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[M] (2) Nostromo

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 3 Next All
PandaZerg
Profile Joined April 2012
Canada148 Posts
Last Edited: 2012-06-17 20:26:45
May 21 2012 23:16 GMT
#1
[image loading]

Overview 6m1hyg v0.8
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Analyzer pics. v0.5 (outdated)
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Summary
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Main to Main
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NAT to NAT

FFE Protoss (outdated)
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Cool way!
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Standard

Textures Used
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Pretty pics. (outdated)
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Dock Crane v0.6
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Alien in jail v0.6
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SpaceShip Front v0.6
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Ultra v0.6
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Xel'Naga v0.6
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Dock v0.6
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Motor v0.6
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Commander Side v0.6
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Commander Back v0.6
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Panda v0.6
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Low B3 Side v0.5
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Low B3 Front v0.5
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B3 v0.5
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Top Bases v0.5
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Crossview v0.5


Change log details
+ Show Spoiler +
- Added an Alien in a cage in both main!
- Resize top bases on high ground
- Added LOS between two spawns positions
- Added holes on low ground
- Added a bridge to connect top and bottom bases
- Added a new B3
- Modified Main and NAT bases
- Changed main ramp direction
- Removed debris in main choke and in the middle ramp


Nostromo v0.6 on NA (2v2 version)
Nostromo 6m1hyg v0.7 on NA

3 Xel'Naga towers. 6+ bases per player. 2 players map. Spawning positions are South and East.
Many thanks to all of YOU for your support and tips!

Created & designed by Me PandaZerg
Original map name by hoby2000

If you see something wrong, lmk. I am still open to any change.
*Thanks for all your votes in last pools!!! That helped me!
DYEAlabaster
Profile Blog Joined August 2011
Canada1009 Posts
May 21 2012 23:26 GMT
#2
Is this map force cross-spawn?
PandaZerg
Profile Joined April 2012
Canada148 Posts
Last Edited: 2012-05-23 02:50:26
May 21 2012 23:35 GMT
#3
Yess!
edit: no more
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
May 21 2012 23:43 GMT
#4
I don't like the base progression past your third... everything is basically walled off by high ground, and you either have to go through the middle to get to your other bases, or through your other bases. There are no middle, in-between paths.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
a176
Profile Blog Joined August 2009
Canada6688 Posts
May 21 2012 23:48 GMT
#5
how exactly do you wall off the nat?
starleague forever
PandaZerg
Profile Joined April 2012
Canada148 Posts
Last Edited: 2012-05-23 02:50:48
May 22 2012 05:17 GMT
#6
@IronManSC
Yeah...

I release to public cross position only because all tips I got was in that favor. I also did another version for me and my friends (not public) with only sud and east spawn positions. There is some little differences (debris, paths...). The only thing I don't like with this configuration, is that the nat to nat distance is 120... A litle bit near. Usually I prefere to be around 135. Main to main is 151 on the version below.

I am still working on it, but here what it gives:
+ Show Spoiler +
[image loading]

- Wider paths down the statue
- Less debris to let voidray free charge...
- Not more bottom and top path

With motor pretty pics (outdated)
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[image loading]

+ Show Spoiler +
[image loading]


With this version, once nat is secure, third is easy to hold... A little bit turtle imo, but near Xel,Naga tower give view on cliff so this offer new possibilities of aggression. Bases progression is also more standard than the public version.

I am currently analyzing the possibility to remove bottom third on my personal (private release) version or just change third for 4minerals and 1gaz.

Thanks for comment
Keep it up your work!
PandaZerg
Profile Joined April 2012
Canada148 Posts
Last Edited: 2012-05-25 00:14:47
May 22 2012 06:24 GMT
#7
And here a fast example of what I talked about with little expand resources as third. But you still have choice to directly take third in the middle. But personally, I still do prefer the version above.

+ Show Spoiler +
[image loading]
(outdated)
lefix
Profile Joined February 2011
Germany1082 Posts
May 22 2012 09:41 GMT
#8
i think i still liked the first version the most ^^
but i'd not use that many xel naga towers. 2 should be enough
Map of the Month | The Planetary Workshop | SC2Melee.net
Johanaz
Profile Joined September 2010
Denmark363 Posts
May 22 2012 14:14 GMT
#9
Excellent job in the aesthetics department.

I love how you managed to align the textures with the layout. That's actually so difficult that people gave up on it a long time ago. I dont remember anyone doing it since... I did it in a map 1½ years ago: + Show Spoiler +
[image loading]
TPW Map Maker - theplanetaryworkshop.com
moskonia
Profile Joined January 2011
Israel1448 Posts
May 22 2012 15:03 GMT
#10
Having only 1 entrance for 3 bases is really heavy turtle mode which personally I don't like it. I like the last version the most, with low resources 3rd, that actually makes taking the 4th early matter much more then a normal map, which is cool.

If you only put the 7 and 2 positions possible it can actually make drops/ air very strong, since there is so much room for air to be in. I think actually 3base roach will be very weak, since only 1 ramp you can defend the half base pretty easy with simcity and force fields, this will actually be fun to watch
HeeroFX
Profile Blog Joined November 2010
United States2704 Posts
May 22 2012 15:06 GMT
#11
Looks good but I woud say you should make the choke in the natural smaller, especially for toss to wall off if they FFE. I would also open up another ramp for the third but maybe block it off with destructable rocks. Those are the only things I could see.
PandaZerg
Profile Joined April 2012
Canada148 Posts
Last Edited: 2012-05-22 17:17:16
May 22 2012 16:51 GMT
#12
Thanks Johanaz!
Yeah, I do take care when I place doodads.

I did some games with this version (B3 low resources) moskonia, and the result was good!

Thanks to others, I will try to apply some ideas without losing my initial concept!

I wait pool results for more modifications.
moskonia
Profile Joined January 2011
Israel1448 Posts
May 22 2012 17:24 GMT
#13
^^ I have some questions regarding your map, 1) what do you mean in the 2nd poll? what is the mine in the middle? :S
2) is the half expo's gas a high yield gas or a normal one? I am guessing it is normal
3) why didn't you submit your map to the MotM? just interested.
PandaZerg
Profile Joined April 2012
Canada148 Posts
Last Edited: 2012-05-23 00:15:18
May 22 2012 17:37 GMT
#14
@moskonia
1) Yes, the little mine in the middle on high grounds.
2) Normal
3) Not completely balanced and finish. I did what I can, but I would like to benefit of experience of others. More, Too many amazing map this month! Dark Shines, TPW Silver Sands, Psychosurgery, Fantazy, ... My map has no chance

EDIT:
Thanks for voting! I try to take all in consideration

For helping, here few additional pics. if I decide to remove mine in the middle and if I decide to modify B3 (low resources).

As IronManSC told, if I keep cross position, the base progression is not standard, but distances are standard.
If I keep Sud-East positions, base progression is standard, but distances are not.
I am not looking to enlarge playable terrain, but I am very open to any terrain modification as you see!

I see v1.2 and Low B3 resources is the way to go!
PandaZerg
Profile Joined April 2012
Canada148 Posts
Last Edited: 2012-05-23 02:01:37
May 23 2012 00:34 GMT
#15
v1.3 uploaded!
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
May 23 2012 00:36 GMT
#16
2 of the nat ramps have rocks, the other 2 don't.
Very refreshing layout, the aesthetics are better than I initially thought.
Moderatorshe/her
TL+ Member
hoby2000
Profile Blog Joined April 2010
United States918 Posts
Last Edited: 2012-05-23 03:19:20
May 23 2012 03:18 GMT
#17
You should rename this map to Nostromo. That's the name of the commercial mining ship in Alien, and it's a bad ass name.

I have nothing to comment on that map itself aside from the fact that it reminds me of Metropolis.


EDIT: I take that back. It reminds me a bit more of Metalopolis.
A lesson without pain is meaningless for nothing can be gained without giving something in return.
PandaZerg
Profile Joined April 2012
Canada148 Posts
Last Edited: 2012-05-23 05:39:28
May 23 2012 03:45 GMT
#18
@hoby2000
You are the man!

I do like it much better!

I have prepared a special dedicas for the name:
+ Show Spoiler +
[image loading]


Could someone change the topic title for:
[M] (2) Nostromo
moskonia
Profile Joined January 2011
Israel1448 Posts
May 23 2012 14:44 GMT
#19
Wow, after looking at the distance, it seems to be so small. how about enlarging it a bit? One way to do it I think would be to put rocks at the close ramps on the middle high ground, but I am sure there are other ways.
PandaZerg
Profile Joined April 2012
Canada148 Posts
Last Edited: 2012-05-23 20:24:21
May 23 2012 20:00 GMT
#20
Yeah I am on it. I will put 2 Huge/long debris to block bottom path and buttom middle path. Will take 4 debris in total (2debris per side). I will modify debris proprieties and debris will have 500 hp each.

map become custom if I change debris hp...
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