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Active: 15098 users

[M] (2) Jungle Drum

Forum Index > SC2 Maps & Custom Games
Post a Reply
Samcai
Profile Joined March 2011
Belgium58 Posts
Last Edited: 2012-05-14 18:27:41
May 06 2012 12:19 GMT
#1
[image loading]

JUNGLE DRUM

by Samcai


Published on: EU
Description: Get your heart to the rythm of the jungle. It's the only way to make it trough.
Size: 140x132
Version: 1.6

Overview:
+ Show Spoiler +
[image loading]


Changelog:
+ Show Spoiler +

1.6:
* Ground retextured to give the map one kind of texture for each clifflevel.
* LOS added near Xel'Naga Tower
* LOS added in the center

1.5:
* Corners changed. The B4 has been set to high ground so it's easier to defend.
* Center Xel'Naga removed.
* Ovies spots added in the center.
* Add visual effect on high yield gas to differentiate them from normals ones.
* Most parts of the map have been retexturing to make more clear the minimap and the visuals in general.
* Added more jungle to reinforce the theme.
* Added critters and eyecandys doodads in some place.
* Lighting changed. Still working on it.


Olds versions:
+ Show Spoiler +
Version 1.2
[image loading]


Inspiration: My first inspiration was Barrin's thread about high cliff. I wanted to get a central high cliff that the player want to control. The version's going, I manage to add some others ways on the extern part of the map.
An other thing I wanted was to have two viable expansions paths that can be play really differently.
The first one is classy with a 8m2g's third which is opened a lot and lead to a 8m1g fourth.
The second path lead you to the 6m1g third just outside your natural and is easier to defend at first but open up you the access to a 8m2hyg. I'm not exactly sure to what it can lead to. It need to be tested more to see if it's effective but the idea is to lower the gas collection rate now, to get it higher later.

Features:
- 14 bases
- 6x8 minerals with 2 gas
- 2x8 minerals with 1 gas
- 2x6 minerals with 1 gas
- 2x6 gold bases with 1 high yield gas
- 2x8 minerals with 2 high yield gas
- 2 Xel'Naga towers
- A part path blocked zone in front of the minerals only bases helping to defend it and grab the high yield gas expansion
- Visual effect to distinguish a high yield gas from a normal one.

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

Pathing:
[image loading]


Pictures:
+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


Texture Set:
+ Show Spoiler +
- Agria Dirt
- Agria Dirt Rough
- Zhakul'Dass Grass
- Haven Leaves
- Khoral Dark Concrete
- Neo-Folsom Mesh
- Agria Rocks


Olds polts:
+ Show Spoiler +
Xel'Naga Tower:
There are three at the moment but it's not how I intent it to be at first. For me, the center Xel'Naga is useless and just give the player a security feeling he could achieve easily without. I also think it give too much vision. At the begining, there were only the two near the gold expansion but so many complained I finaly add one in the center. What do you think ?

Poll: Should I remove the center Xel'Naga Tower ?

Yes (9)
 
90%

No (1)
 
10%

Keep it but remove the other two (0)
 
0%

10 total votes

Your vote: Should I remove the center Xel'Naga Tower ?

(Vote): Yes
(Vote): No
(Vote): Keep it but remove the other two



B3's openess:
The question I'm currently asking myself is if the B3 is defendable enough. My biggest concern would be in PvZ when P absolutly need to defend his B3 against a big swarm of roaches. At now, I feel it's ok as the P can defend 3 out of the 4 entrance by staying in one position, and the last entrance, from B4, can be guarded by the Xel'Naga tower. It's precisely this entrance I'm not sure about reducing or not his width.

Poll: Should I reduce the fourth path of the B3 ?

Tiramisu (1)
 
100%

Yes (0)
 
0%

No (0)
 
0%

1 total votes

Your vote: Should I reduce the fourth path of the B3 ?

(Vote): Yes
(Vote): No
(Vote): Tiramisu

Heh_
Profile Blog Joined April 2012
Singapore2712 Posts
May 06 2012 12:48 GMT
#2
Asethetics are so messy, I can't see anything. I don't even know which of the high ground bases in the corners are mains and which are expansions.
=Þ
TremendO
Profile Joined May 2012
United States14 Posts
May 06 2012 13:44 GMT
#3
haha neutral CCs.. GENIUS. i generally like the layout. can assault the third easily but it's definitely no gimme; and the base progression is good although maybe a bit straight forward. well done with all the doodads outside the general boundaries. interior of the map seems a bit barren for a jungle though... haha of course there is only so much you can put on there while maintaining playability =P
are80
Callynn
Profile Joined December 2010
Netherlands917 Posts
May 06 2012 15:19 GMT
#4
Consider changing the vespene geysers on the platform texture into the mechanical geysers for more easthetic consistency. I generally like the map, but it has some hard straight lines and not a lot of jungle (at least, not as I can see on the overview, which is mostly water where there could be impassable jungle).
Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
May 06 2012 15:30 GMT
#5
I don't like the flow of expansions past the third really. I think that the first two are decent to hold but then you get a bit stretched taking the third and anything past that (including the mineral only base) gets considerably more difficult to hold. I feel like the player needs to be in too many places at once just to hold those bases. Maybe make the later bases a bit closer so that attacking isn't easier than defending?
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
Samcai
Profile Joined March 2011
Belgium58 Posts
Last Edited: 2012-05-08 22:18:57
May 08 2012 22:07 GMT
#6
I've heard all of your critics and make and view some more games. The result is a big layout change in the corner, and a lot of small changes everywhere. Complete changelog is in the OP.

I keep on waiting your view guys !!
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