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[M] (2) Galápagos - Page 3

Forum Index > SC2 Maps & Custom Games
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Prev 1 2 3 All
SeinGalton
Profile Blog Joined April 2011
South Africa387 Posts
July 03 2012 11:47 GMT
#41
Hello TL,

Just wanted to let you ya'll know I'm busy with a few changes after which this map will also be published on NA (thanks to iGrok for offering!). I'm currently toying around with two different alternatives to the current layout: one with the middle rocks still in the middle but further apart and with gaps (meh) and I'm also taking WniO's suggestion and playing around with that. Hopefully I'll be able to get something that doesn't feel so base-racey.

Guardian85: That makes looking through Elton John's sunglasses on LSD sound very boring. The lighting is currently being tweaked but I suspect the saturation will stay where it is. I love strong colours and I love working with them and pushing them to the limit. It makes me happy.

Aunvilgod: Hey, that's really cool, pretty convincing result. I really like the idea and I'm going to try it out - it might be contained to that general area though, I want to keep the total doodads <1000. Thanks for posting that, sir!

eTcetRa: Thanks for the feedback - I'm currently re-working that center and trying different things out, ramps to the middel being one of them. A few people have suggested it and whilst I'm still not fond of the idea, I'm going to try and make it work before discarding it. Thanks for the input sir.

IronManSC: Yeah you're right. Mar Sara turns out to be really red/pink on here, but I'm currently working to get this lighting into the same value range of existing light sets. Thanks!
They're coming to get you, Barbara.
Callynn
Profile Joined December 2010
Netherlands917 Posts
July 03 2012 13:08 GMT
#42
The map theme is beautiful!

The brightness can be a bit annoying in the main base, but I got over it, perhaps tune it down a tiny bit. The whole island is just wonderfully built and aesthetically I think you have a real talent. One thing though:

- Please consider removing those Terran Dominon Flags. Their animation is distracting!

Now for the balance:

- The natural is very choky, which makes is extremely easy to take and defend, which is great for macro style plays.
- The main zone is great for me (as zerg) but I can imagine it is a bit small.
- The fourth and third are both equally easy to take and nearly equally difficult to defend, they motivate a beautiful macro play.
- The rush distance is a bit long, but this seems to become the trend and if it's a designer choice there is nothing wrong with it.
- The geyser placement in the natural is unique, don't know how else to say it.
- Important: This map demotivates drop play (overlord, nydus worm, medivac and warp prisms) due to the small air space and the limited places to land forces. Consider increasing the main landing area and perhaps increasing the air space around the whole map.

I really enjoyed playing on this map. Good luck with getting it polished!
Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
Praetorial
Profile Blog Joined May 2011
United States4241 Posts
July 03 2012 13:29 GMT
#43
This is by far the most beautiful map I have ever lain eyes upon.

My prediction: future GSL map, winner of MotM.
FOR GREAT JUSTICE! Bans for the ban gods!
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
July 03 2012 17:45 GMT
#44
Mabye try agria or bel'shir lighting?
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
xTrim
Profile Joined April 2011
472 Posts
July 03 2012 18:03 GMT
#45
Bro is that a 3 minutes walking distance? Isn't it too much?
monitor
Profile Blog Joined June 2010
United States2404 Posts
July 03 2012 18:04 GMT
#46
Sweeett map, one of the best I've seen in a while.

My two complaints are that the split paths are awfully annoying and the natural mineral/gas layout is bad. For the latter, I suggest just making the mineral line a normal mineral line that players are used to. If you're concerned about the gas being tanked, just move it so its near the ramp. You might have to increase the size of the main and natural (subsequently the third too) in order to make it fit, but I think it is worth it so there is a comfortable amount of space and the minerals are normal.

On the previous, I tend not to like split paths as they encourage base trades and dumb situations if both players attack. However I do like the split more than Daybreak, because the expansion pattern almost requires it. So my two ideas to solve this are to either add a 1x ramp near the tower leading to the other side (so the split paths aren't as long) or you could do a middle like Asgard from brood war, with 3x ramps and rocks. Like this:

+ Show Spoiler +
[image loading]
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
sorrowptoss
Profile Blog Joined June 2011
Canada1431 Posts
July 03 2012 18:07 GMT
#47
Too many destructible rocks and not enough open spaces IMO. The map obliges you to take out those rocks before attacking, unless you enjoy funnelling your units through those two entrances from the high grounds.
I like the clear water. Reminds me of the beach
monitor
Profile Blog Joined June 2010
United States2404 Posts
July 03 2012 18:08 GMT
#48
On July 04 2012 03:07 sorrowptoss wrote:
Too many destructible rocks and not enough open spaces IMO. The map obliges you to take out those rocks before attacking, unless you enjoy funnelling your units through those two entrances from the high grounds.
I like the clear water. Reminds me of the beach


Going to argue that the rocks add a dimension to the game that requires positioning, but in no way do you have to break them to attack. There are lots of open spaces, you just can't engage around the rock chokes.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Syphon8
Profile Joined July 2010
Canada298 Posts
Last Edited: 2012-07-04 14:00:31
July 04 2012 13:58 GMT
#49
Without play-testing it, the only thing I'd really have to say is that there seems to be too much airspace on the sides. I'd take 8 off the left and right.

On July 04 2012 03:08 monitor wrote:
Show nested quote +
On July 04 2012 03:07 sorrowptoss wrote:
Too many destructible rocks and not enough open spaces IMO. The map obliges you to take out those rocks before attacking, unless you enjoy funnelling your units through those two entrances from the high grounds.
I like the clear water. Reminds me of the beach


Going to argue that the rocks add a dimension to the game that requires positioning, but in no way do you have to break them to attack. There are lots of open spaces, you just can't engage around the rock chokes.


I agree, and also add that the way the rocks are setup in the middle allows you to take down just 1 to funnel small units through.
',:/
SeinGalton
Profile Blog Joined April 2011
South Africa387 Posts
July 06 2012 22:04 GMT
#50
Hello TL

Galápagos has been updated! I've used the solution suggested by WniO and monitor, adding ramps to the center but blocking them off with rocks. All other rocks have been removed. There are a lot of small additional changes, including lighting tweaks and increasing the mains. See the changelog for all the changes. I hope the new version is better and that is more fun. Any feeback would be greatly apprecaited!

Callyn: Thank you for the excellent feedback! I've increased the size of the mains and fixed the natural resource layout. I hope it plays out better! Any replays would also be greatly appreciated, I don't get time to play. Thank you again, that's exactly the kind of feedback I need.

Praetorial: haha god forbid. It would be insulting to people who know what they're doing

IronManSC: They're better. I went through them all and the best were actually Tyrador and Tarsonis, but even they made the map look real ugly. I've almost completely redone the lighting, eliminating the brightness and being far more consistent on different graphics settings. I'd love to hear your feedback!

monitor: Thanks for the feedback! I've addressed both o your concerns and hopefully these solutions are better. I liked the Asgard solution best for now, as it incentivizes alternate scouting paths to check watchtowers. I've kept the ramps kinda small and blocked them with rocks, but I think it'll work out fine because the center is now open. I've also changed the mineral layout at the natural, it's definitely better but I'm not sure it's optimal, one gas feels a little far away. Thanks for the feedback and suggestions, I really appreciate them.
They're coming to get you, Barbara.
monitor
Profile Blog Joined June 2010
United States2404 Posts
July 07 2012 00:34 GMT
#51
On July 07 2012 07:04 SeinGalton wrote:
Hello TL

Galápagos has been updated! I've used the solution suggested by WniO and monitor, adding ramps to the center but blocking them off with rocks. All other rocks have been removed. There are a lot of small additional changes, including lighting tweaks and increasing the mains. See the changelog for all the changes. I hope the new version is better and that is more fun. Any feeback would be greatly apprecaited!

Callyn: Thank you for the excellent feedback! I've increased the size of the mains and fixed the natural resource layout. I hope it plays out better! Any replays would also be greatly appreciated, I don't get time to play. Thank you again, that's exactly the kind of feedback I need.

Praetorial: haha god forbid. It would be insulting to people who know what they're doing

IronManSC: They're better. I went through them all and the best were actually Tyrador and Tarsonis, but even they made the map look real ugly. I've almost completely redone the lighting, eliminating the brightness and being far more consistent on different graphics settings. I'd love to hear your feedback!

monitor: Thanks for the feedback! I've addressed both o your concerns and hopefully these solutions are better. I liked the Asgard solution best for now, as it incentivizes alternate scouting paths to check watchtowers. I've kept the ramps kinda small and blocked them with rocks, but I think it'll work out fine because the center is now open. I've also changed the mineral layout at the natural, it's definitely better but I'm not sure it's optimal, one gas feels a little far away. Thanks for the feedback and suggestions, I really appreciate them.


Great job on the update, I like it a lot more now (I didn't know that was even possible, tbh). Thanks for listening ^^
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
SeinGalton
Profile Blog Joined April 2011
South Africa387 Posts
July 31 2012 19:44 GMT
#52
Cheers, monitor.

Just wanted to notify those of you who might be interested that Galápagos has been published on the NA server (at least for the month of August, I believe), with many thanks to Veloh and the Mapper's Monthly Tournament, whom you should all check out.

There are still a few more tweaks to be made, and I'll try to get a version 1.0 up by the end of August.

They're coming to get you, Barbara.
NiKoJa
Profile Joined June 2012
26 Posts
July 31 2012 22:59 GMT
#53
Makes me wanna live there rofl

Great map!
PandaZerg
Profile Joined April 2012
Canada148 Posts
August 01 2012 01:16 GMT
#54
I think you need to publish map again with patch 1.5 because I don't see your map on NA
SeinGalton
Profile Blog Joined April 2011
South Africa387 Posts
Last Edited: 2012-08-01 17:37:40
August 01 2012 09:31 GMT
#55
On August 01 2012 10:16 PandaZerg wrote:
I think you need to publish map again with patch 1.5 because I don't see your map on NA


Unfortunately I myself have no way to double check the NA server. The guys at Mapper's Monthly are using it in their tournament, so unless they made a mistake during publishing (like publishing it privately) it should definitely be available soon. Also, the á has given some people some trouble, searching for "pagos" works on EU, but I'm pretty sure it's just that Veloh and his team haven't gotten around to publishing it again
They're coming to get you, Barbara.
MachineGunPanda
Profile Joined December 2011
Sweden14 Posts
August 05 2012 13:36 GMT
#56
This map should real get a shot to be featured in the ladder or GSL. It shows real estetich beauty in combination to being an excelent map with some unique features. I real hope it will win MotM and get some shine on it.
Semmo
Profile Joined June 2011
Korea (South)627 Posts
August 06 2012 01:28 GMT
#57
On August 05 2012 22:36 MachineGunPanda wrote:
This map should real get a shot to be featured in the ladder or GSL. It shows real estetich beauty in combination to being an excelent map with some unique features. I real hope it will win MotM and get some shine on it.

Unfortunately, without another TLMC, it's impossible for any maps on the forum to get on GSL (Unless it's Prime/Crux)
Mapmaker of Frost, Fruitland and Bridgehead
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