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[M] (2) Neo Polaris

Forum Index > SC2 Maps & Custom Games
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Mereel
Profile Joined February 2010
Germany895 Posts
Last Edited: 2011-12-10 00:12:13
December 09 2011 23:10 GMT
#1
[image loading]


And another Port but slightly different. tried to get it to work for sc2. Original was Bloody Ridge. Textures are completely costum made.


Design Influence:
+ Show Spoiler +
[image loading]

General:
+ Show Spoiler +
Texture: Costum
Playable: 168x138
Expands: 12
Xel'Naga: 2

Overview:
+ Show Spoiler +
[image loading]
HQ: http://i.imgur.com/9as9Z.jpg

AnalyzerOverview:
+ Show Spoiler +
[image loading]

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

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

TPW Mapmaking Team
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
December 09 2011 23:12 GMT
#2
Not a lot of places I would want to engage, maxed, with a zerg army except outside the nat.
Textures are sort of strange...
ModeratorI am still alive, somehow
TL+ Member
Dexington
Profile Blog Joined January 2011
Canada7276 Posts
December 09 2011 23:14 GMT
#3
I love the look of this map, very unique.
"Man you guys are missing out waving your stats dicks about instead of watching this pvp" - bbm
Zurachi
Profile Blog Joined October 2010
Canada289 Posts
December 09 2011 23:17 GMT
#4
Looks cool, though I have concerns for the potential ease of setting up a contain outside of someones natural...
@ZurachiTV | www.youtube.com/ZurachiTV | "Satisfaction is the beginning of regression."
iGrok
Profile Blog Joined October 2010
United States5142 Posts
December 09 2011 23:19 GMT
#5
Counter-attacking styles are going to be fun!
Can we get some in-game shots?
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Inside.Out
Profile Blog Joined December 2010
Canada569 Posts
December 09 2011 23:22 GMT
#6
woah i really like the colour scheme and overall aesthetics.

my concern is that the ramps to the 9/3 and the 6/12 o'clock bases are too tight, which causes all sorts of difficulty for zerg, both assaulting and defending
Johanaz
Profile Joined September 2010
Denmark363 Posts
Last Edited: 2011-12-09 23:33:27
December 09 2011 23:30 GMT
#7
Screens from testgames:

+ Show Spoiler +
[image loading]
[image loading]
[image loading]


edit: added spoiler tag, text (pushed the post button instead of preview) xD
TPW Map Maker - theplanetaryworkshop.com
iGrok
Profile Blog Joined October 2010
United States5142 Posts
December 09 2011 23:37 GMT
#8
Wow that looks awesome in-game
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
December 09 2011 23:39 GMT
#9
oh man those in game screenshots really show how much the texures make this map feel smaller.

Cool stuff though, if a bit disorientating. I like how the middle expansions are setup.
XenoX101
Profile Joined February 2011
Australia729 Posts
Last Edited: 2011-12-10 04:53:27
December 10 2011 04:52 GMT
#10
Looks sick and very different from what we normally see theme-wise, good job. The forth might be a bit too easy to take though, maybe put some more ramps at the outer sides.
skatbone
Profile Joined August 2010
United States1005 Posts
December 10 2011 05:03 GMT
#11
Well, I never played Polaris in BW so I can't comment on how well this reflects that map. But it looks f'in awesome. I love the color scheme and the textures.
Mercurial#1193
Kanil
Profile Joined April 2010
United States1713 Posts
December 10 2011 05:12 GMT
#12
That texture work is awesome, and I like the 9001 too. :p

Sweet looking map.
I used to have an Oz icon over here ---->
The Final Boss
Profile Joined February 2011
United States1839 Posts
December 10 2011 05:44 GMT
#13
I really like the textures of the map. They're slightly reminiscent of Halo for me, which is a good thing because I always loved Halo's scenery--especially the space ships.
sob3k
Profile Blog Joined August 2009
United States7572 Posts
December 10 2011 06:22 GMT
#14
It looks like an Aim map from CS to me, really like it
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
The Final Boss
Profile Joined February 2011
United States1839 Posts
December 11 2011 19:45 GMT
#15
What is this uploaded on/how can I find it? I searched for it (on NA) and couldn't find it TT
FlaShFTW
Profile Blog Joined February 2010
United States10516 Posts
December 11 2011 19:59 GMT
#16
ITS OVER 9000!!! ok joking aside, i love this map. I didn't look at the influence before looking at this map and was astounded by the similarities.

the only problem i have with this is the chokes everywhere. i love the base layouts and everything, just not the corridors. if you could widen them a little, that would be lots of help to zerg.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
IveReturned
Profile Blog Joined April 2011
Turkey258 Posts
December 11 2011 20:05 GMT
#17
Unique texture

I can't see any doodads?
Mereel
Profile Joined February 2010
Germany895 Posts
December 11 2011 20:16 GMT
#18
only on EU sorry
TPW Mapmaking Team
L4mppu
Profile Joined October 2011
Finland40 Posts
December 12 2011 08:31 GMT
#19
Gonna try out this map today.
JOJOsc2news
Profile Blog Joined March 2011
3000 Posts
Last Edited: 2011-12-12 17:10:40
December 12 2011 15:07 GMT
#20
This map looks amazing!!! The texture looks incredible!

Edit: Played a few games on it and have to adjust what I said before. The yellow is way too bright. It makes it really hard to see your structures. There are a lot of bits that are just way too bright. It is really distracting. Maybe you should change it to a different time of day (less light) or change the colours. As cool as it looks as a map on pictures, in game it's actually quite strenuous. The terrain is amazing though. Seemed very balanced and had room for a lot of tactical play.
✉ Tweets @sc2channel ⌦ Blog: http://www.teamliquid.net/blog/JOJO ⌫ "Arbiterssss... build more arbiterssss." Click 'Profile' for awesome shiro art!
Quotidian
Profile Joined August 2010
Norway1937 Posts
December 12 2011 18:15 GMT
#21
the white and yellow are way too bright. Maybe if you tone down the lighting or something?
sambour
Profile Joined September 2010
Canada62 Posts
December 12 2011 21:30 GMT
#22
Sexy textures, reminds me of Portal
thenexusp
Profile Joined May 2009
United States3721 Posts
December 12 2011 21:47 GMT
#23
When I saw the thread title I thought it was going to be a remake of Polaris Rhapsody. But Bloody Ridge is pretty cool too.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
December 12 2011 21:52 GMT
#24
Well, the map is way to bright ingame for me as well. It's also kinda hard to tell the cliff levels on the minimap due to the same texture style used all over it. Also found a texture bug as well:
[image loading]
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
diLLa
Profile Joined November 2010
Netherlands247 Posts
December 12 2011 22:37 GMT
#25
Reminds me of mirrors edge for some reason , looks good
Mereel
Profile Joined February 2010
Germany895 Posts
December 12 2011 23:12 GMT
#26
do u all have ur gamma on 1 million or what^^
TPW Mapmaking Team
JOJOsc2news
Profile Blog Joined March 2011
3000 Posts
December 12 2011 23:51 GMT
#27
do u all have ur gamma on 1 million or what^^

Have you played on it? It's really confusing.
This is constructive criticism - fix this and this map is sweet to go
✉ Tweets @sc2channel ⌦ Blog: http://www.teamliquid.net/blog/JOJO ⌫ "Arbiterssss... build more arbiterssss." Click 'Profile' for awesome shiro art!
Yoshi Kirishima
Profile Blog Joined July 2009
United States10377 Posts
December 13 2011 00:01 GMT
#28
looks really sexy sexy

i look at the BW map tho i wonder how you're supposed to get a third? or is it more of one of those genius maps where the pathing/architecture gives you enough safety?
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Idianci13
Profile Joined May 2011
United States39 Posts
December 13 2011 07:23 GMT
#29
Awesome looking, gameplay wise, I think there needs to be another path to a third base. Would be hard for Toss/Terran to hold 3rd base and natural without splitting up their army too much. Not to mention the distance from 3rd base mineral line to natural mineral line is quite long by ground and very short by air, making Mutas very good for harassment.
I'm only here to help you. But I really don't want to.
Mereel
Profile Joined February 2010
Germany895 Posts
December 13 2011 13:17 GMT
#30
On December 13 2011 16:23 Idianci13 wrote:
Awesome looking, gameplay wise, I think there needs to be another path to a third base. Would be hard for Toss/Terran to hold 3rd base and natural without splitting up their army too much. Not to mention the distance from 3rd base mineral line to natural mineral line is quite long by ground and very short by air, making Mutas very good for harassment.

i see it like that:
a little further away third = saver (means in this case a double ramp which you can easily block with cannons or buildings)
a closer third = more open like on daybreak

and yes mutas will be strong here
TPW Mapmaking Team
JOJOsc2news
Profile Blog Joined March 2011
3000 Posts
December 13 2011 14:21 GMT
#31
Didn't play against Zerg on this map so I missed that. I agree, mineral lines from 2nd and 3rd are to close by air and too far by ground. This is Muta heaven, especially with all the dead space at the edges.
✉ Tweets @sc2channel ⌦ Blog: http://www.teamliquid.net/blog/JOJO ⌫ "Arbiterssss... build more arbiterssss." Click 'Profile' for awesome shiro art!
CycoDude
Profile Joined November 2010
United States326 Posts
December 14 2011 12:14 GMT
#32
spiffy textures.
enemy2010
Profile Blog Joined October 2010
Germany1972 Posts
December 14 2011 12:44 GMT
#33
Very very very very veeeeery nice textures!
1on1 auf azze no he no flash no awp only holztor. | Ja, da meint der ich hätt' abgeschmatzt, aber dat is Quatsch, verstehste?
L4mppu
Profile Joined October 2011
Finland40 Posts
December 14 2011 14:02 GMT
#34
I played the map and it was awesome! JOJOsc2news i disagree you map weren't too bright imo just perfect. I'm not any pro player so I can't say much about balance but it seemed very balanced.
EventHorizoN
Profile Joined December 2010
Germany101 Posts
December 14 2011 22:33 GMT
#35
I love it!
Urlacher
FlaShFTW
Profile Blog Joined February 2010
United States10516 Posts
December 15 2011 00:41 GMT
#36
If everyone is going to complain about the dead space, you should add a lot more space to the mains so it looks like the bloody ridge map where vs mutas, people can but turrets/cannons in between their bases due to the main config of NBR.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
dc302
Profile Joined December 2010
Australia576 Posts
December 15 2011 02:05 GMT
#37
Wow I like the textures!
...
Gene(S)is
Profile Joined May 2010
Sweden419 Posts
December 15 2011 10:12 GMT
#38
Is there a way to get old classic jungle tileset into sc2, the old map looks nicer.
For the swarm
sCnDiamond
Profile Joined January 2011
Germany340 Posts
December 15 2011 10:40 GMT
#39
Cool looks, reminds me of Portal! I've got to try it.
formerly spinnaker.
Mereel
Profile Joined February 2010
Germany895 Posts
Last Edited: 2011-12-15 17:29:29
December 15 2011 17:29 GMT
#40
i made it a little less bright overall, also removed the texture bug on the borders.

here is a picture that shows the air space behind the mains and the area between main and third.
i think only in the blue area flying units could actually hide from taken dmg. seems ok to me

[image loading]
TPW Mapmaking Team
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