|
Nature's Hold Version 1.1Published on NA & EU! Thanks Artic Raven for uploading to EU! Created by erazeR 1.1 - updated - no gameplay changes - just aesthetic changes. ![[image loading]](http://i.imgur.com/u0kss.jpg)
Aesthetics: + Show Spoiler +
Analyser: - + Show Spoiler +
DETAILS: Map Name: Nature's Hold Spawn positions: 2 Playable Area: 108x152 Lighting: Aiur(slightly modified) Textures: - Bel-Shir Bricks Large Bel-Shir Grass Light Bel-Shir Dirt Light Bel-Shir Small Tiles Aiur Rock Aiur Small Bricks Typhon Rocky Dirt Meinhoff Sand Dunes
- Cliffs: Bel-Shir Organic Cliffs Bel-Shir Manmade Cliffs Bases: 10 Blue bases (zero golds) XWT: 1 Trees are edited - HDR 3 with a custom green colour. --- Hi everyone this is my seventh map that I have created(still counting haha), and is my first "long" map. This is my second grass/jungle styled map that I have created(with the first grass map being my first), so I wanted to see my improvements. I added an extra emphasis on aesthetics in this map, particularly around the scenary, with waterfalls, sandy banks and high rising cliffs and forests. ---
Thanks and feedback and suggestions are WELCOME AND ENCOURAGED. ------------------------------------------------------------------------------------------------------------------------------------------------------
Other maps I have created: Rezar'e Island - First Map Arid Waters - Second Map Murky Lands - Third Map Hostile Sands - Fourth Map Kel-Morian Plains - Fifth Map Urban Skyline - Sixth Map Nature's Hold - Seventh Map
|
In before this is in GSL
User was temp banned for this post.
|
It looks a little straightforward, but I like it. I'm also diggin' the high ground center setup, should make battles for the center a bit more body-clenching.
On May 07 2012 15:00 Blazington wrote: In before this is in GSL Given that you've only got 11 posts, I think it's pretty safe to assume you don't ever say anything else? Find some way to say something productive plz.
|
textures and aesthetics A+ dude.
bases seem standard. reminds me a bit of an elongated korhal compound
|
Can we get a high res picture of the map please?
|
On May 07 2012 17:39 Exigaet wrote: Can we get a high res picture of the map please?
Updated the original post, for some reason it was too big before and I cant upload through this forum without an error.
|
I like it. Maybe the third could be just a tad farther away. Also feels "simple" to play, which may or may not be good, depending on your goals.
|
The center looks like Murky Lands 
The aesthetics are breathtaking, but I feel the layout doesn't deserve them. It hasn't really got anything interesting D:
|
Aotearoa39261 Posts
A stones throw away from being a serious contender for a map tournament. I think if you work on the accessibility of the 4th/5th that the map will improve quite a bit.
|
Way to much dead air space on this map, going to make dealing with drops and muta/banshee harass nearly impossible.
|
Canada5565 Posts
I played a game on it today - lots of fun
|
I really like this map. Its very polished and well done. True is it very simple but so is xel caverns which is a create layout for games and this is just another great similar addition. The 5th in corners however so take away from the map and make it a little more dull; i was thinking of maybe something like turning the mins around so they're on the inside (provided they have a good center barrier to prevent easy sieging), or maybe even bumping it up 2 cliff levels to it overlooks the center area with access maybe to the center and a block or cliff to the thirds.
|
while there is a heap ton of unused space around the edges, its got a kickass layout. also, the textures are soft and nice... but i would like more contrast where the brick cliff levels are. (gsl crossfire has a good example.)
|
I love it when a map plays with more than 2 cliff levels. Also, it's a simply beautiful map. I'm a fan!
|
Lovely map
|
Beautiful map, very impressed !
|
Uploaded on EU
|
Looks great. Two thumbs up. You map makers are a valuable breed.
|
On May 09 2012 05:33 ArcticRaven wrote:Uploaded on EU 
Edited original post, thanks mate !
|
Hey all, I've just started making some minor changes first, following 'WniO''s advice to change the textures in the center of the map, I've also added some miscellaneous props that don't affect gameplay in other places.
Here is the original : + Show Spoiler +
Here is the edited : + Show Spoiler +
If anyone could please give any more feedback it would be greatly appreciated, especially anything drawn with paint to explain.
|
On May 09 2012 05:33 ArcticRaven wrote:Uploaded on EU  I'd like to try it, but can't find it. :/ Sure, you uploaded it correct?
|
I'm gonna check this afternoon - but i didn't see any error or whatsoever.
Edit : I find it. It's under Nature's Hold, no problem at all. Are you sure you didn't make any error ? ^^
|
First off, great map! Maybe add an intro describing what you were trying to go for design-wise so we don't make suggestions that goes completely against your vision for the map.
Anyways, I agree with Duvon that the third is a bit close. Here it is in paint form:
+ Show Spoiler +
You could go even further if you wanted.
Also, here's an image with one of your bases rotated:
+ Show Spoiler +
This way there's a stronger incentive to take the center of the map.
Just throwing ideas around. None of my suggestions are necessary in any way -- take them as you want. Great job again.
|
On May 10 2012 02:01 slane04 wrote:First off, great map! Maybe add an intro describing what you were trying to go for design-wise so we don't make suggestions that goes completely against your vision for the map. Anyways, I agree with Duvon that the third is a bit close. Here it is in paint form: + Show Spoiler +You could go even further if you wanted. Also, here's an image with one of your bases rotated: + Show Spoiler + This way there's a stronger incentive to take the center of the map. Just throwing ideas around. None of my suggestions are necessary in any way -- take them as you want. Great job again. the changes to the center expansion would mean if the terran has controll of the high ground a zerg can never take the center basicly, thats why he put the expansions that way,i would keep it as it is, except the third on the left a litle bit away of the shore making more room for missle turrets, muta harassment can be a pain on this map so that might be a good change.
|
On May 10 2012 04:10 conquerchimp wrote:Show nested quote +On May 10 2012 02:01 slane04 wrote:First off, great map! Maybe add an intro describing what you were trying to go for design-wise so we don't make suggestions that goes completely against your vision for the map. Anyways, I agree with Duvon that the third is a bit close. Here it is in paint form: + Show Spoiler +You could go even further if you wanted. Also, here's an image with one of your bases rotated: + Show Spoiler + This way there's a stronger incentive to take the center of the map. Just throwing ideas around. None of my suggestions are necessary in any way -- take them as you want. Great job again.
the changes to the center expansion would mean if the terran has controll of the high ground a zerg can never take the center basicly, thats why he put the expansions that way,i would keep it as it is, except the third on the left a litle bit away of the shore making more room for missle turrets, muta harassment can be a pain on this map so that might be a good change.
|
the changes to the center expansion would mean if the terran has controll of the high ground a zerg can never take the center basicly, thats why he put the expansions that way,i would keep it as it is, except the third on the left a litle bit away of the shore making more room for missle turrets, muta harassment can be a pain on this map so that might be a good change.
This last base is the potential 5th. By this point, zerg will have T3 and if ahead, great creep spread. All races will have siege capability (siege tank, collosus, brood lord). Further, the center-ground is huge will many flanking opportunities. I just like map control and am a fan of maps that reward this type of play. But then again, I main Terran, so who knows.
|
On May 10 2012 01:05 ArcticRaven wrote: I'm gonna check this afternoon - but i didn't see any error or whatsoever.
Edit : I find it. It's under Nature's Hold, no problem at all. Are you sure you didn't make any error ? ^^
I have searched for: * "nature" * "nature's" * "natures" * "hold" * "nature's hold"
And still did not find the map ...
|
I am deeply sorry - i uploaded it as private, so it escaped my tests, because i could join myself -____________-
fixed now. I fucked up big time on this one, sorry again.
|
United States10122 Posts
I feel like the bases are too far away from each other. I could be wrong though... And i think you need to make the 4/5th bases a bit easier to take, or else it will just be a 3 base play the whole game.
|
It's Plunder Isle 
I like it
|
I have currently left gameplay of this map unchanged and submitted it to the MOTM competition.
|
On May 12 2012 05:04 ArcticRaven wrote: I am deeply sorry - i uploaded it as private, so it escaped my tests, because i could join myself -____________-
fixed now. I fucked up big time on this one, sorry again.
^^ Problem fixed, so what? 
I just tested the map, and it was fun. =) I can't see any balancing Problems.
|
I just created the channel "MeleeMapTesting" on EU, is someone want's to play this map. ^^
|
The third looks REALLY vulnerable to pressure as a Protoss. Would anyone who has played against Stephano Roach on this map like to relate their experience?
|
wow nice work, im also a fan of the water below o.O so pretty
|
On May 13 2012 03:01 mogoh wrote: I just created the channel "MeleeMapTesting" on EU, is someone want's to play this map. ^^
Uh, that is a really cool idea. I think you should make a thread about it and tell your friends to go there - i'll do the same. It has probably already been tried before, but what do we have to lose ? 
On the topic of the map, do you want me to upload the version with aesthetic changes, Erazerr ? I'll pay attention this time. -_____-
|
Uploaded to EU wth the new version.
|
I just testet the map with Raven and it was fun. =)
But in my Opinion, there is a big Problem with this map. It contains many trees and you can hide under it. I think a good map has very few spots to hide under. For example in the map Ohana has many trees but you can't hide units under them.
|
|
|
|