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[M] (2) Mar Sara Fissure

Forum Index > SC2 Maps & Custom Games
Post a Reply
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OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
July 08 2012 09:53 GMT
#1
[image loading]

Mar Sara Fissure (1.0)
Made by: OxyGenesis
Published on: N/A
Map Size: 147x154

[image loading]

[image loading]

This is my first map, so I wanted to explore as much of the editor as possible. I made it for the MotM: ProAm tournament. The layout is something that has been in my head for a while, the main features being the ridge of high ground through the middle, different expansion paths and split map opportunities.

I am still learning, and so welcome any feedback.



Pictures (Aesthetics):
+ Show Spoiler +

[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]



Texture Set:
Mainly Mar Sara, custom lighting.


OxyGenesis
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Aunvilgod
Profile Joined December 2011
2653 Posts
July 08 2012 10:11 GMT
#2
The aesthetics are done quite nicely. You should use less straight edges though.

You need bigger chokes. Are you sure that your bridges work? Your mains look quite small, they should be 25 CCs at the very very least. Your 9 and 6 o´clock bases are impossible to take because they block the only chokes on the whole map.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
July 08 2012 10:24 GMT
#3
On July 08 2012 19:11 Aunvilgod wrote:
The aesthetics are done quite nicely. You should use less straight edges though.

You need bigger chokes. Are you sure that your bridges work? Your mains look quite small, they should be 25 CCs at the very very least. Your 9 and 6 o´clock bases are impossible to take because they block the only chokes on the whole map.


The bridges do work (they are traversable) but I am sure that someone knows a better way of doing them. I searched for quite a while but couldn't find anything on how to do proper bridges.

How do I calculate the size of the mains? I have made them larger from a previous version but they may need to be enlarged again.

Do you mean the 9 and 3 o'clock bases? I'm not entirely sure what you mean by them blocking the only chokes on the map.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Semmo
Profile Joined June 2011
Korea (South)627 Posts
July 08 2012 10:31 GMT
#4

OMG HOW DID YOU DO THE BRIDGES PLEASE TELL ME IVE BEEN WANTING TO KNOW THIS FOR SO LONG!
Anyways, nice map, But, like aunvil says, the mains look a little straight - diagonal is better, for some reason.
Mapmaker of Frost, Fruitland and Bridgehead
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
July 08 2012 10:38 GMT
#5
On July 08 2012 19:31 kim9067 wrote:

OMG HOW DID YOU DO THE BRIDGES PLEASE TELL ME IVE BEEN WANTING TO KNOW THIS FOR SO LONG!
Anyways, nice map, But, like aunvil says, the mains look a little straight - diagonal is better, for some reason.


You place the doodad on the low ground below where you want it, then double click it and change the height value up to where you need it
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Semmo
Profile Joined June 2011
Korea (South)627 Posts
July 08 2012 10:47 GMT
#6
On July 08 2012 19:38 OxyGenesis wrote:
Show nested quote +
On July 08 2012 19:31 kim9067 wrote:

OMG HOW DID YOU DO THE BRIDGES PLEASE TELL ME IVE BEEN WANTING TO KNOW THIS FOR SO LONG!
Anyways, nice map, But, like aunvil says, the mains look a little straight - diagonal is better, for some reason.


You place the doodad on the low ground below where you want it, then double click it and change the height value up to where you need it


Can you do this with any doodad? For example on my map virtual battle, could I do it with the forcefield walls?

Also, one thing I realized, you know the rocks at the third? wouldnt it be better on the defender's side? Or did you have another intent?
Mapmaker of Frost, Fruitland and Bridgehead
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
Last Edited: 2012-07-08 11:03:12
July 08 2012 10:53 GMT
#7
On July 08 2012 19:47 kim9067 wrote:
Show nested quote +
On July 08 2012 19:38 OxyGenesis wrote:
On July 08 2012 19:31 kim9067 wrote:

OMG HOW DID YOU DO THE BRIDGES PLEASE TELL ME IVE BEEN WANTING TO KNOW THIS FOR SO LONG!
Anyways, nice map, But, like aunvil says, the mains look a little straight - diagonal is better, for some reason.


You place the doodad on the low ground below where you want it, then double click it and change the height value up to where you need it


Can you do this with any doodad? For example on my map virtual battle, could I do it with the forcefield walls?

Also, one thing I realized, you know the rocks at the third? wouldnt it be better on the defender's side? Or did you have another intent?


I'm not sure if it would work with other doodads, I have only tried with the mar sara bridges. Needs testing I'm pretty sure creep doesn't work on these bridges though, and despite searching a lot, I have no idea how the 'pro' map makers make their bridges.

The rocks on the 3rd are meant to make it easier to defend attacks from that side. The other side isn't too bad as you can defend at the bridge instead and the Xel'Naga gives you prior warning.

EDIT

Or did you mean that side of the ramp? You could be right with that one. I can't remember my logic for placing it on that side except that maybe it would be harder to get a good concave on it due to the gas geyser, thus forcing the attacker to be a bit further forwards if they want to destroy the rocks. I haven't tested this however.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Semmo
Profile Joined June 2011
Korea (South)627 Posts
July 08 2012 11:00 GMT
#8
On July 08 2012 19:53 OxyGenesis wrote:
Show nested quote +
On July 08 2012 19:47 kim9067 wrote:
On July 08 2012 19:38 OxyGenesis wrote:
On July 08 2012 19:31 kim9067 wrote:

OMG HOW DID YOU DO THE BRIDGES PLEASE TELL ME IVE BEEN WANTING TO KNOW THIS FOR SO LONG!
Anyways, nice map, But, like aunvil says, the mains look a little straight - diagonal is better, for some reason.


You place the doodad on the low ground below where you want it, then double click it and change the height value up to where you need it


Can you do this with any doodad? For example on my map virtual battle, could I do it with the forcefield walls?

Also, one thing I realized, you know the rocks at the third? wouldnt it be better on the defender's side? Or did you have another intent?


I'm not sure if it would work with other doodads, I have only tried with the mar sara bridges. Needs testing I'm pretty sure creep doesn't work on these bridges though, and despite searching a lot, I have no idea how the 'pro' map makers make their bridges.

The rocks on the 3rd are meant to make it easier to defend attacks from that side. The other side isn't too bad as you can defend at the bridge instead and the Xel'Naga gives you prior warning.

Yeah, that's what I thought. But since it's quite narrow, I'm afraid of siege tank pushes. But since there's a xelnaga-esque cliff at third, I guess it could be ok.
Mapmaker of Frost, Fruitland and Bridgehead
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
July 08 2012 11:08 GMT
#9
On July 08 2012 20:00 kim9067 wrote:
Show nested quote +
On July 08 2012 19:53 OxyGenesis wrote:
On July 08 2012 19:47 kim9067 wrote:
On July 08 2012 19:38 OxyGenesis wrote:
On July 08 2012 19:31 kim9067 wrote:

OMG HOW DID YOU DO THE BRIDGES PLEASE TELL ME IVE BEEN WANTING TO KNOW THIS FOR SO LONG!
Anyways, nice map, But, like aunvil says, the mains look a little straight - diagonal is better, for some reason.


You place the doodad on the low ground below where you want it, then double click it and change the height value up to where you need it


Can you do this with any doodad? For example on my map virtual battle, could I do it with the forcefield walls?

Also, one thing I realized, you know the rocks at the third? wouldnt it be better on the defender's side? Or did you have another intent?


I'm not sure if it would work with other doodads, I have only tried with the mar sara bridges. Needs testing I'm pretty sure creep doesn't work on these bridges though, and despite searching a lot, I have no idea how the 'pro' map makers make their bridges.

The rocks on the 3rd are meant to make it easier to defend attacks from that side. The other side isn't too bad as you can defend at the bridge instead and the Xel'Naga gives you prior warning.

Yeah, that's what I thought. But since it's quite narrow, I'm afraid of siege tank pushes. But since there's a xelnaga-esque cliff at third, I guess it could be ok.


Yeah if you let siege tanks siege up on that cliff above the 3rd you are going to have a bad time. I originally had the Xel'Naga-esque path wider, but made it thinner to encourage attacks through the middle. I think the layout of the 3rd needs some testing.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
NewSunshine
Profile Joined July 2011
United States5938 Posts
July 08 2012 16:12 GMT
#10
The bridges you see on 'pro' level maps aren't bridge doodads, but something more complicated. Most always it's a combination of a bridge-shaped piece of terrain(straight, usually narrow), manmade cliffs, and various doodads and textures to give it a distinctive bridge-type look. Still, I feel slightly dumb, because I didn't know the Mar Sara bridges actually worked, until now. I wonder if I'm the only one who didn't know... and NO, my next map is not going to be loaded with them.

Anyway, the layout itself also looks very choked, force fields would absolutely tear an army to pieces here. Combine that with how every path but the center one goes around the edges of the map, and I feel any sizable army would feel rather immobile here. It's a good first map, but I think that's your first step to improving right there. Try to get the map analyzer working, and work on the openness of the maps you make.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
WniO
Profile Blog Joined April 2010
United States2706 Posts
July 08 2012 16:15 GMT
#11
i think the bridges need to be much bigger, cause split map stuff will be hell late game, nice map though.
iGrok
Profile Blog Joined October 2010
United States5142 Posts
July 08 2012 16:20 GMT
#12
Lol WniO, I think they need to be a little wider but shorter. They need to be shorter to make sure Creep Tumor Range can get across them
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 08 2012 17:06 GMT
#13
On July 09 2012 01:20 iGrok wrote:
Lol WniO, I think they need to be a little wider but shorter. They need to be shorter to make sure Creep Tumor Range can get across them


You'll have to use real terrain there if you want creep to spread. You can hide it underneath the doodad. Also, make sure you set the cliff level to the same as the terrain on either side (it looks like 2) so that vision behaves correctly for units on the bridge.

Also forcefields cant be cast unless you put terrain under the bridge (that isn't level 0.. hole).
Comprehensive strategic intention: DNE
Gfire
Profile Joined March 2011
United States1699 Posts
Last Edited: 2012-07-08 17:11:47
July 08 2012 17:11 GMT
#14
Bridges bug out some units, too. It's generally accepted that they're broken and you have to use another method.
all's fair in love and melodies
Aunvilgod
Profile Joined December 2011
2653 Posts
July 08 2012 17:17 GMT
#15
Just use Braxis Alpha Cliffs instead. They look good enough.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
Insomni7
Profile Joined June 2011
667 Posts
July 08 2012 17:35 GMT
#16
I'm really concerned about the cliffs behind the third on this map. If the position above the third mineral line was open, maybe you could get away with it, but because an army could lodge themselves so tightly in there, it seems like a bad idea to have cliffs there. Otherwise pretty solid first map.
Never Forget.
NewSunshine
Profile Joined July 2011
United States5938 Posts
July 08 2012 18:10 GMT
#17
On July 09 2012 02:06 EatThePath wrote:
You'll have to use real terrain there if you want creep to spread. You can hide it underneath the doodad. Also, make sure you set the cliff level to the same as the terrain on either side (it looks like 2) so that vision behaves correctly for units on the bridge.

Also forcefields cant be cast unless you put terrain under the bridge (that isn't level 0.. hole).

Some people see that as a broken doodad, I see it as a new way to rig up a dead-end base. Hmmmmm...
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
July 08 2012 18:28 GMT
#18
Thanks for all the advice guys, I'm working on an update.

Does anyone know how the bridges were done on Cherno by Superouman?
http://www.teamliquid.net/forum/viewmessage.php?topic_id=345022

Seems like an ESV secret.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
iGrok
Profile Blog Joined October 2010
United States5142 Posts
Last Edited: 2012-07-08 18:30:02
July 08 2012 18:29 GMT
#19
Braxis cliffs.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Gfire
Profile Joined March 2011
United States1699 Posts
July 08 2012 18:34 GMT
#20
It's an ESV secret.
all's fair in love and melodies
Coppermantis
Profile Joined June 2012
United States845 Posts
July 08 2012 22:17 GMT
#21
Just a bunch of doodads. From the looks of it Mar Sara Bridge and Space Platform Archway Large with some other details.
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
July 08 2012 22:39 GMT
#22
On July 09 2012 07:17 Coppermantis wrote:
Just a bunch of doodads. From the looks of it Mar Sara Bridge and Space Platform Archway Large with some other details.


the hard part is getting the top to act like terrain, whilst making you able to see under it. I'm testing out a few things.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
July 08 2012 23:34 GMT
#23
I think I've almost worked it out. basically, you build the terrain for the bridge, then you need to hide the cliffs so that you can see underneath it. Then you cover up any gaps with doodads.

unfortunately as far as I can tell, there is no way to hide cliffs in that way. I then thought that I could extend the terrain past where I needed it, then lower the terrain below the lava level and hide the edges. this does actually seem to work but it can get quite messy and after studying pictures of Cherno, I don't think this is how it was done.

Am I on the right track?
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Semmo
Profile Joined June 2011
Korea (South)627 Posts
July 08 2012 23:56 GMT
#24
How about Garden of Eden? Goddammit, bridges are the best thing in the world.
Mapmaker of Frost, Fruitland and Bridgehead
Coppermantis
Profile Joined June 2012
United States845 Posts
July 09 2012 02:04 GMT
#25
I thought you just meant these aesthetic bridges:

[image loading]


Now I assume you mean these?

[image loading]

Yeah, I can't say I know how to do those. I'd just say it's a cliff type somehow modified.
0neder
Profile Joined July 2009
United States3733 Posts
July 09 2012 04:26 GMT
#26
On July 09 2012 03:28 OxyGenesis wrote:
Thanks for all the advice guys, I'm working on an update.

Does anyone know how the bridges were done on Cherno by Superouman?
http://www.teamliquid.net/forum/viewmessage.php?topic_id=345022

Seems like an ESV secret.

If you're not trolling, then that's sad.
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
July 09 2012 10:11 GMT
#27
Dragons of Eden looks like it has normal terrain acting like bridges (but spruced up with doodads). I think Cherno is the only map with the new type of bridge as far as I am aware. And yes Coppermantis, those are exactly the bridges I was talking about, they act like terrain (creep can be spread over them and forcefields work) but you can see underneath them. Next time I have sc2 open I shall try taking a closer look.

0neder, no trolling, any ESV members want to give up the secret?
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Gfire
Profile Joined March 2011
United States1699 Posts
July 09 2012 15:07 GMT
#28
I do believe Cherno is the only one with bridges like that which has been revealed.

I don't think I should give anything away without the consent of those who are actually working with these bridges and came up with the design in the first place.
all's fair in love and melodies
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
Last Edited: 2012-07-09 15:28:06
July 09 2012 15:25 GMT
#29
EDIT

wtf, I definitely typed this reply in a different thread.

Gfire, am I close with this? I have tried it out and it is definitely doable, but I can't get it as compact as Cherno. Is there some hidden way to hide cliffs?

On July 09 2012 08:34 OxyGenesis wrote:
I think I've almost worked it out. basically, you build the terrain for the bridge, then you need to hide the cliffs so that you can see underneath it. Then you cover up any gaps with doodads.

unfortunately as far as I can tell, there is no way to hide cliffs in that way. I then thought that I could extend the terrain past where I needed it, then lower the terrain below the lava level and hide the edges. this does actually seem to work but it can get quite messy and after studying pictures of Cherno, I don't think this is how it was done.

Am I on the right track?
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Gfire
Profile Joined March 2011
United States1699 Posts
July 09 2012 15:27 GMT
#30
Yes, http://www.teamliquid.net/forum/viewmessage.php?topic_id=188531.

Check out the mapmaking links compilation (needs an update but still useful,) http://www.teamliquid.net/forum/viewmessage.php?topic_id=178253
all's fair in love and melodies
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
July 09 2012 15:29 GMT
#31
On July 10 2012 00:27 Gfire wrote:
Yes, http://www.teamliquid.net/forum/viewmessage.php?topic_id=188531.

Check out the mapmaking links compilation (needs an update but still useful,) http://www.teamliquid.net/forum/viewmessage.php?topic_id=178253


Thanks for your help Gfire, sorry for posting in the wrong thread, was suffering slightly from multiple-tab disorder. I knew I had seen a page like that before, very helpful, thanks again.

(see edit above for more on-topic)
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Gfire
Profile Joined March 2011
United States1699 Posts
July 09 2012 15:34 GMT
#32
It doesn't revolve around lowering the terrain under the lava. The terrain needs to be at the proper height or units will walk down into the lava and whatnot, I would imagine. Unless you have a Mar Sara bridge, then the units might stay up but the creep and such would go down.

To be honest I haven't made these bridges so I'm not exactly an expert.

I did use the terrain lowering technique to make aesthetic little islands and things at heights which aren't standard, though. That's pretty cool.
all's fair in love and melodies
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
Last Edited: 2012-07-09 17:19:54
July 09 2012 17:06 GMT
#33
Worked it out! (I think). Will try and make a tutorial tonight.

[image loading]

EDIT

works even better with diagonal cliffs. Time for more testing.

[image loading]
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Superouman
Profile Blog Joined August 2007
France2195 Posts
Last Edited: 2012-07-09 20:22:39
July 09 2012 18:24 GMT
#34
Congratulations OxyGenesis, it's the same method timetwister used and taught me for cherno
and i like your idea of using mar sara bridge with -0.3 height to hide the squares on the sides of the bridge
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
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
July 09 2012 19:19 GMT
#35
On July 10 2012 03:24 Superouman wrote:
Congratulations OxoGenesis, it's the same method timetwister used and taught me for cherno
and i like your idea of using mar sara bridge with -0.3 height to hide the squares on the sides of the bridge


Cheers! still not sure if we have done it the same way though
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Coppermantis
Profile Joined June 2012
United States845 Posts
July 09 2012 21:40 GMT
#36
Now that I know how to do this I will use it all the time. Brilliance.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 10 2012 08:20 GMT
#37
Er, can someone please explain the process or link to somewhere that does?
Comprehensive strategic intention: DNE
D4V3Z02
Profile Joined April 2011
Germany693 Posts
Last Edited: 2012-07-10 09:06:00
July 10 2012 09:04 GMT
#38
Marsara Fissure sounds like Earthshaker, hehe. Splashtech and Forcefields seem to be very strong on this map :/.
http://www.twitch.tv/d4v3z02 all your base are belong to overlord
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
July 10 2012 09:24 GMT
#39
On July 10 2012 17:20 EatThePath wrote:
Er, can someone please explain the process or link to somewhere that does?


Timetwister was kind enough to make a tutorial!

http://www.teamliquid.net/forum/viewmessage.php?topic_id=351586
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
DMR_Chane
Profile Joined July 2012
23 Posts
July 18 2012 15:23 GMT
#40
I love how you made use of the invisible cliff for the Bridges.

at first the layout seems stretched out but it seems really solid.

very original map.
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
Last Edited: 2012-07-18 15:29:11
July 18 2012 15:28 GMT
#41
On July 19 2012 00:23 DMR_Chane wrote:
I love how you made use of the invisible cliff for the Bridges.

at first the layout seems stretched out but it seems really solid.

very original map.


You're too kind!

I actually have an update for this map when I can be bothered to finish it.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Xxio
Profile Blog Joined July 2009
Canada5565 Posts
July 18 2012 17:44 GMT
#42
Oh man this looks so sexy, I have to try it out.
KTY
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