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[M] (2) TPW Loki II - Page 2

Forum Index > SC2 Maps & Custom Games
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FoxyMayhem
Profile Blog Joined April 2011
624 Posts
December 03 2011 04:37 GMT
#21
Has the third proven too difficult to take and hold? I like a lot about this map, but that third looks impossibly far away.
XenoX101
Profile Joined February 2011
Australia729 Posts
December 03 2011 04:49 GMT
#22
The layout looks really solid, I can definitely see this being used for tournament play. Also I like the choice of blue sand and red man-made cliffs, a bit different from what we normally see.
Exigaet
Profile Joined May 2010
Canada355 Posts
December 03 2011 04:51 GMT
#23
On December 03 2011 13:37 FoxyMayhem wrote:
Has the third proven too difficult to take and hold? I like a lot about this map, but that third looks impossibly far away.


I think you're mistaking the 3rd for the 4th.
CortoMontez
Profile Joined October 2010
Australia608 Posts
December 03 2011 06:35 GMT
#24
I can see burrowed banelings being amazing on this map, especially in the middle choke :O

Also, how much of a difference does it middle choke make upon the time it takes a large army to move through it? I remember in BW due to the pathing that the difference was massive, but I'm not sure how that will pan out in sc2...
"Creator was doing a really good job trying to win without storm but it was like eating spaghetti with a screwdriver." -Severian
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
December 03 2011 17:54 GMT
#25
Full backdoor base. 3rd choke about 15 grids wide. Mid passage choky. 4th base very far. No air space behind main or natural, but a little behind 3rd.
Basically nothing more than a 2 player version of Calm Before the Storm.

I hope that its not possible to get highground vision to main by placing a unit in the nearby highground base. That would make blink stalkers in pvp really stupid.
Ragoo
Profile Joined March 2010
Germany2773 Posts
December 03 2011 18:00 GMT
#26
Thx good point about the blink stalkers Sea_Food. You can't blink into main/backdoor nat directly but you can give vision, I will fix this by adding LoS blockers.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Rostam
Profile Blog Joined December 2008
United States2552 Posts
December 03 2011 18:02 GMT
#27
On December 03 2011 13:49 XenoX101 wrote:
The layout looks really solid, I can definitely see this being used for tournament play. Also I like the choice of blue sand and red man-made cliffs, a bit different from what we normally see.


It has been used for tournament play

http://www.teamliquid.net/tlpd/korean/maps/158_Loki_II

Good remake, it would be cool to see how it plays out in SC2. It was a really fun map in BW.
BW forever || Thall
Ragoo
Profile Joined March 2010
Germany2773 Posts
December 03 2011 21:06 GMT
#28
Updated the map. Improved the aesthetics overall, added critters and made a wall between main and middle base highground to prevent units from giving vision to the main (for blink stalkers and warpins).

I can see what you mean Sea_Food, the three first bases are the same and thus the fourth is a bit farther away.
Other than that i don't think it's just like Calm Before the Storm...

Thanks everyone else for compliments. The BW mapmakers are true geniuses and I'd love to see maps like this being played in SC2
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
ArcticRaven
Profile Joined August 2011
France1406 Posts
December 03 2011 21:54 GMT
#29
I love the layout of the middle area, the flank possibilities and everything, but.... full inbase expo ? AND natural easy to defend ? That's gonna be hard in ZvP and TvP - Giving Toss a free third base is gonna be very very hard on every other race.
[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!
chocopaw
Profile Blog Joined May 2011
2072 Posts
January 17 2012 12:28 GMT
#30
Just saw this map in the MotM January thread and am already a fan of it. :D Just looks great!
http://twitter.com/lechocopaw
Glioburd
Profile Joined April 2008
France1911 Posts
January 17 2012 15:03 GMT
#31
Nice work ! I liked to play this map on BW.
"You should hate loosing, but you should never fear defeat." NaDa.
digmouse
Profile Blog Joined November 2010
China6330 Posts
January 17 2012 15:31 GMT
#32
a bit concern here, is the in-base natural siege-able from the upper platform?
TranslatorIf you want to ask anything about Chinese esports, send me a PM or follow me @nerddigmouse.
WniO
Profile Blog Joined April 2010
United States2706 Posts
January 17 2012 15:57 GMT
#33
nice clean look. i like that.
Ragoo
Profile Joined March 2010
Germany2773 Posts
January 17 2012 17:06 GMT
#34
On January 18 2012 00:57 WniO wrote:
nice clean look. i like that.


Good that you didn't see the unlcean version I submitted...

... aesthetics will be improved a lot by someone more capable than me very soon ; )
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Ragoo
Profile Joined March 2010
Germany2773 Posts
January 29 2012 14:05 GMT
#35
Updated with pictures of newest version. No layout changes but an aesthetic overhaul by Samro225am!

Also be sure to tune in when the MotM replays with this map are casted on ESL TV soon!
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
eTcetRa
Profile Joined November 2010
Australia822 Posts
January 29 2012 14:49 GMT
#36
New aesthetics look nice but I was a fan of the contrasting sand & man-mades.
Retired Mapmaker™
erazerr
Profile Joined March 2011
Australia86 Posts
Last Edited: 2012-01-29 16:15:02
January 29 2012 16:14 GMT
#37
this is one of the best (aesthetically-wise) maps ive ever seen that are playable. Awesome stuff.
Gfire
Profile Joined March 2011
United States1699 Posts
January 29 2012 17:04 GMT
#38
Not a fan of water marking the boundaries, since water is typically pathable and doesn't really represent unpathable space very well, and it's all rounded while pathing boundaries and geometric. Otherwise, it looks really great.
all's fair in love and melodies
Qegixar
Profile Joined May 2011
United States46 Posts
January 29 2012 17:58 GMT
#39
I love the layout... but there's water on the map! Why must every other map have water spilling over the edges? It was an interesting creative touch at first, but now it is just overused to an extreme. Plus, whenever you place buildings on the sloped terrain, it warps and looks unsightly. It can work for some maps, but here the water seems out of place with this tileset.
Ragoo
Profile Joined March 2010
Germany2773 Posts
January 29 2012 19:00 GMT
#40
On January 30 2012 02:58 Qegixar wrote:
I love the layout... but there's water on the map! Why must every other map have water spilling over the edges? It was an interesting creative touch at first, but now it is just overused to an extreme. Plus, whenever you place buildings on the sloped terrain, it warps and looks unsightly. It can work for some maps, but here the water seems out of place with this tileset.


It's a reef, basically water is a key part of the whole thing.
Also, correct me if I'm wrong, but since Bel'Shir Beach was remade with snow theme , ESV Ohana used by NASL is the only competitive map with water going over the edges. So I don't see how we have too many of these maps^^
In wc3 many more maps had water on the map, and it was awesomeee!
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
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