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[M] (2) Peaceful Waters

Forum Index > SC2 Maps & Custom Games
Post a Reply
Mereel
Profile Joined February 2010
Germany895 Posts
Last Edited: 2011-12-09 23:29:47
December 09 2011 22:59 GMT
#1
[image loading]


30 Days is a long time -.-
Here is what i come up with over the time. With Peacul Waters i wanted to show how i would make a JungleTheme like, for example Havens Lagoon.

General:
+ Show Spoiler +
Texture: Costum
Playable: 136x136
Expands: 10
Xel'Naga: 2

Overview:
+ Show Spoiler +
[image loading]
HQ: http://i.imgur.com/YBt1w.jpg

Analyzer Overview:
+ Show Spoiler +
[image loading]

Analyzer:
+ Show Spoiler +
[image loading]
[image loading]

Pictures:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
TPW Mapmaking Team
Chargelot
Profile Blog Joined December 2010
2275 Posts
December 09 2011 23:04 GMT
#2
Which servers is it on?
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
December 09 2011 23:14 GMT
#3
The third is pretty hard to take, and it has barrin's dot syndrome whatever thingie (look in haven's lagoon map thread)
http://www.teamliquid.net/forum/viewmessage.php?topic_id=284593&currentpage=4
Nat-to-nat might be a bit short.
Me like ^^
ModeratorI am still alive, somehow
TL+ Member
Inside.Out
Profile Blog Joined December 2010
Canada569 Posts
December 09 2011 23:24 GMT
#4
its got an interesting layout, which should be cool to play on, but the ramps at the 6 and 12 o'clock bases, particularly the ramps going to the outside, are too tight.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 10 2011 01:12 GMT
#5
On December 10 2011 08:24 EcstatiC wrote:
its got an interesting layout, which should be cool to play on, but the ramps at the 6 and 12 o'clock bases, particularly the ramps going to the outside, are too tight.

Why?


Very nice job with the last expansions, which are eminently defensible provided you set up that way, but which require a positional commitment or map control to set up safely. Nothing fancy just solid map design. Really like the pathways between naturals. I can't see any major problems. This is a map that could easily have no towers, I think, and be better for it.
Comprehensive strategic intention: DNE
Yoshi Kirishima
Profile Blog Joined July 2009
United States10383 Posts
December 10 2011 01:27 GMT
#6
very interesting, unique layout o.o but not so unique that is looks like "WTF?" this is good :D

thanks for making

the visuals are great and unique as well
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
FlaShFTW
Profile Blog Joined February 2010
United States10570 Posts
Last Edited: 2011-12-10 01:34:14
December 10 2011 01:34 GMT
#7
I love this map. This is a map where when you take another base, there is exponentially more chokes to defend. This is the kind of maps I love.

I would say make the map more visual and you are set. This map is beautiful
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
TheAmazombie
Profile Blog Joined September 2010
United States3714 Posts
December 10 2011 02:27 GMT
#8
This looks to be both interesting and dynamic. The high ground center will be strong for tanks, but good back door access makes zoning one area dangerous. I am excited to try this.
We think too much and feel too little. More than machinery, we need humanity. More than cleverness, we need kindness and gentleness. Without these qualities, life will be violent and all will be lost. -Charlie Chaplin
dezi
Profile Blog Joined April 2010
Germany1536 Posts
January 19 2012 00:33 GMT
#9
This map plays really well. Had a 58min TvT on it today. The map doesn't tend to favor any kinda playstyle (where as on f.e. Daybreak a macro orientated playstyle often seems to be the best choice).
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
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