
[M] [W.I.P] (4) Hipster Heaven - Page 2
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EatThePath
United States3943 Posts
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Mashmed
Sweden198 Posts
![]() Added 3000~ trees <3 Also edited the OP with new information pictures So that it is more up to date.Overview + Show Spoiler + Beauty Pics + Show Spoiler + | ||
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vincom2
Singapore1775 Posts
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Azera
3800 Posts
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Mashmed
Sweden198 Posts
And yes I might consider changing the name later on but for now it shall stay as Hipster Heaven ![]() | ||
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TORTOISE
United States515 Posts
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Chargelot
2275 Posts
Mind if I ask about the destructible debris? It reminds me of a novice map from the practice league. | ||
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ArcticRaven
France1406 Posts
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. | ||
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Mashmed
Sweden198 Posts
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. | ||
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Mashmed
Sweden198 Posts
Here is an explanation of how spawns work on this map. ![]() 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. | ||
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Plexa
Aotearoa39261 Posts
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Treadmill
Canada2833 Posts
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. | ||
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Mashmed
Sweden198 Posts
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. | ||
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Apom
France656 Posts
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. | ||
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Ragoo
Germany2773 Posts
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. ![]() | ||
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Meltage
Germany613 Posts
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 | ||
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EatThePath
United States3943 Posts
![]() 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. | ||
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Plexa
Aotearoa39261 Posts
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Apom
France656 Posts
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. ![]() 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. | ||
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mogoh
Germany109 Posts
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