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[M] (2) Neo Destination

Forum Index > SC2 Maps & Custom Games
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Mereel
Profile Joined February 2010
Germany895 Posts
Last Edited: 2011-12-09 23:28:30
December 09 2011 23:04 GMT
#1
[image loading]


The first usefull Destination Port. I created some costum Textures to get the original feel of the Map.

General:
+ Show Spoiler +
Texture: Tarsonis/Costum
Playable: 120x176
Expands: 12
Xel'Naga: 0

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

TPW Mapmaking Team
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
Last Edited: 2011-12-09 23:09:55
December 09 2011 23:09 GMT
#2
The mains are too big!

+ Show Spoiler +
Ha, seriously though, I think the only problem is that the middle is too cramped.

Oh, and welcome back ^^
ModeratorI am still alive, somehow
TL+ Member
Yoshi Kirishima
Profile Blog Joined July 2009
United States10382 Posts
December 09 2011 23:14 GMT
#3
Nice, but yes i agree the middle is too cramped. Especially in sc2 you got to allow more space so splash doesn't rape everything, and so that FFs don't rape everything neither.

I wonder if you should just make the 3 bridges in the middle 1 big area, because there's enough holes and cliffs around that area anyways and mech is already strong due to only needing like 3 sensor towers. And this way Zerg can actually engage better, and bio can't get FF'd and splashed to death.

But ofc this is just from looking at it, but these were the problems that someone from ICCUP map making team said that kept destination from being a decent sc2 map.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
iGrok
Profile Blog Joined October 2010
United States5142 Posts
December 09 2011 23:21 GMT
#4
Reminds me of Crossfire - h8trs gonna h8, but its actually probably going to be fine in the end
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Seeker *
Profile Blog Joined April 2005
Where dat snitch at?37103 Posts
December 09 2011 23:46 GMT
#5
On December 10 2011 08:14 Yoshi Kirishima wrote:
Nice, but yes i agree the middle is too cramped. Especially in sc2 you got to allow more space so splash doesn't rape everything, and so that FFs don't rape everything neither.

I wonder if you should just make the 3 bridges in the middle 1 big area, because there's enough holes and cliffs around that area anyways and mech is already strong due to only needing like 3 sensor towers. And this way Zerg can actually engage better, and bio can't get FF'd and splashed to death.

But ofc this is just from looking at it, but these were the problems that someone from ICCUP map making team said that kept destination from being a decent sc2 map.


But if u take away those 3 bridges, it's no longer the revered BW Destination :[
ModeratorPeople ask me, "Seeker, what are you seeking?" My answer? "Sleep, damn it! Always sleep!"
TL+ Member
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
December 09 2011 23:47 GMT
#6
Awesome! Destination would provide a much more interesting split map than Shakuras, that's for sure.

I really want to see some good games on it, see how easy it actually is to cut off the three bridges.
Mereel
Profile Joined February 2010
Germany895 Posts
December 09 2011 23:50 GMT
#7
in the games i played the bridges never played any role at all....im not the best player though^^
TPW Mapmaking Team
Yoshi Kirishima
Profile Blog Joined July 2009
United States10382 Posts
December 10 2011 00:20 GMT
#8
On December 10 2011 08:46 Seeker wrote:
Show nested quote +
On December 10 2011 08:14 Yoshi Kirishima wrote:
Nice, but yes i agree the middle is too cramped. Especially in sc2 you got to allow more space so splash doesn't rape everything, and so that FFs don't rape everything neither.

I wonder if you should just make the 3 bridges in the middle 1 big area, because there's enough holes and cliffs around that area anyways and mech is already strong due to only needing like 3 sensor towers. And this way Zerg can actually engage better, and bio can't get FF'd and splashed to death.

But ofc this is just from looking at it, but these were the problems that someone from ICCUP map making team said that kept destination from being a decent sc2 map.


But if u take away those 3 bridges, it's no longer the revered BW Destination :[


Hm just make em wider then I guess? idk =/
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
FlaShFTW
Profile Blog Joined February 2010
United States10548 Posts
December 10 2011 01:38 GMT
#9
get rid of those 2 holes in the ground in the middle of the 2 centers of each side. this allows for armies not to get funneled into space half the size. also, considering how this is SC2, make the 3 central ramps into 2 ramps instead. this is so the armies are able to fit, not like in BW where you didn't need that (I remember you could only fit one tank/goon at a time on that bridge)

Overall, good map. I like the addition of one gas in the back bases.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
a176
Profile Blog Joined August 2009
Canada6688 Posts
December 10 2011 02:13 GMT
#10
the main is far too small; no place to hide ma proxy rax
starleague forever
TheAmazombie
Profile Blog Joined September 2010
United States3714 Posts
December 10 2011 02:25 GMT
#11
There is that reminder of crossfire that people have mentioned, but even though that map mas some issues, it also forces some awesome games as we have seen from cheese to games where all minerals are mines out.

I like the overall layout and think that it is definitely a map heading in an interesting direction.
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
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
December 10 2011 02:29 GMT
#12
On December 10 2011 10:38 FlaShFTW wrote:
get rid of those 2 holes in the ground in the middle of the 2 centers of each side. this allows for armies not to get funneled into space half the size. also, considering how this is SC2, make the 3 central ramps into 2 ramps instead. this is so the armies are able to fit, not like in BW where you didn't need that (I remember you could only fit one tank/goon at a time on that bridge)

Overall, good map. I like the addition of one gas in the back bases.


I agree that the holes should be removed, they seem unnecessary. However, I think the bridges are fine, since the entire point is that they are 3 narrow chokepoints - it's a risk to move your army through and get caught in the middle, but the advantage is that the path is shorter. If you don't want to take that risk, there is the other, wider path around the side of the map...
vibeo gane,
Archas
Profile Blog Joined July 2010
United States6531 Posts
December 10 2011 02:57 GMT
#13
Is that the fabled Panda Bear Guy in the center?
The room is ripe with the stench of bitches!
Yoshi Kirishima
Profile Blog Joined July 2009
United States10382 Posts
December 10 2011 03:50 GMT
#14
On December 10 2011 11:57 Aeres wrote:
Is that the fabled Panda Bear Guy in the center?


omg is it???
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Antares777
Profile Joined June 2010
United States1971 Posts
December 10 2011 04:09 GMT
#15
What is up with all the remakes all of a sudden? Did the magical spring of creativity dry up?

Nah I'm kidding, this map brings back memories of me and my brother playing LAN when we first learned how to play SC. Good times!

Leave the three bridges the way they are. Might be the little kid inside me saying that, but I think it could work.
Seeker *
Profile Blog Joined April 2005
Where dat snitch at?37103 Posts
December 10 2011 04:09 GMT
#16
It really hurts me that BW maps can't really be replicated for SC2 :[

The units and pathing is so different for SC2 that BW maps have to be altered so much sometimes ..... and then it's no longer THE BW map :[
ModeratorPeople ask me, "Seeker, what are you seeking?" My answer? "Sleep, damn it! Always sleep!"
TL+ Member
eTcetRa
Profile Joined November 2010
Australia822 Posts
December 11 2011 10:45 GMT
#17
The custom textures really make it feel like a BW war map though! I love it.
Retired Mapmaker™
[]Phase[]
Profile Joined September 2010
Belgium927 Posts
December 11 2011 10:48 GMT
#18
I... fucking... LOVE YOU!

Anyone want to test this on EU? master zerg Phase - 170
Big J
Profile Joined March 2011
Austria16289 Posts
December 11 2011 10:52 GMT
#19
how many minerals are on the backdoor blockers? (already imagining a 1-1-1 with mules to open up a backdoor entrence )
ArcticRaven
Profile Joined August 2011
France1406 Posts
December 11 2011 11:41 GMT
#20
On December 10 2011 13:09 Seeker wrote:
It really hurts me that BW maps can't really be replicated for SC2 :[

The units and pathing is so different for SC2 that BW maps have to be altered so much sometimes ..... and then it's no longer THE BW map :[


Loki II seems excellent.
[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!
iGrok
Profile Blog Joined October 2010
United States5142 Posts
December 11 2011 11:42 GMT
#21
On December 11 2011 19:52 Big J wrote:
how many minerals are on the backdoor blockers? (already imagining a 1-1-1 with mules to open up a backdoor entrence )

I don't know, but a good way to fix this is to stack several mineral sets on top of each other, each with 5 minerals in them.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Ragoo
Profile Joined March 2010
Germany2773 Posts
December 11 2011 12:12 GMT
#22
On December 11 2011 20:42 iGrok wrote:
Show nested quote +
On December 11 2011 19:52 Big J wrote:
how many minerals are on the backdoor blockers? (already imagining a 1-1-1 with mules to open up a backdoor entrence )

I don't know, but a good way to fix this is to stack several mineral sets on top of each other, each with 5 minerals in them.


Then you can't see how many minerals there are tho and workers can mine all of them at the same time.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Keyboard Warrior
Profile Joined December 2011
United States1178 Posts
December 11 2011 14:35 GMT
#23
The main base is a bit too large. And the middle needs to be spaced better so that you can have epic engagements. Good take on destination though
Not your regular Keyboard Warrior ¯\_(ツ)_/¯
Mereel
Profile Joined February 2010
Germany895 Posts
Last Edited: 2011-12-11 15:24:38
December 11 2011 15:24 GMT
#24
ok here is my view on the complains.
first off the hole that i added. the thing is, on destination the area infront of the natural is freaking huge and such huge areas usually dont work in sc2. first, with the modern unit clumping there is no need for them and second, it favours zerg.

Open Area:
+ Show Spoiler +
[image loading]

So i added that hole to create 2 chokes that can be used to forcefield and just to break it up a little. the chokes are still pretty big though.

Open Area with hole:
+ Show Spoiler +
[image loading]


i know its hard to see proportions as a nonmapmaker and only with a overview picture. if some americans wants to host it on US that would be great, so u could check it out urself.

secondly the bridges. the area around them is still pretty massiv, so they are just another choke to break it up. and furthermore there are enough side pathes to move around if u dont want to fight there.

and thirdly the main, its perfectly fine. its not 446whatever (the editor is dumb when u add random minerals somewhere)
try it ingame pls
TPW Mapmaking Team
FlaShFTW
Profile Blog Joined February 2010
United States10548 Posts
December 11 2011 15:32 GMT
#25
On December 10 2011 11:29 -NegativeZero- wrote:
Show nested quote +
On December 10 2011 10:38 FlaShFTW wrote:
get rid of those 2 holes in the ground in the middle of the 2 centers of each side. this allows for armies not to get funneled into space half the size. also, considering how this is SC2, make the 3 central ramps into 2 ramps instead. this is so the armies are able to fit, not like in BW where you didn't need that (I remember you could only fit one tank/goon at a time on that bridge)

Overall, good map. I like the addition of one gas in the back bases.


I agree that the holes should be removed, they seem unnecessary. However, I think the bridges are fine, since the entire point is that they are 3 narrow chokepoints - it's a risk to move your army through and get caught in the middle, but the advantage is that the path is shorter. If you don't want to take that risk, there is the other, wider path around the side of the map...

i know thats the point, but lets just test. because sentry/collosi would just be totally unfair on this map. forcefield an army that is walking thru the bridges then get collosi in the back.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Mereel
Profile Joined February 2010
Germany895 Posts
December 11 2011 15:35 GMT
#26
u can just not fight there?
TPW Mapmaking Team
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
December 11 2011 20:47 GMT
#27
A zerg nightmare.

Really? No one has commented on low ground siegeable main mineral line? Even if terran does not do that, the cliff near main makes other haras much stronger.
Huge ground area behind main (and natural) mineral lines will make mutas much much less useful.
Forcing 4baseVS4base in this map against zerg seems pretty easy.
It is borderline hilarious how strong bunker rushes are in this map. The zerg has to block so much space to not let terran build an insta win construction site.
+ Show Spoiler [example] +
[image loading]


Also it is silly how open the cliffs above natural are, but still are unpathable.
Grebliv
Profile Joined May 2006
Iceland800 Posts
Last Edited: 2011-12-11 20:58:30
December 11 2011 20:56 GMT
#28
On December 11 2011 19:52 Big J wrote:
how many minerals are on the backdoor blockers? (already imagining a 1-1-1 with mules to open up a backdoor entrence )


If scouted at all that attack will always be worse than a frontal 1-1-1 so i sincerely don't see the problem.

it's a normal 1-1-1 up a 1x ramp, which you can do at the front as well but here there are minerals blocking so you need to spend mules on that instead of getting $$$. The only case where you don't have to go up the 1x ramp at the front is when there's already an expo there which makes this alternate path even worse.

Only thing i could see this getting muled for (or just opened at all by an offensive terran) is for sneaky hellion runbys very specific cheese and perhaps some sneaky bio "pokes" (but not really).

tldr: If scouted i don't see the problem with this sort of backdoor. Just like in bw it can open up for some specific shenanigans but i almost entirely relies on not getting scouted and usually just serves as a later game shortcut/path for the defender.
ESV Mapmaking!
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-10-23 22:48:13
October 23 2012 22:47 GMT
#29
Hey, can I use this map with my Starbow mod?

If so, where can I find the map file?
Creator of Starbow
antehero
Profile Joined December 2012
Afghanistan1 Post
December 28 2012 01:05 GMT
#30
can this be published on NA?
Aunvilgod
Profile Joined December 2011
2653 Posts
December 28 2012 01:24 GMT
#31
Ugh and I already thought someone fixed the analyzer. -.-
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
Meerel
Profile Joined March 2012
Germany713 Posts
December 28 2012 02:16 GMT
#32
it is on US now
SDMF
eTcetRa
Profile Joined November 2010
Australia822 Posts
December 29 2012 03:32 GMT
#33
I want that bridge texture!! :O
Retired Mapmaker™
algue
Profile Joined July 2011
France1436 Posts
December 29 2012 10:37 GMT
#34
I'm gonna cheer for stephano but I don't think that his play style is good for the GSL format :/
rly ?
Qwyn
Profile Blog Joined December 2010
United States2781 Posts
December 29 2012 10:43 GMT
#35
Definitely agree with sentiments about the middle being a bit too choky. Perhaps consider combining the three bridges into one big bridge?

Love the aesthetics. Water at the top is a bit out of place, though. Hurts my eyes.

"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
Qikz
Profile Blog Joined November 2009
United Kingdom12049 Posts
December 29 2012 12:58 GMT
#36
I know this is an old thread by this point, but looking at the bridges they seem wide enough already. It's nice to have some map features that favour more positional play like mech. not everything needs to be a huge wide open mess.

Is there any chance you could port this map to HoTS if you're still looking at TL OP?
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
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