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[M] 6m Devolution by Barrin - Page 4

Forum Index > SC2 Maps & Custom Games
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Johanaz
Profile Joined September 2010
Denmark363 Posts
Last Edited: 2012-03-26 00:22:09
March 26 2012 00:20 GMT
#61
On March 26 2012 08:19 Barrin wrote:+ Show Spoiler +

So the graphics in Devolution really needed an update (they were initially just thrown together in my record time), and I'm pretty busy doing other things (like working on the next map). So I gave the task up to someone else, partially to give them a chance to show off their aesthetic skills: Johanaz!

I gave Johanaz the option of either polishing the current theme or starting from scratch with his own theme. He opted for the latter, and he breathed life into Devolution to say the least.

I personally like it, but what's more important is what you guys think:

BEFORE: + Show Spoiler +
[image loading]

AFTER: + Show Spoiler +
[image loading]


screenshots taken without foliage, oops (medium-ingame settings)

[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
(hmm oops no good screenshots of the main.. cliffs look really cool (play in-game to see ^^))

Poll: New aesthetics is good?

Yes! I approve! Looks better! (37)
 
93%

No! Looks bad / Don't like change (3)
 
8%

40 total votes

Your vote: New aesthetics is good?

(Vote): Yes! I approve! Looks better!
(Vote): No! Looks bad / Don't like change



Thanks Johanaz :D

(updated OP)

you're welcome

I hope people won't dismiss it as "yet another greenery map". It's actually Haven tileset, not Bel´Shir. I can't remember seeing a Haven map in over a year.
TPW Map Maker - theplanetaryworkshop.com
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 26 2012 01:05 GMT
#62
On March 26 2012 09:20 Johanaz wrote:
Show nested quote +
On March 26 2012 08:19 Barrin wrote:+ Show Spoiler +

So the graphics in Devolution really needed an update (they were initially just thrown together in my record time), and I'm pretty busy doing other things (like working on the next map). So I gave the task up to someone else, partially to give them a chance to show off their aesthetic skills: Johanaz!

I gave Johanaz the option of either polishing the current theme or starting from scratch with his own theme. He opted for the latter, and he breathed life into Devolution to say the least.

I personally like it, but what's more important is what you guys think:

BEFORE: + Show Spoiler +
[image loading]

AFTER: + Show Spoiler +
[image loading]


screenshots taken without foliage, oops (medium-ingame settings)

[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
(hmm oops no good screenshots of the main.. cliffs look really cool (play in-game to see ^^))

Poll: New aesthetics is good?

Yes! I approve! Looks better! (37)
 
93%

No! Looks bad / Don't like change (3)
 
8%

40 total votes

Your vote: New aesthetics is good?

(Vote): Yes! I approve! Looks better!
(Vote): No! Looks bad / Don't like change



Thanks Johanaz :D

(updated OP)

you're welcome

I hope people won't dismiss it as "yet another greenery map". It's actually Haven tileset, not Bel´Shir. I can't remember seeing a Haven map in over a year.


Ferisi used to do a lot of haven and agria, I love working in those and seeing nice ones. This looks nice! I did like the desert version plain as it was. But I can never say no to cracks and dirt detail work. Needs more grass blending to be honest but that's so time consuming and icing-on-the-cake. Having distinct visuals for the map areas will be nice too, I think it actually makes an important difference.
Comprehensive strategic intention: DNE
texmix
Profile Joined May 2010
United States106 Posts
April 07 2012 04:37 GMT
#63
Played with Barrin (the map creator) on this map earlier today. I think I have a solid pvz strategy that keeps zerg contained while also fully saturating a base and getting an expo around 6 minutes. The build is

10 pylon
10 Gateway
10 Gateway
12 Zealot

The pylon and gateway placement is important. Here is where I placed it: [image loading]

The thing that is great about 2 gates is you get fully saturated and will have enough money to expand at a relatively early time anyway.

Replay: http://www.filedropper.com/peepmodefrbdevolutionobskoth1v1frb
NewSunshine
Profile Joined July 2011
United States5938 Posts
April 07 2012 05:00 GMT
#64
The new look is hideous D:

I mean, come on. It's just another greenery map...
+ Show Spoiler +
jk :p
looks great johanaz!


Not much to say otherwise, really. The beginning of a new era, pretty much.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
DashedHopes
Profile Blog Joined November 2010
Canada414 Posts
April 07 2012 05:49 GMT
#65
Wooooow, this is such a cool map. The third in that position is incredibly interesting and cool.
IcculusLizard
Profile Joined May 2011
265 Posts
April 07 2012 06:21 GMT
#66
Devolution has been added to the PeepMode map pool (http://www.teamliquid.net/forum/viewmessage.php?topic_id=226035), although not included in Map of the Day quite yet. Search for "PeepMode" or "Devolution" on NA, EU, or SEA.
Chargelot
Profile Blog Joined December 2010
2275 Posts
April 07 2012 07:40 GMT
#67
To be honest, I preferred the old look better.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2012-04-07 14:13:39
April 07 2012 14:10 GMT
#68
--- Nuked ---
Chargelot
Profile Blog Joined December 2010
2275 Posts
April 07 2012 16:06 GMT
#69
Something I noticed about AI, as silly as this sounds, is that in a mirror match up, say TvT both AIs, the AI who is put into the bottom left base (or any one base on any map) will typically do the exact same strategy/opener if they're both set to the hardest difficulty. This means that if you run the same map 10 times with the same AI set up in a 1v1 game, you will get the same structures building and the same units training at the same second up until ~3:30-5:00 mark.

This very standardized, very punctual method is proving very useful to me as I try to study the difference between 8m and 6m. You get to see how the time when structures/units are built shifts between the two, and thus how the overall early game changes. It's a very scientific study, even though the players, being AI's, lack the ability to provide intelligent feedback, and they also lack any real game sense, they are extremely punctual, and usually never miss a beat in the first few minutes.

What all this boils down to is:
Can I (if it's not on EU yet) host this map on EU, as well as a version that has standard 8m2g in the mains and naturals for this purpose?

It would be sometime tomorrow night/monday, as writing this post has consumed all of my free time for the day.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
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