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[M] (4) Omnivium by prodiG - Page 5

Forum Index > SC2 Maps & Custom Games
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NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2012-07-18 02:19:56
July 18 2012 02:19 GMT
#81
On July 18 2012 09:25 nicotn wrote:
I like the ridges in the back of the third, it reminds me of Condemned Ridge.

Some might argue that's more a cause for nightmares and flashbacks, but I agree, and it also happens to work out better this way.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 18 2012 05:30 GMT
#82
On July 18 2012 07:07 prodiG wrote:
Show nested quote +
On July 18 2012 06:16 HypertonicHydroponic wrote:
So here's a quick question: do your rock/towers actually work as intended? I assume that you want the tower to only be activated if the rock is broken, right? But those look like 6x6 rocks which, as I've tested before and did again just now to confirm, are not quite large enough to prevent the tower activation (2.5 radius) by any ground unit M-moving to the rock. Did you modify the rock size, the tower capture radius, or do something else (, or does it actually not work as intended -- yet)? (No, I have not opened up the map on B.net yet to see what is actually the case.)

In my quest to solve this problem way back on Blockbuster (TL map contest), I wound up utilizing the alpha-braxis rocks in a ring around the tower since they have an AI that allows them to be broken together as if they were all one unit.

I dropped the tower capture radius down to 1.5 (might have been 1?) - I don't see this as posing any issues since anyone who wants to take the Tower will just right click the tower anyway (I looked quite heavily at this when I was designing the original Destructible Xel'Naga tower on Destiny last year)

I'm not sure what the clicking on the tower has to do with it, although obviously this matters a lot for destructible tower functionality (does that attack or move to the tower?), but I'm sure a lot of people don't click ON the tower. I sure don't. And I also count on being able to stand near, instead of flushly adjacent to, watchtowers in order to give as much leeway as possible for running with a worker, or whatever.

Obviously it's not a big deal, but maybe you should change the model size to 75% or something, just to let people know it's not quite a normal tower? Pros would definitely notice (and be aggravated) if they lost tower vision quicker than expected after moving away, and it'd be good to somehow communicate the altered tower settings.
Comprehensive strategic intention: DNE
Carmine
Profile Joined September 2010
United States263 Posts
July 18 2012 05:35 GMT
#83
I really like this map, both its looks and how I think it would play. I wish my buddies liked playing on new maps because it would be a blast.

The ease of defending the 3rd from ground based armies and the reduced income of it should make taking a 3rd and then moving out on the map and securing posistions much more important.

I also like what you did with the bridge from 4th to main. Making it useable for the defender and still easily defenceable. It is great that we can get blink stalkers and collossus between our mains and our 4th. This is so refreshing after playing so many games on antiga or metalopolis where it seems like the first person to park tanks next to the mains wins.

I think that adding the condemned ridge style ramp to the 3rds cliff is a good idea, although I think i would prefer there not even be a cliff there. It just seems like it is trying to force something, or that it is just one more place to remember to check for pylons. That is the same reason i dont like the little fog of war boxes in the mains like on metalopolis or antiga. Obviously it wont be too big of a problem as players will adapt, it just feels forced.

The middle of the maps and the watch towers seem great. I like the rocks because I dont like zerg to be able to see everything on the map with only 4 zerglings. Thanks for the work you put into this
Terran was created third, with purity of tanks.
AssyrianKing
Profile Blog Joined August 2011
Australia2116 Posts
Last Edited: 2012-07-18 10:36:46
July 18 2012 10:36 GMT
#84
GG!
Good map
John 15:13
macncheezeplz
Profile Joined June 2011
United States93 Posts
July 18 2012 13:44 GMT
#85
It's always dangerous to lay bases with mineral lines pointing towards the center of the map. That tends to make those bases too hard to defend. Make sure you deter players from just sticking something like stalkers/tanks/roaches behind those mineral lines and attacking workers. You could possibly put rocks in locations like this: http://imgur.com/tKQzX

If you do decide to add rocks as shown, it may help decrease the open space early on within the map. If the close rush distances seem to be too short, you could possible even extend the rocks like this: http://imgur.com/Tmej8

Rocks are just my way of saying those middle bases seem too hard to defend. Either a small fix like a mentioned or something more integrated may suit the map better.

Either way thanks for posting content like this. : ) Hopefully people like me can start playing on it on ladder.
Sspinner
Profile Joined May 2011
United States26 Posts
July 18 2012 13:51 GMT
#86
seems like the third is too easy to hold
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
July 18 2012 14:37 GMT
#87
On July 18 2012 22:44 macncheezeplz wrote:
It's always dangerous to lay bases with mineral lines pointing towards the center of the map. That tends to make those bases too hard to defend. Make sure you deter players from just sticking something like stalkers/tanks/roaches behind those mineral lines and attacking workers. You could possibly put rocks in locations like this: http://imgur.com/tKQzX

If you do decide to add rocks as shown, it may help decrease the open space early on within the map. If the close rush distances seem to be too short, you could possible even extend the rocks like this: http://imgur.com/Tmej8

Rocks are just my way of saying those middle bases seem too hard to defend. Either a small fix like a mentioned or something more integrated may suit the map better.

Either way thanks for posting content like this. : ) Hopefully people like me can start playing on it on ladder.

If you read the OP, you'll see that's the concept of the map. The idea is that if you want to hold the center expansions you need to position your army near the Xel'Naga Towers as opposed to just straddling three bases easily like on a map like Metropolis or even Antiga Shipyard. Losing the Xel'Naga Towers means your opponent will have vision of the cliff and be able to harass it from the lowground. This is all intentional and is designed to add more tension to the game!
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Xxio
Profile Blog Joined July 2009
Canada5565 Posts
July 18 2012 17:46 GMT
#88
I really wish people would stop using dark tilesets but this map looks like a lot of fun.
KTY
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
July 18 2012 18:07 GMT
#89
On July 19 2012 02:46 Xxio wrote:
I really wish people would stop using dark tilesets but this map looks like a lot of fun.

But I really like this tileset :<
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Xxio
Profile Blog Joined July 2009
Canada5565 Posts
July 18 2012 18:08 GMT
#90
Hm, I can't build an extractor at the 1 gas base at 9 o'clock. I think the geyser is too close to the ramp?
KTY
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2012-07-19 15:02:35
July 19 2012 15:02 GMT
#91
On July 19 2012 03:08 Xxio wrote:
Hm, I can't build an extractor at the 1 gas base at 9 o'clock. I think the geyser is too close to the ramp?

Ah, yes they were. I didn't fix them after rotating everything! Amateur mistake. This is what beta is for. Fix published to NA, thanks for letting me know!
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 19 2012 15:31 GMT
#92
On July 19 2012 03:07 prodiG wrote:
Show nested quote +
On July 19 2012 02:46 Xxio wrote:
I really wish people would stop using dark tilesets but this map looks like a lot of fun.

But I really like this tileset :<


What? Are you sure that you really like this tileset? Because I would never have guessed!
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2012-07-19 15:36:47
July 19 2012 15:36 GMT
#93
On July 20 2012 00:31 Ragoo wrote:
Show nested quote +
On July 19 2012 03:07 prodiG wrote:
On July 19 2012 02:46 Xxio wrote:
I really wish people would stop using dark tilesets but this map looks like a lot of fun.

But I really like this tileset :<


What? Are you sure that you really like this tileset? Because I would never have guessed!

hehehehehehe :D It's fun to work with! I like jungle 2nd best (like what I did on Ithaca) but you have to spread out how often you make jungle maps to avoid fraudulence I think~
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
NewSunshine
Profile Joined July 2011
United States5938 Posts
July 19 2012 18:15 GMT
#94
On July 20 2012 00:36 prodiG wrote:
Show nested quote +
On July 20 2012 00:31 Ragoo wrote:
On July 19 2012 03:07 prodiG wrote:
On July 19 2012 02:46 Xxio wrote:
I really wish people would stop using dark tilesets but this map looks like a lot of fun.

But I really like this tileset :<


What? Are you sure that you really like this tileset? Because I would never have guessed!

hehehehehehe :D It's fun to work with! I like jungle 2nd best (like what I did on Ithaca) but you have to spread out how often you make jungle maps to avoid fraudulence I think~

Don't use this tileset again, and whatever you do, don't name it "Alamar somethingorother" when you do.

But seriously, try to show some creativity with your next tileset. This tileset was nice, the first time you used it, but it's time to be awesome and make something new. I know you can do it, Vicious looked very nice too.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2012-07-19 18:47:03
July 19 2012 18:45 GMT
#95
On July 20 2012 03:15 NewSunshine wrote:
Show nested quote +
On July 20 2012 00:36 prodiG wrote:
On July 20 2012 00:31 Ragoo wrote:
On July 19 2012 03:07 prodiG wrote:
On July 19 2012 02:46 Xxio wrote:
I really wish people would stop using dark tilesets but this map looks like a lot of fun.

But I really like this tileset :<


What? Are you sure that you really like this tileset? Because I would never have guessed!

hehehehehehe :D It's fun to work with! I like jungle 2nd best (like what I did on Ithaca) but you have to spread out how often you make jungle maps to avoid fraudulence I think~

Don't use this tileset again, and whatever you do, don't name it "Alamar somethingorother" when you do.

But seriously, try to show some creativity with your next tileset. This tileset was nice, the first time you used it, but it's time to be awesome and make something new. I know you can do it, Vicious looked very nice too.

I wanted to use this tileset again because I wasn't quite happy with what I did on Edge of Oblivion. I wanted to revisit and improve on what I had created before, and I learned a lot of neat tricks with the doodads and textures that I can use to make everything look more complete. It was mostly a personal experiment, I wanted to see what else I could do with the tileset - taking the things I liked about it from previous maps and abandoning the things I didn't like (or in some cases, were too FPS-intensive.)

I know I can create something new and awesome too, but this time around I wanted to refine what I had already started. Kind of how every map using this since the original Enigma was an improvement on it's predecessor. I can still think of a dozen things that I'd do differently next time, but I'll save those for another map far, far down the road.

In other news
SUPEROUMAN pointed out to me that large units (Ultralisks, etc) can still activate the towers from behind the rocks in certain areas, despite the change that I made to the activation radius. That change to the activation radius will be rolled back, and the size of the rocks increased (SUPEROUMAN is resident expert on the topic since he invented the top secret map technology, he is in fact such a baller that he fixed it for me while I am at work) - expect this change in the next bugfix version.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Semmo
Profile Joined June 2011
Korea (South)627 Posts
July 20 2012 09:36 GMT
#96
On July 20 2012 03:45 prodiG wrote:
Show nested quote +
On July 20 2012 03:15 NewSunshine wrote:
On July 20 2012 00:36 prodiG wrote:
On July 20 2012 00:31 Ragoo wrote:
On July 19 2012 03:07 prodiG wrote:
On July 19 2012 02:46 Xxio wrote:
I really wish people would stop using dark tilesets but this map looks like a lot of fun.

But I really like this tileset :<


What? Are you sure that you really like this tileset? Because I would never have guessed!

hehehehehehe :D It's fun to work with! I like jungle 2nd best (like what I did on Ithaca) but you have to spread out how often you make jungle maps to avoid fraudulence I think~

Don't use this tileset again, and whatever you do, don't name it "Alamar somethingorother" when you do.

But seriously, try to show some creativity with your next tileset. This tileset was nice, the first time you used it, but it's time to be awesome and make something new. I know you can do it, Vicious looked very nice too.

I wanted to use this tileset again because I wasn't quite happy with what I did on Edge of Oblivion. I wanted to revisit and improve on what I had created before, and I learned a lot of neat tricks with the doodads and textures that I can use to make everything look more complete. It was mostly a personal experiment, I wanted to see what else I could do with the tileset - taking the things I liked about it from previous maps and abandoning the things I didn't like (or in some cases, were too FPS-intensive.)

I know I can create something new and awesome too, but this time around I wanted to refine what I had already started. Kind of how every map using this since the original Enigma was an improvement on it's predecessor. I can still think of a dozen things that I'd do differently next time, but I'll save those for another map far, far down the road.

In other news
SUPEROUMAN pointed out to me that large units (Ultralisks, etc) can still activate the towers from behind the rocks in certain areas, despite the change that I made to the activation radius. That change to the activation radius will be rolled back, and the size of the rocks increased (SUPEROUMAN is resident expert on the topic since he invented the top secret map technology, he is in fact such a baller that he fixed it for me while I am at work) - expect this change in the next bugfix version.


I say don't change the activation radius. That's like changing minerals per trip, a core part of the game I think... Sometimes even destructible rocks I think so as well. Perhaps find a better solution.
Mapmaker of Frost, Fruitland and Bridgehead
Superouman
Profile Blog Joined August 2007
France2195 Posts
July 20 2012 09:49 GMT
#97
On July 20 2012 18:36 kim9067 wrote:
Show nested quote +
On July 20 2012 03:45 prodiG wrote:
On July 20 2012 03:15 NewSunshine wrote:
On July 20 2012 00:36 prodiG wrote:
On July 20 2012 00:31 Ragoo wrote:
On July 19 2012 03:07 prodiG wrote:
On July 19 2012 02:46 Xxio wrote:
I really wish people would stop using dark tilesets but this map looks like a lot of fun.

But I really like this tileset :<


What? Are you sure that you really like this tileset? Because I would never have guessed!

hehehehehehe :D It's fun to work with! I like jungle 2nd best (like what I did on Ithaca) but you have to spread out how often you make jungle maps to avoid fraudulence I think~

Don't use this tileset again, and whatever you do, don't name it "Alamar somethingorother" when you do.

But seriously, try to show some creativity with your next tileset. This tileset was nice, the first time you used it, but it's time to be awesome and make something new. I know you can do it, Vicious looked very nice too.

I wanted to use this tileset again because I wasn't quite happy with what I did on Edge of Oblivion. I wanted to revisit and improve on what I had created before, and I learned a lot of neat tricks with the doodads and textures that I can use to make everything look more complete. It was mostly a personal experiment, I wanted to see what else I could do with the tileset - taking the things I liked about it from previous maps and abandoning the things I didn't like (or in some cases, were too FPS-intensive.)

I know I can create something new and awesome too, but this time around I wanted to refine what I had already started. Kind of how every map using this since the original Enigma was an improvement on it's predecessor. I can still think of a dozen things that I'd do differently next time, but I'll save those for another map far, far down the road.

In other news
SUPEROUMAN pointed out to me that large units (Ultralisks, etc) can still activate the towers from behind the rocks in certain areas, despite the change that I made to the activation radius. That change to the activation radius will be rolled back, and the size of the rocks increased (SUPEROUMAN is resident expert on the topic since he invented the top secret map technology, he is in fact such a baller that he fixed it for me while I am at work) - expect this change in the next bugfix version.


I say don't change the activation radius. That's like changing minerals per trip, a core part of the game I think... Sometimes even destructible rocks I think so as well. Perhaps find a better solution.

Xelnaga tower mechanics are just shenanigans compared to core mechanics like ressource gathering rate.
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
iMrising
Profile Blog Joined March 2012
United States1099 Posts
Last Edited: 2012-07-20 12:43:25
July 20 2012 12:41 GMT
#98
Sorry If I'm wrong, but is it just me or does the expansion at the middle right only have 6 mineral patches compared to the 7 that the other middle expos have?
otherwise very very god job :D would definetly want to watch this in tournaments




(sorry if someone else had already pointed this out, didnt read the other comments)
$O$ | soO
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
July 20 2012 17:13 GMT
#99
On July 20 2012 21:41 iMrising wrote:
Sorry If I'm wrong, but is it just me or does the expansion at the middle right only have 6 mineral patches compared to the 7 that the other middle expos have?
otherwise very very god job :D would definetly want to watch this in tournaments




(sorry if someone else had already pointed this out, didnt read the other comments)

It definitely has seven ;O Might be hard to tell from the overview
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
August 04 2012 17:22 GMT
#100
Map is up and republished for SC2 Arcade. Check it out on NA under the same name "Omnivium BETA - prodiG"

It still needs a few more screenshots for my liking but I have to test Arcade more and learn more about things like filesize restrictions and whatnot. Nonetheless, the map is playable and ready to go, please give it a shot and give me your feedback!
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
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