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[M](4) Cherno by Superouman - Page 4

Forum Index > SC2 Maps & Custom Games
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Guardian85
Profile Joined May 2012
162 Posts
June 27 2012 15:35 GMT
#61
Unlike WarCraft III, for some reason the editor only supports 8 textures in your blend and 3 cliff levels in total, I have no idea why because in WarCraft III it was infinite.



Uhm maybe im stepping on someones toes here.. but.. from my knowledge, you can make a total of 5 cliff levels, depending on what level cliff you choose to start building from.



I believe each cliff type can contain only 4, and the lowest one (at least on existing cliff types) is impassable.


Ok allow me to correct my self, there are only 4 different cliff "levels", but there are a total of 5 different cliff heights.
And the lowest cliff "level" can still be passable using the Green layer, on pathing.


Painted pathing -> Add pathing -> Ground

[image loading]

And my apologies to Superouman, for having this discussion in his thread.
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
June 27 2012 16:05 GMT
#62
If you're not connecting the high ground then I think you should at least open up the lowground bridge a bit more or add a secondary path. Otherwise, there's just too few attack paths between the bases.
Corazon
Profile Blog Joined November 2011
United States3230 Posts
July 13 2012 22:25 GMT
#63
Hey Superouman, I just played your map a couple of times and I just have a few concerns/comments about the map.

-Is this zigzag areas behind the minerals in the main and third susceptible to a cannon rush like the cannon rush spot on Daybreak? I didn't actually try it, but I was just curious about it.

-I do feel that there needs to be at least a couple of watchtowers on the map, and I was thinking the best place to do that would be in the middle of the small bridges. But you would need to make the bridge bigger, but you could have tower in the middle and allow 2 small units (such as zealots or lings) to be able to use it as a choke. I believe that this would allow for better reactions to army movement towards the thirds and across the middle, and really reward players for having map control, while also allowing players to be sneaky and move around using the corner expos.

-I played my Terran friend, and afterwards we were talking about the map, and he brought up the point that mutas ZvT would be hard to defend as T because the area in the main is too long, and you would need alot of missile turrets to defend production buildings on that side. Would building all of your production facilities on the side of your main closest to your natural be a valid idea, or should the main be made just a bit smaller? Plus I feel that there are too many places to sneak a probe for cannons/proxy 2 gate/4g in the base, with such a large main.

Thanks for making a good map, and if you need/want the replays of my games (2), let me know! =)
Grubby's #1 Fan
Fatam
Profile Joined June 2012
1986 Posts
July 13 2012 23:39 GMT
#64
Could you explain why there is always an awesome place to put overlords and let zergs watch the natural all day?


Preach.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
monitor
Profile Blog Joined June 2010
United States2404 Posts
July 14 2012 22:23 GMT
#65
On July 14 2012 08:39 Fatam wrote:
Show nested quote +
Could you explain why there is always an awesome place to put overlords and let zergs watch the natural all day?


Preach.


Overlords spots have been standard in BW and most of the SC2 mapmakers try to include them in the maps too. Mostly because they encourage scouting and make the game easier to win if you're a better player. However with the recent changes, I know a lot of Terrans have been complaining that it makes pressure even more impossible than balance already makes it... so maybe something worth investigating.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
TheAmazombie
Profile Blog Joined September 2010
United States3714 Posts
Last Edited: 2012-07-14 22:42:06
July 14 2012 22:35 GMT
#66
On July 15 2012 07:23 monitor wrote:
Show nested quote +
On July 14 2012 08:39 Fatam wrote:
Could you explain why there is always an awesome place to put overlords and let zergs watch the natural all day?


Preach.


Overlords spots have been standard in BW and most of the SC2 mapmakers try to include them in the maps too. Mostly because they encourage scouting and make the game easier to win if you're a better player. However with the recent changes, I know a lot of Terrans have been complaining that it makes pressure even more impossible than balance already makes it... so maybe something worth investigating.


I don't think this (changing the standard) is valid quite yet. Terran have shown in the past that they can hunt those early Ovies very easily and take them out. Watching a lot of games of terrans, you rarely see that anymore. It was popular for a few minutes when Daybreak and a couple other maps came out, but now it has seemingly disappeared. The terrans would either lift a building for a minute, have early marines in place before it gets there, or use a scan. I know it is not optimal, but that is part of the point of the game, to prevent your opponent from playing optimally. Now they just let them sit there and don't even seem to try to shoot them down. Once Starport tech is out though, then it should never be a concern I feel.
We think too much and feel too little. More than machinery, we need humanity. More than cleverness, we need kindness and gentleness. Without these qualities, life will be violent and all will be lost. -Charlie Chaplin
Fatam
Profile Joined June 2012
1986 Posts
July 15 2012 02:28 GMT
#67
It's a lot stronger vs. protoss than terran. Seeing gas timings/ how many gases at natural tells the zerg a ton. Also some maps (like daybreak iirc) have a highground spot inbetween both exits outside the natural.. if a probe goes by that overlord it's like oh gee I wonder if he's about to be aggressive? I get that daybreak is an older map but ever since the overlord+queen buff zergs really really don't need this.. and newer maps should probably reflect that. Then again that's just my opinion
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
ChaosRefined
Profile Joined July 2011
United States52 Posts
July 27 2012 00:45 GMT
#68
I've been obsessing over something ever since you made this map... HOW DID YOU MAKE THOSE SYMBOLS???
Superouman
Profile Blog Joined August 2007
France2195 Posts
July 27 2012 07:21 GMT
#69
On July 27 2012 09:45 ChaosRefined wrote:
I've been obsessing over something ever since you made this map... HOW DID YOU MAKE THOSE SYMBOLS???

Just decals, variations 3 and 4 with different sizes and then paint the inside with korhal dark concrete
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
July 27 2012 09:04 GMT
#70
I yeah I forgot to tell you I played some games on it. The super large mains are pretty annoying vs drop play as it costs so much to defend from it properly. Also the close by ground spawn is a bit tricky to play as well. Skype me for reps
Administrator~ Spirit will set you free ~
ChaosRefined
Profile Joined July 2011
United States52 Posts
July 28 2012 01:47 GMT
#71
On July 27 2012 16:21 Superouman wrote:
Just decals, variations 3 and 4 with different sizes and then paint the inside with korhal dark concrete



Decals? Sorry, I kind of suck at aesthetics..
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