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[M] (2) Colonial - Page 2

Forum Index > SC2 Maps & Custom Games
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Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2012-06-18 20:16:44
June 18 2012 19:08 GMT
#21
On June 18 2012 00:11 PandaZerg wrote:
I liked by far the older. Older had a very unique design and it was fresh and cool. Too bad it is not on US (NA) atm to test it. I would like to play on the older version...
EDIT: The newer looks good too, it's just that I liked more the original version.


I think that's doable

EDIT: both versions are up on NA as Colonial and Colonial II
http://mentalbalans.se/aggedesign
DYEAlabaster
Profile Blog Joined August 2011
Canada1009 Posts
Last Edited: 2012-06-18 19:25:19
June 18 2012 19:24 GMT
#22
To note:

1- The map is huge. Not necessarily a "bad" thing, but just kind of :/
2- The third base is deceptively hard to hold. Having to move your entire army between the fairly open natural and the third through a teeny choke isn't good.
3- The fourth high-ground is too close to the third. IMO, you should tuck the third away by the side of the main, and fix the path between third-nat. It'll make the third easier to hold, and the fourth a bit harder.
4- 3 watchtowers make it impossible for any counter attacks to happen through any paths. Take off the central tower, then you allow at least some sort of sneak-ability.


While a fun concept, I don't foresee this map being very playable at a competitive level- it's too big and the above issues make it fairly unbalanced.

Edit- for perspective, this map is bigger than Tal'Darim, Atlantis Spaceship, and even Whirlwind.
Insomni7
Profile Joined June 2011
667 Posts
June 18 2012 19:54 GMT
#23
Please please publish this to NA, I would love to play this with some friends. I'd even be willing to do it if you need someone with an NA account.
Never Forget.
Aunvilgod
Profile Joined December 2011
2653 Posts
June 18 2012 21:00 GMT
#24
Colonial II is really cool, but I would suggest to make the center bases normal and the more tucked back bases 6m1hyg.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
NewSunshine
Profile Joined July 2011
United States5938 Posts
June 18 2012 21:04 GMT
#25
On June 19 2012 04:24 DYEAlabaster wrote:
Edit- for perspective, this map is bigger than Tal'Darim, Atlantis Spaceship, and even Whirlwind.

It isn't, actually. One dimension of the map is larger than those maps, but the other is considerably shorter. It's probably equal in size to Atlantis overall, but is nowhere near as big as Tal'Darim Altar or Whirlwind, and you don't have to scout their position, as it's a 2p map. The aptest of your comparisons is to Atlantis, the other 2 are worlds apart.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Meltage
Profile Joined October 2010
Germany613 Posts
June 18 2012 21:34 GMT
#26
On June 19 2012 04:24 DYEAlabaster wrote:
To note:

1- The map is huge. Not necessarily a "bad" thing, but just kind of :/
2- The third base is deceptively hard to hold. Having to move your entire army between the fairly open natural and the third through a teeny choke isn't good.
3- The fourth high-ground is too close to the third. IMO, you should tuck the third away by the side of the main, and fix the path between third-nat. It'll make the third easier to hold, and the fourth a bit harder.
4- 3 watchtowers make it impossible for any counter attacks to happen through any paths. Take off the central tower, then you allow at least some sort of sneak-ability.


While a fun concept, I don't foresee this map being very playable at a competitive level- it's too big and the above issues make it fairly unbalanced.

Edit- for perspective, this map is bigger than Tal'Darim, Atlantis Spaceship, and even Whirlwind.


I made those changes already. See Colonial II. However, I lost good attack paths and some core stuff in the layout in the process, so I'll prob make a third version. I need feedback from playtesters first, though.

The map is much smaller than tal'darim
http://mentalbalans.se/aggedesign
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
June 18 2012 21:39 GMT
#27
I agree with others, too narrow and splitty.
Moderatorshe/her
TL+ Member
PlacidPanda
Profile Joined September 2011
United States246 Posts
June 18 2012 23:14 GMT
#28
Very cool liked the first one, i would like it if you connected the third and the the land next to it with a bridge through the space to open the map up more because currently it feels a bit cramped for counter attacks and the like.
Squirtle Hwaitting!!
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2012-06-19 15:03:39
June 19 2012 15:02 GMT
#29
Recent Changes:

* Pathing was done (although doodads do not always indicate whats pathable and not)

* The ramps into the middle with rocks have been widened to 3x ramps from 2x ramps.

* The middle tower was removed and the path trough that area was widened.

* There's a small line of LoSB on the plateau by the towers

* The mains were made slightly smaller.

* The nat backdoor destr debris were removed. In additon, the path next to the main and the backdoor ramp was widened a few units.

* The ramp between CCW 3rd and CCW 4th was adjusted

I plan on more changes, obv. Currently, I want to reduce main size, move the CCW third closer to the main and reduce the map size to at least 180 width from 200. Some airspace along the west and east map borders will be cut in the process.
http://mentalbalans.se/aggedesign
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2012-06-24 19:24:38
June 24 2012 19:17 GMT
#30
Map update

Map was updated to Colonial 0.3 on EU and NA

[image loading]

Compare to older version, 0.2:
+ Show Spoiler +
[image loading]


- Map size was changed to 184x106 from 200x116
- CCW third moved closer to nat backdoor ramp
- Mains rezised from 50ish to 40ish CCs. Now have more air space on one side, but none on the other.
- Centre low ground now has two bridges instead of one
- There is a ground circle-path around the tower, and vision blockers placed accordingly.
- Ramps into the middle with rocks are now 4x sized (2x sized with rocks)
http://mentalbalans.se/aggedesign
FlaShFTW
Profile Blog Joined February 2010
United States10347 Posts
June 24 2012 19:38 GMT
#31
damn that green area looks so complex lol. i really like this map. has an optional 3rd if you like to get closer to your opponent (dont know why but ok xD). i still feel that this map is too easily splitable. i suggest moving the base next to the natural and move it more to the 6.5/12.5 base or even 7/1 to make this less splity.

because of the enormously long rush distances, the double bases in the corners need to be moved closer to the opponents bases. this will result in you not just throwing up bases and your opponent cant really apply any pressure towards it.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
June 24 2012 20:02 GMT
#32
I like the towers and the half base much better now. Also like the new middle route.

I still don't like that the half base essentially covers the two expansions behind it, and it has a tower in front of it, but the new openness really changes how effective it is in that role, so it's okay.

Watching a TvZ push unfold on this map would be pretty cool almost every time. ;D
Comprehensive strategic intention: DNE
Meltage
Profile Joined October 2010
Germany613 Posts
June 30 2012 20:28 GMT
#33
The tower in front of the half-base is a vulnerability as well as a protection, depending on whos controlling it. I had that and the openess in mind when redesigning that area. I wonder if the first 3 CW bases are too vulnerable to air and if I should move everything closer to that map edge, to decrease air space behidn nat and main, but increase it in the other end
http://mentalbalans.se/aggedesign
CamoPillbox
Profile Joined April 2012
Czech Republic229 Posts
June 30 2012 22:13 GMT
#34
i love this map best concep long time i see maybe bloodlords here bit op but still i like it......
Czech Terran(Hots) player
Meltage
Profile Joined October 2010
Germany613 Posts
July 05 2012 14:59 GMT
#35
Map Update
ver 0.4 on EU and NA

- Lighting changed to Tarsonis standard lighting from Castanar lighting.
Castanar lighting is very dark on some comps).

- Fixed a bug that allowed small/tiny untis to pass on the inside of the destructible rocks on the ramps towards the middle

- Fixed dependency settings to standard
The map was first made in the SCII Arcade Beta Editor, then carried over to the normal one, which caused the map to loose the Liberty Multiplayer Mod-dependencies.
http://mentalbalans.se/aggedesign
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2012-07-10 11:08:58
July 09 2012 10:58 GMT
#36
Updated VODs

Mappers Monthly, July 8th

http://sv.twitch.tv/veloh15/b/324177966

The last game is on Colonial II, picked by SCSLyra
http://mentalbalans.se/aggedesign
Fishriot
Profile Joined May 2010
United States621 Posts
July 10 2012 12:28 GMT
#37
I love the aesthetics. The drastic changes in terrain type remind me a lot of testbug.
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