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Active: 6506 users

[M] (2) Nature's Hold

Forum Index > SC2 Maps & Custom Games
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erazerr
Profile Joined March 2011
Australia86 Posts
Last Edited: 2012-05-12 10:40:39
May 07 2012 05:52 GMT
#1
Nature's Hold Version 1.1
Published on NA & EU!
Thanks Artic Raven for uploading to EU!
Created by erazeR
1.1 - updated - no gameplay changes - just aesthetic changes.

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Aesthetics:
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Analyser: -
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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
Blazington
Profile Joined November 2011
Australia11 Posts
May 07 2012 06:00 GMT
#2
In before this is in GSL

User was temp banned for this post.
NewSunshine
Profile Joined July 2011
United States5938 Posts
May 07 2012 06:13 GMT
#3
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.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
TremendO
Profile Joined May 2012
United States14 Posts
May 07 2012 06:58 GMT
#4
textures and aesthetics A+ dude.

bases seem standard. reminds me a bit of an elongated korhal compound
are80
Exigaet
Profile Joined May 2010
Canada355 Posts
May 07 2012 08:39 GMT
#5
Can we get a high res picture of the map please?
erazerr
Profile Joined March 2011
Australia86 Posts
Last Edited: 2012-05-07 09:03:06
May 07 2012 09:01 GMT
#6
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.
Duvon
Profile Joined October 2011
Sweden2360 Posts
May 07 2012 09:57 GMT
#7
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.
Nothing is impossible, only some things for some people.
ArcticRaven
Profile Joined August 2011
France1406 Posts
May 07 2012 10:40 GMT
#8
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:
[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!
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
May 07 2012 11:24 GMT
#9
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.
Administrator~ Spirit will set you free ~
Amlitzer
Profile Joined August 2010
United States471 Posts
May 07 2012 12:56 GMT
#10
Way to much dead air space on this map, going to make dealing with drops and muta/banshee harass nearly impossible.
"Not even justice, I want to get truth!"
Xxio
Profile Blog Joined July 2009
Canada5565 Posts
May 07 2012 14:46 GMT
#11
I played a game on it today - lots of fun
KTY
hobbidude
Profile Joined December 2010
Canada171 Posts
May 07 2012 16:41 GMT
#12
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.
WniO
Profile Blog Joined April 2010
United States2706 Posts
May 07 2012 16:49 GMT
#13
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.)
urashimakt
Profile Joined October 2009
United States1591 Posts
May 07 2012 16:58 GMT
#14
I love it when a map plays with more than 2 cliff levels. Also, it's a simply beautiful map. I'm a fan!
Who dat ninja?
AssyrianKing
Profile Blog Joined August 2011
Australia2116 Posts
May 07 2012 23:04 GMT
#15
Lovely map
John 15:13
Bidj
Profile Joined September 2010
France98 Posts
May 08 2012 12:23 GMT
#16
Beautiful map, very impressed !
Rooooaaaar
ArcticRaven
Profile Joined August 2011
France1406 Posts
May 08 2012 20:33 GMT
#17
Uploaded on EU
[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!
GRCJH
Profile Joined May 2012
Canada76 Posts
May 08 2012 22:03 GMT
#18
Looks great. Two thumbs up. You map makers are a valuable breed.
you were born too soon, you'll never explore the galaxy
erazerr
Profile Joined March 2011
Australia86 Posts
May 09 2012 05:47 GMT
#19
On May 09 2012 05:33 ArcticRaven wrote:
Uploaded on EU


Edited original post, thanks mate !
erazerr
Profile Joined March 2011
Australia86 Posts
Last Edited: 2012-05-09 11:36:22
May 09 2012 11:17 GMT
#20
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 :
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[image loading]


Here is the edited :
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If anyone could please give any more feedback it would be greatly appreciated, especially anything drawn with paint to explain.
mogoh
Profile Joined August 2011
Germany109 Posts
May 09 2012 11:39 GMT
#21
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?
ArcticRaven
Profile Joined August 2011
France1406 Posts
Last Edited: 2012-05-09 16:29:51
May 09 2012 16:05 GMT
#22
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 ? ^^
[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!
slane04
Profile Joined March 2012
Canada23 Posts
Last Edited: 2012-05-09 17:03:49
May 09 2012 17:01 GMT
#23
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 +
[image loading]


You could go even further if you wanted.



Also, here's an image with one of your bases rotated:

+ Show Spoiler +
[image loading]


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.




conquerchimp
Profile Joined February 2011
Netherlands64 Posts
May 09 2012 19:10 GMT
#24
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 +
[image loading]


You could go even further if you wanted.



Also, here's an image with one of your bases rotated:

+ Show Spoiler +
[image loading]


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.


conquerchimp
Profile Joined February 2011
Netherlands64 Posts
May 09 2012 19:10 GMT
#25
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 +
[image loading]


You could go even further if you wanted.



Also, here's an image with one of your bases rotated:

+ Show Spoiler +
[image loading]


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.
slane04
Profile Joined March 2012
Canada23 Posts
Last Edited: 2012-05-10 05:35:59
May 09 2012 19:40 GMT
#26
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.
mogoh
Profile Joined August 2011
Germany109 Posts
May 10 2012 00:37 GMT
#27
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 ...
ArcticRaven
Profile Joined August 2011
France1406 Posts
Last Edited: 2012-05-11 20:08:29
May 11 2012 20:04 GMT
#28
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.
[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!
FlaShFTW
Profile Blog Joined February 2010
United States10348 Posts
May 11 2012 20:18 GMT
#29
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.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Zrana
Profile Blog Joined August 2010
United Kingdom698 Posts
May 11 2012 20:56 GMT
#30
It's Plunder Isle

I like it
erazerr
Profile Joined March 2011
Australia86 Posts
May 12 2012 12:18 GMT
#31
I have currently left gameplay of this map unchanged and submitted it to the MOTM competition.
mogoh
Profile Joined August 2011
Germany109 Posts
May 12 2012 17:27 GMT
#32
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.
mogoh
Profile Joined August 2011
Germany109 Posts
May 12 2012 18:01 GMT
#33
I just created the channel "MeleeMapTesting" on EU, is someone want's to play this map. ^^
Acritter
Profile Joined August 2010
Syria7637 Posts
May 12 2012 21:06 GMT
#34
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?
dont let your memes be dreams - konydora, motivational speaker | not actually living in syria
WniO
Profile Blog Joined April 2010
United States2706 Posts
May 12 2012 21:52 GMT
#35
wow nice work, im also a fan of the water below o.O so pretty
ArcticRaven
Profile Joined August 2011
France1406 Posts
May 12 2012 21:58 GMT
#36
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. -_____-
[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!
ArcticRaven
Profile Joined August 2011
France1406 Posts
May 13 2012 13:04 GMT
#37
Uploaded to EU wth the new version.
[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!
mogoh
Profile Joined August 2011
Germany109 Posts
May 13 2012 17:38 GMT
#38
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.
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