Plexa wrote:
I like this map, but I am worried for you. It is fairly complex and hence (if it made it) it would most likely be altered and hence destroyed. If you plan on submitting I think it would have a better chance of doing something if it were a team play map (with some modifications). ATM team play maps are getting smaller, this is going in the other direction and imo might open up new possibilities etc. Just my 2c.

I'm looking at this and, yeah, this would be a fantastic 2v2 map. Way better than all the 2v2 maps in the pool now. Of course 2v2 is less glamourous than 1v1, so I'd understand if you don't want to do that.
Mashmed
Profile Joined September 2010
Sweden198 Posts
October 28 2011 06:43 GMT
#33
+ Show Spoiler +
On October 28 2011 13:37 Plexa wrote:[spoiler]
I like this map, but I am worried for you. It is fairly complex and hence (if it made it) it would most likely be altered and hence destroyed. If you plan on submitting I think it would have a better chance of doing something if it were a team play map (with some modifications). ATM team play maps are getting smaller, this is going in the other direction and imo might open up new possibilities etc. Just my 2c.

If I would submit this as a 2v2 map, do I only have 2 other map submits available to me? Or can I submit 3 1v1 maps aswell? Otherwise I'm guessing this will stay as it is and I either find some other map to use or just use this at the lack of other good maps.
Gosh Digglydarnit
Apom
Profile Blog Joined August 2011
France656 Posts
October 30 2011 18:03 GMT
#34
I'm not sure this would be a good 2v2 map without some modifications. The main bases of a given team are simply too far from each other, it's like Arid Wastes in that regard.

But yeah, something as simple as moving the main ramps so they are on the yellow line on your picture, instead of being in the back, could be a possibility. I'm all for more diversity in the 2v2 map pool.
Ragoo
Profile Joined March 2010
Germany2773 Posts
Last Edited: 2011-11-09 22:27:22
November 09 2011 22:26 GMT
#35
Damn I wanted to give you feedback earlier, now your map is already a honorable mention in the TL contest^^

Anyway I really really like this as a 2v2 map, I just think there is one problem: Only 15 bases and the way you take bases is you take your 5 bases, enemies take their 5 bases and then you basically battle for the other 5 bases cos its hard to split those for both teams.

So what I'd really like to see is one more base added in between, so that first of all you can take a 6th base in your half and also the transition to the empty side of the map is more smooth , allowing for easier splits of the bases there.

[image loading]
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Meltage
Profile Joined October 2010
Germany613 Posts
November 10 2011 08:41 GMT
#36
Grats to the honorable mention in the TLMC!

Since I play some 2v2 now and then, I tested your map. I seldom have problem with lag, but on this I had. The trees looks nice but you should run the map with FPS displayed and see if it drops less when you've removed the trees.

Second, the mineral lines in the 9 o'clock spawn has issues (the "red spawn in this image). One of two mineral patches were hidden behind the others.

GL HF
http://mentalbalans.se/aggedesign
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 10 2011 09:09 GMT
#37
I liked this map before it was cool to like this map.

The bases are too far apart for this to be a serious 2v2 map, btw. The rush distance helps but at a certain point you have to be proximate enough to your teammate to survive certain double rush attacks.

If it were a 2v2 map, the best part would be the very contentious 3rd spawn. It would really bring out the diversity in lategame 2v2 which usually just sees a tier3 bust if the game was stable up to that point. It would shift the late game to high mobility or air play, almost like island expansions in a way.

In theory, I think 2v2 maps are much more robust in terms of having huge map sizes and tons of bases at ridiculous walk distances. This is because there's double the potential to scout ninja bases and deal with them accordingly. So I agree with Plexa that conceptually this map would be a great offer for 2v2.

But it's a 1v1 map!!! And it would produce so many interesting builds were it to be graced with serious competitive play.
Comprehensive strategic intention: DNE
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
November 10 2011 11:01 GMT
#38
When we tested the map for playability as a 2v2 map, it worked out fine. Maybe the bases could be a little closer together, but overall it worked out fine.
Administrator~ Spirit will set you free ~
Apom
Profile Blog Joined August 2011
France656 Posts
November 10 2011 13:11 GMT
#39
On November 10 2011 07:26 Ragoo wrote:
Damn I wanted to give you feedback earlier, now your map is already a honorable mention in the TL contest^^

Anyway I really really like this as a 2v2 map, I just think there is one problem: Only 15 bases and the way you take bases is you take your 5 bases, enemies take their 5 bases and then you basically battle for the other 5 bases cos its hard to split those for both teams.

So what I'd really like to see is one more base added in between, so that first of all you can take a 6th base in your half and also the transition to the empty side of the map is more smooth , allowing for easier splits of the bases there.

[image loading]

Tyrador Keep, the only 3 spawn 2v2 map from Blizzard, also has 15 bases. However, the third sector of Tyrador Keep can actually be shared to some extent : out-base natural for one team and gold base for the other team is a realistic split that gives 6 bases per team. Only the three bases that are on the high ground are truely impossible to split.

Hispter Heaven is quite different, because the third sector is impossible to split, due to being entirely behind a single choke (technically, one base is outside the choke, but you can't split one base in two). While it may be a good reason to give teams an extra base, I fear that the layout you proposed would aggravate the issue : let's assume that Team A spawns at 5 and Team B spawns at 8. Once the game advances enough to justify taking the central bases, Team A would naturally take the one at 4 and Team B the one at 12 (the one at 7 would be contested, in a split scenario). From there, Team A has a smooth transition into taking the outer base of the unoccupied spawn, while Team B has a smooth transion into taking everything else (both mains and both naturals). You can see how that would be an issue.
mogoh
Profile Joined August 2011
Germany109 Posts
May 16 2012 22:38 GMT
#40
I just tested the map and it has two wrong minaral patches. Can you correct it please?

[image loading]
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