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[M] (2) Stillwater Reach - Page 2

Forum Index > SC2 Maps & Custom Games
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Prev 1 2 All
Vindicare605
Profile Blog Joined August 2011
United States16125 Posts
November 14 2011 12:29 GMT
#21
I haven't played on it yet but I do intend to.

I just came in here to post....

"OMG MY EYES! THEY ARE FEASTING!"

Gorgeous map, It has a swamp vibe which is very different from any other map that I know off. Awesome work. Can't wait to play it.
aka: KTVindicare the Geeky Bartender
Larsin
Profile Joined April 2011
Netherlands162 Posts
November 14 2011 12:58 GMT
#22
map looks really good, the layout is really different then all the maps we are used to.

i would remove the gold entirely. there are enough bases. it would create a nice open area.
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2011-11-18 13:26:47
November 18 2011 00:49 GMT
#23
v0.2

1. experimenting with fewer minerals on the map, especially no more gold!

instead of the gold base the current version 0.2 has a 6 mineral 1rich vespene geyser.
A green omni light signifys the rich gas.

2. few visual tweaks: a bit more color saturation on the fog and a modified Port Zion lighting and (edit: ) detailed texturing of under water lowground.


[image loading]

heroofcanton
Profile Blog Joined August 2011
United States167 Posts
November 18 2011 04:05 GMT
#24
Dude, bro, this map is beautiful. I could give a shit about balance on a map like this. I feel like a lot of ladder maps would be more enjoyable if the looked ~45% this good.
The hero of Canton, the man they call me.
RFDaemoniac
Profile Joined September 2011
United States544 Posts
November 18 2011 07:17 GMT
#25
This is sooo beautiful!

Are those LOS blockers at the bottom of the small sheltered expos (top right and bottom left)? They feel unnecessary.

Slash I really like the XNW placement and those LOS blockers in the middle, how if you come from one side you can't see but they can and if you come from the other angle you both can see each other.

I think that the pathable water vs. deep water is clear enough, but a non-solid texture underneath it would be nice.
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2011-11-18 13:28:53
November 18 2011 13:24 GMT
#26
On November 14 2011 21:58 Larsin wrote:
map looks really good, the layout is really different then all the maps we are used to.

i would remove the gold entirely. there are enough bases. it would create a nice open area.


I decided to transform the gold into a 6 mineral 1 high yield gas. This actually also gives some additonal sopace, but the area should be open enough anyway.

This change should unfavor Terran to balance things up.


On November 18 2011 13:05 heroofcanton wrote:
Dude, bro, this map is beautiful. I could give a shit about balance on a map like this. I feel like a lot of ladder maps would be more enjoyable if the looked ~45% this good.


Glad you like the visuals. But I think it shpuld actually be pretty balanced by now!

On November 18 2011 16:17 RFDaemoniac wrote:
This is sooo beautiful!

Are those LOS blockers at the bottom of the small sheltered expos (top right and bottom left)? They feel unnecessary.

Slash I really like the XNW placement and those LOS blockers in the middle, how if you come from one side you can't see but they can and if you come from the other angle you both can see each other.

I think that the pathable water vs. deep water is clear enough, but a non-solid texture underneath it would be nice.


Texture: the groundfloor texture was changed, too. I forgot to add this and the Overview image does not show the current state.

LoSBs: The LoSBs in the centre reflect the way the paths work in this map with the two highround pods (forward thirds). Glad you like it and the opportunities or challenges they pose for the game!

The LoSBs at the highrond base were added for different reasons. Gameplaywise they do not have to be there, but I think it is nice to add a bit of insecurity for this fast away single-entrance base, considering a situation were you do not scout/control the area between third, forward third and the highround base. Although I wanted it to feel cut away a bit, separated from the regular flow. Also it could be nice to have a pylon up there or actually drop there and then walk down into third.
[]Phase[]
Profile Joined September 2010
Belgium927 Posts
November 18 2011 17:39 GMT
#27
im having the weirdest boner right now... awesome aesthetics!
castled
Profile Joined March 2011
United States322 Posts
November 18 2011 18:48 GMT
#28
A map that is both interesting and (theoretically) balanced!? I'd really like to see some tournament games on this.
VoirDire
Profile Joined February 2009
Sweden1923 Posts
November 19 2011 06:29 GMT
#29
It's beautiful, but I would tone down the hexagons somewhat. Not remove them, just tone them down a bit.
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2011-11-21 13:59:31
November 21 2011 13:56 GMT
#30
v1.0 EU and US



changes with v0.2:
Destructable rocks on Golds to help Toss in ZvP. Zerg could punish FE with taking quick gold.
changes with v0.3:
Six mineral one rich geyser instead of high yield bases with rocks.
changes with v1.0:
A few visuals changes like fewer light emission from decals, fog adjustments, green omni lights on rich geysers, texturing of underwater areas.


i consider the map final for the moment and will focus on new projects and hope you guys will have some interesting matches.
replays would be really nice!
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