[M] (2) Virtual Battle RE Work in Progress
Playable 136x136
Published in NA and EU and KR
Playable 136x136
Published in NA and EU and KR
![[image loading]](http://i.imgur.com/lljhm.jpg)
![[image loading]](http://i.imgur.com/EXJMK.png)
Can you spot all the chess pieces?
Pics:
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Semmo
Korea (South)627 Posts
[M] (2) Virtual Battle RE Work in Progress Playable 136x136 Published in NA and EU and KR ![]() ![]() Can you spot all the chess pieces? Pics: + Show Spoiler + | ||
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X3GoldDot
Malaysia3840 Posts
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DYEAlabaster
Canada1009 Posts
Balance wise: Will be interesting to see how the low-ground by main pans out, and how accessible the third is. It seems highly succesibtible to circle syndrome, and the by-main "fourth" base is pretty useless imo. | ||
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eviltomahawk
United States11135 Posts
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DYEAlabaster
Canada1009 Posts
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RFDaemoniac
United States544 Posts
I'm definitely going to be giving this a play. | ||
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Fatam
1986 Posts
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PandaZerg
Canada148 Posts
How you did? I am not able to find it on NA. Maybe he have removed it ftm... | ||
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Semmo
Korea (South)627 Posts
On August 06 2012 18:16 PandaZerg wrote: @DYEAlabaster How you did? I am not able to find it on NA. Maybe he have removed it ftm... Type virtual, and it comes out. If you type the whole thing, it doesn't come out for some reason ![]() It's in the melee section. | ||
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Existor
Russian Federation4295 Posts
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CruxEWPrime
Korea (South)27 Posts
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Semmo
Korea (South)627 Posts
On August 06 2012 16:08 RFDaemoniac wrote: This looks awesome, but I would still encourage you to add some variation in the texturing outside the chess board. Outside of the center the aesthetic touches look too far apart from each other (as in it is too plain between them). I'm definitely going to be giving this a play. Well it's still WIP, but I'm not sure which textures fit the virtual theme. I really can't find ones that fit On August 06 2012 16:17 Fatam wrote: Very cool map, hope this gets some attention. Thanks On August 06 2012 19:26 Existor wrote: Want High-settings screenshots ![]() After 1.5, even on editor I can't get over low settings. On August 06 2012 14:00 X3GoldDot wrote: lol crazy design, i like it!! the overview pic is too big to see fully tho. You can see the parts on the other side, it's perfectly symmetrical. On August 06 2012 21:43 CruxEWPrime wrote: I think this map's out line is not so "very" good, But concept is so cool. nice texture, and good doodad. but i think u must have time that learn build map tighted. This map have none using area is there. ![]() Which part of the map is not used? I tried my best to be as space efficient as possible while having original ideas. | ||
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U_G_L_Y
United States516 Posts
Seriously people. Knock it off. | ||
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Semmo
Korea (South)627 Posts
On August 06 2012 23:14 U_G_L_Y wrote: This is perhaps the coolest-looking map ever. Too bad taking a third base is literally impossible. Seriously people. Knock it off. !?!?!?!??!?!?!?? Who said third is impossible? are you saying it? It's one of the easier thirds.. | ||
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U_G_L_Y
United States516 Posts
On August 06 2012 23:17 Semmo wrote: Show nested quote + On August 06 2012 23:14 U_G_L_Y wrote: This is perhaps the coolest-looking map ever. Too bad taking a third base is literally impossible. Seriously people. Knock it off. !?!?!?!??!?!?!?? Who said third is impossible? are you saying it? It's one of the easier thirds.. Impossible for Terran. You can't move tanks that far back and forth between your natural and any of the potential third bases. In case you didn't know, tanks take a bit longer to reposition than zerglings... | ||
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NewSunshine
United States5938 Posts
On August 06 2012 23:40 U_G_L_Y wrote: Show nested quote + On August 06 2012 23:17 Semmo wrote: On August 06 2012 23:14 U_G_L_Y wrote: This is perhaps the coolest-looking map ever. Too bad taking a third base is literally impossible. Seriously people. Knock it off. !?!?!?!??!?!?!?? Who said third is impossible? are you saying it? It's one of the easier thirds.. Impossible for Terran. You can't move tanks that far back and forth between your natural and any of the potential third bases. In case you didn't know, tanks take a bit longer to reposition than zerglings... I think perhaps you've been spoiled into easy 3rd bases. How would you position your tanks, for instance, on Daybreak? Tal'Darim Altar? Thirds aren't free, a handful of tanks shouldn't be able to effortlessly secure them. Oh, and sieged tanks are terrible against zerglings anyway. | ||
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U_G_L_Y
United States516 Posts
Why does the entire TL mapping community think the game is balanced around tanks and sentries not existing? ZvZ is the worst matchup to watch and play, that is the only reason I don't play Zerg. Your theory on map design where Terran is forced to make 90% marines is basically the same thing. Whoever loses a clump first loses. Maps that box you into 1 composition are bad. That is why TvP is a bad matchup. Terran, for all intents and purposes, is forced to play essentially 1 build with 1 army composition that only varies slightly. It is bad game design. Tvp is my best matchup, I am not whining about balance, only the poor design that you play the matchup robotically. Thirds that make you autolose if you make tanks are the same damn thing. You have defenders DISadvantage. | ||
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Aunvilgod
2653 Posts
I am impressed. | ||
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Blazinghand
United States25557 Posts
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U_G_L_Y
United States516 Posts
On August 07 2012 04:02 Blazinghand wrote: I think the third on this map is fine, not any harder than Korhal Compound or Daybreak. This map is very beautiful also. That is why Korhal is not in the pool anymore. Daybreak's redeeming featrue is that the speed of Zerg units can be dealt with if you can ever take a 4th. Both are terrible | ||
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NewSunshine
United States5938 Posts
On August 07 2012 03:12 U_G_L_Y wrote: Why does the entire TL mapping community think the game is balanced around tanks and sentries not existing? You don't follow the mapping community much, do you? Force Fields and Siege Tanks are 2 of THE biggest things we have to keep in our minds when designing maps. Siege tanks are why we have to be careful with the shape and facing of ledges and mineral lines, force fields and warp gate, together, are why almost every main base has a minimum width ramp, as opposed to a flat choke or a larger ramp, and why we have to be cautious when trying to make an extremely narrow passageway. Oh, and Siege Tanks are supposed to be immobile, because you're supposed to make a strategic decision as to where you put them. There's no strategy whatever involved in parking them on top of one small choke. Sorry if you don't feel like playing like everyone else. | ||
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Veloh15
United States161 Posts
On August 07 2012 03:12 U_G_L_Y wrote: Haha, I vetoed Taldarim ever since I switched from random and Daybreak is the shittiest map in the pool for TvT and TvZ until / unless you get 4 bases. Why does the entire TL mapping community think the game is balanced around tanks and sentries not existing? ZvZ is the worst matchup to watch and play, that is the only reason I don't play Zerg. Your theory on map design where Terran is forced to make 90% marines is basically the same thing. Whoever loses a clump first loses. Maps that box you into 1 composition are bad. That is why TvP is a bad matchup. Terran, for all intents and purposes, is forced to play essentially 1 build with 1 army composition that only varies slightly. It is bad game design. Tvp is my best matchup, I am not whining about balance, only the poor design that you play the matchup robotically. Thirds that make you autolose if you make tanks are the same damn thing. You have defenders DISadvantage. Vs Zerg there are many compositions used. Right off the bat there is straight bio, mech, and the most popular fusion between the two. The reason you cannot turtle with siege tanks on one 3 base is to aid zerg in trading effectively vs Terran. Mech is very powerful in it's own right, and the early/mid game is a zerg's real chance at beating it. All maps should not follow one formula. Bio for terran is very different you must have many accessible bases to continue to expand, and trade with a zerg. Attacking into one angle defended by siege tanks usually makes for boring games. As this is a spectator sport maps need to discourage straight turtle plays, and encourage aggression before late-game. | ||
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U_G_L_Y
United States516 Posts
On August 07 2012 04:39 NewSunshine wrote: Show nested quote + On August 07 2012 03:12 U_G_L_Y wrote: Why does the entire TL mapping community think the game is balanced around tanks and sentries not existing? You don't follow the mapping community much, do you? Force Fields and Siege Tanks are 2 of THE biggest things we have to keep in our minds when designing maps. Siege tanks are why we have to be careful with the shape and facing of ledges and mineral lines, force fields and warp gate, together, are why almost every main base has a minimum width ramp, as opposed to a flat choke or a larger ramp, and why we have to be cautious when trying to make an extremely narrow passageway. Oh, and Siege Tanks are supposed to be immobile, because you're supposed to make a strategic decision as to where you put them. There's no strategy whatever involved in parking them on top of one small choke. Sorry if you don't feel like playing like everyone else. Korhal is out of the map pool. Cloud Kingdom and Ohana are still in. Like the Sesame Street song: One of these things is not like the other! One of these things just doesn't belong... Define "everyone else." This would get vetoed hard by most Terrans and be out of the ladder in 1 season, Just like Korhal, just like condemned ridge will be. Ugly maps with other design flaws like Entombed stay in for this reason alone. | ||
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DYEAlabaster
Canada1009 Posts
On August 07 2012 04:28 U_G_L_Y wrote: Show nested quote + On August 07 2012 04:02 Blazinghand wrote: I think the third on this map is fine, not any harder than Korhal Compound or Daybreak. This map is very beautiful also. That is why Korhal is not in the pool anymore. Daybreak's redeeming featrue is that the speed of Zerg units can be dealt with if you can ever take a 4th. Both are terrible Have you played on this map? The third is really easy to hold because of the controllable choke point (as terran). I played a bunch of games on this map because I really really like it. Played at least one of every MU (I'm masters with all races). What I found is that the "natural fourth" has some problems with space redundancy- not that it's too far away, but I just am not quite sold by the design of that area in general. It's a minor gripe to be sure, and overall this is probably my favourite non-crux map in a very long time. ONE HUGE ISSUE HOWEVER: In most of my games I was getting MASSIVE FPS drops and lag (on low settings). I have an absolute behemoth of a computer, but I'm not sure if this is patch 1.5 issue or map issue. If Seemo wants I might load up some aesthetics on "ultra" :D | ||
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DYEAlabaster
Canada1009 Posts
On August 07 2012 04:54 U_G_L_Y wrote: Show nested quote + On August 07 2012 04:39 NewSunshine wrote: On August 07 2012 03:12 U_G_L_Y wrote: Why does the entire TL mapping community think the game is balanced around tanks and sentries not existing? You don't follow the mapping community much, do you? Force Fields and Siege Tanks are 2 of THE biggest things we have to keep in our minds when designing maps. Siege tanks are why we have to be careful with the shape and facing of ledges and mineral lines, force fields and warp gate, together, are why almost every main base has a minimum width ramp, as opposed to a flat choke or a larger ramp, and why we have to be cautious when trying to make an extremely narrow passageway. Oh, and Siege Tanks are supposed to be immobile, because you're supposed to make a strategic decision as to where you put them. There's no strategy whatever involved in parking them on top of one small choke. Sorry if you don't feel like playing like everyone else. Korhal is out of the map pool. Cloud Kingdom and Ohana are still in. Like the Sesame Street song: One of these things is not like the other! One of these things just doesn't belong... Define "everyone else." This would get vetoed hard by most Terrans and be out of the ladder in 1 season, Just like Korhal, just like condemned ridge will be. Ugly maps with other design flaws like Entombed stay in for this reason alone. This map wouldn't get veto'd by terrans because of the way that taking the central base as a PF fourth balances out any imaginary issues you have. It's actually a very well constructed map. Plays out fairly standard-ish, but with some spice and elements thrown in. | ||
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Veloh15
United States161 Posts
On August 07 2012 04:54 U_G_L_Y wrote: Show nested quote + On August 07 2012 04:39 NewSunshine wrote: On August 07 2012 03:12 U_G_L_Y wrote: Why does the entire TL mapping community think the game is balanced around tanks and sentries not existing? You don't follow the mapping community much, do you? Force Fields and Siege Tanks are 2 of THE biggest things we have to keep in our minds when designing maps. Siege tanks are why we have to be careful with the shape and facing of ledges and mineral lines, force fields and warp gate, together, are why almost every main base has a minimum width ramp, as opposed to a flat choke or a larger ramp, and why we have to be cautious when trying to make an extremely narrow passageway. Oh, and Siege Tanks are supposed to be immobile, because you're supposed to make a strategic decision as to where you put them. There's no strategy whatever involved in parking them on top of one small choke. Sorry if you don't feel like playing like everyone else. Korhal is out of the map pool. Cloud Kingdom and Ohana are still in. Like the Sesame Street song: One of these things is not like the other! One of these things just doesn't belong... Define "everyone else." This would get vetoed hard by most Terrans and be out of the ladder in 1 season, Just like Korhal, just like condemned ridge will be. Ugly maps with other design flaws like Entombed stay in for this reason alone. Ok now you are confusing me on what map feature you are upset about. Korhal Compound was removed from the map pool for many reasons. Earlier you said that because you cannot defend your 3rd holding 2 positions. You just said that Ohana, and Cloud Kingdom are good maps. They both require your siege tanks to be in 2 different locations. The only possible difference that I can think of is that they are on high ground. Firstly this is not a major issue on this map because the angle at which an opponent will be attacking is at the same level giving both an equal sight range. Just like cloud kingdom. The distances are also very close. So the ramp leading down is the issue? This is small and trivial, and give a defensive bonus to the defender. You are not pointing out specifics of maps this makes making sense of what you are saying difficult. Also the reason the 3rd on Korhal was difficult to defend was because the 3rd could be attacked from a high ground staging point. | ||
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NewSunshine
United States5938 Posts
On August 07 2012 04:54 U_G_L_Y wrote: Korhal is out of the map pool. Cloud Kingdom and Ohana are still in. Like the Sesame Street song: One of these things is not like the other! One of these things just doesn't belong... Define "everyone else." This would get vetoed hard by most Terrans and be out of the ladder in 1 season, Just like Korhal, just like condemned ridge will be. Ugly maps with other design flaws like Entombed stay in for this reason alone. Daybreak and Tal'Darim are also still in the map pool. Korhal was taken out because Siege Tanks can hit the 3rd from a safe spot, not because the 3rd is unholdable in 1 position. Try harder, or you won't keep my attention. | ||
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U_G_L_Y
United States516 Posts
On August 07 2012 05:43 Veloh15 wrote: Show nested quote + On August 07 2012 04:54 U_G_L_Y wrote: On August 07 2012 04:39 NewSunshine wrote: On August 07 2012 03:12 U_G_L_Y wrote: Why does the entire TL mapping community think the game is balanced around tanks and sentries not existing? You don't follow the mapping community much, do you? Force Fields and Siege Tanks are 2 of THE biggest things we have to keep in our minds when designing maps. Siege tanks are why we have to be careful with the shape and facing of ledges and mineral lines, force fields and warp gate, together, are why almost every main base has a minimum width ramp, as opposed to a flat choke or a larger ramp, and why we have to be cautious when trying to make an extremely narrow passageway. Oh, and Siege Tanks are supposed to be immobile, because you're supposed to make a strategic decision as to where you put them. There's no strategy whatever involved in parking them on top of one small choke. Sorry if you don't feel like playing like everyone else. Korhal is out of the map pool. Cloud Kingdom and Ohana are still in. Like the Sesame Street song: One of these things is not like the other! One of these things just doesn't belong... Define "everyone else." This would get vetoed hard by most Terrans and be out of the ladder in 1 season, Just like Korhal, just like condemned ridge will be. Ugly maps with other design flaws like Entombed stay in for this reason alone. Ok now you are confusing me on what map feature you are upset about. Korhal Compound was removed from the map pool for many reasons. Earlier you said that because you cannot defend your 3rd holding 2 positions. You just said that Ohana, and Cloud Kingdom are good maps. They both require your siege tanks to be in 2 different locations. The only possible difference that I can think of is that they are on high ground. Firstly this is not a major issue on this map because the angle at which an opponent will be attacking is at the same level giving both an equal sight range. Just like cloud kingdom. The distances are also very close. So the ramp leading down is the issue? This is small and trivial, and give a defensive bonus to the defender. You are not pointing out specifics of maps this makes making sense of what you are saying difficult. Also the reason the 3rd on Korhal was difficult to defend was because the 3rd could be attacked from a high ground staging point. The backdoor of the third is so far out of the way and on low ground. If you attack where 5 tanks arent, you have a huge army value advantage with no ramp as an equalizer. Protoss and Zerg don't have immobile units at the core of their armies prior to 17 minutes. This is the problem. | ||
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DYEAlabaster
Canada1009 Posts
On August 07 2012 06:17 U_G_L_Y wrote: Show nested quote + On August 07 2012 05:43 Veloh15 wrote: On August 07 2012 04:54 U_G_L_Y wrote: On August 07 2012 04:39 NewSunshine wrote: On August 07 2012 03:12 U_G_L_Y wrote: Why does the entire TL mapping community think the game is balanced around tanks and sentries not existing? You don't follow the mapping community much, do you? Force Fields and Siege Tanks are 2 of THE biggest things we have to keep in our minds when designing maps. Siege tanks are why we have to be careful with the shape and facing of ledges and mineral lines, force fields and warp gate, together, are why almost every main base has a minimum width ramp, as opposed to a flat choke or a larger ramp, and why we have to be cautious when trying to make an extremely narrow passageway. Oh, and Siege Tanks are supposed to be immobile, because you're supposed to make a strategic decision as to where you put them. There's no strategy whatever involved in parking them on top of one small choke. Sorry if you don't feel like playing like everyone else. Korhal is out of the map pool. Cloud Kingdom and Ohana are still in. Like the Sesame Street song: One of these things is not like the other! One of these things just doesn't belong... Define "everyone else." This would get vetoed hard by most Terrans and be out of the ladder in 1 season, Just like Korhal, just like condemned ridge will be. Ugly maps with other design flaws like Entombed stay in for this reason alone. Ok now you are confusing me on what map feature you are upset about. Korhal Compound was removed from the map pool for many reasons. Earlier you said that because you cannot defend your 3rd holding 2 positions. You just said that Ohana, and Cloud Kingdom are good maps. They both require your siege tanks to be in 2 different locations. The only possible difference that I can think of is that they are on high ground. Firstly this is not a major issue on this map because the angle at which an opponent will be attacking is at the same level giving both an equal sight range. Just like cloud kingdom. The distances are also very close. So the ramp leading down is the issue? This is small and trivial, and give a defensive bonus to the defender. You are not pointing out specifics of maps this makes making sense of what you are saying difficult. Also the reason the 3rd on Korhal was difficult to defend was because the 3rd could be attacked from a high ground staging point. The backdoor of the third is so far out of the way and on low ground. If you attack where 5 tanks arent, you have a huge army value advantage with no ramp as an equalizer. Protoss and Zerg don't have immobile units at the core of their armies prior to 17 minutes. This is the problem. Please refer to my points before making false claims about the third on this map. | ||
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U_G_L_Y
United States516 Posts
On August 07 2012 05:55 NewSunshine wrote: Show nested quote + On August 07 2012 04:54 U_G_L_Y wrote: Korhal is out of the map pool. Cloud Kingdom and Ohana are still in. Like the Sesame Street song: One of these things is not like the other! One of these things just doesn't belong... Define "everyone else." This would get vetoed hard by most Terrans and be out of the ladder in 1 season, Just like Korhal, just like condemned ridge will be. Ugly maps with other design flaws like Entombed stay in for this reason alone. Daybreak and Tal'Darim are also still in the map pool. Korhal was taken out because Siege Tanks can hit the 3rd from a safe spot, not because the 3rd is unholdable in 1 position. Try harder, or you won't keep my attention. Because rocks at the third allow Terran to deny Z a third for longer on TDA and Daybreak splits the map at one choke once you take a 4th which allows meching players some catchup time before Broods or BCs even tbough the third is really difficult. If Antiga didnt have the rocks and high ground, it would not be in the map pool, I guarantee it. | ||
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U_G_L_Y
United States516 Posts
On August 07 2012 06:18 DYEAlabaster wrote: Show nested quote + On August 07 2012 06:17 U_G_L_Y wrote: On August 07 2012 05:43 Veloh15 wrote: On August 07 2012 04:54 U_G_L_Y wrote: On August 07 2012 04:39 NewSunshine wrote: On August 07 2012 03:12 U_G_L_Y wrote: Why does the entire TL mapping community think the game is balanced around tanks and sentries not existing? You don't follow the mapping community much, do you? Force Fields and Siege Tanks are 2 of THE biggest things we have to keep in our minds when designing maps. Siege tanks are why we have to be careful with the shape and facing of ledges and mineral lines, force fields and warp gate, together, are why almost every main base has a minimum width ramp, as opposed to a flat choke or a larger ramp, and why we have to be cautious when trying to make an extremely narrow passageway. Oh, and Siege Tanks are supposed to be immobile, because you're supposed to make a strategic decision as to where you put them. There's no strategy whatever involved in parking them on top of one small choke. Sorry if you don't feel like playing like everyone else. Korhal is out of the map pool. Cloud Kingdom and Ohana are still in. Like the Sesame Street song: One of these things is not like the other! One of these things just doesn't belong... Define "everyone else." This would get vetoed hard by most Terrans and be out of the ladder in 1 season, Just like Korhal, just like condemned ridge will be. Ugly maps with other design flaws like Entombed stay in for this reason alone. Ok now you are confusing me on what map feature you are upset about. Korhal Compound was removed from the map pool for many reasons. Earlier you said that because you cannot defend your 3rd holding 2 positions. You just said that Ohana, and Cloud Kingdom are good maps. They both require your siege tanks to be in 2 different locations. The only possible difference that I can think of is that they are on high ground. Firstly this is not a major issue on this map because the angle at which an opponent will be attacking is at the same level giving both an equal sight range. Just like cloud kingdom. The distances are also very close. So the ramp leading down is the issue? This is small and trivial, and give a defensive bonus to the defender. You are not pointing out specifics of maps this makes making sense of what you are saying difficult. Also the reason the 3rd on Korhal was difficult to defend was because the 3rd could be attacked from a high ground staging point. The backdoor of the third is so far out of the way and on low ground. If you attack where 5 tanks arent, you have a huge army value advantage with no ramp as an equalizer. Protoss and Zerg don't have immobile units at the core of their armies prior to 17 minutes. This is the problem. Please refer to my points before making false claims about the third on this map. My apologies. You can funnel tanks and thors down the ramp and to the other side of your third in a timely manner while having time to return to your natural and seige up if the opponent changes directions with their stimmed marauders or speed roaches or cracklings. Also, the sky isn't blue and we never landed on the moon. I am sorry for spewing lies | ||
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xPabt
226 Posts
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NewSunshine
United States5938 Posts
On August 07 2012 06:23 U_G_L_Y wrote: Show nested quote + On August 07 2012 05:55 NewSunshine wrote: On August 07 2012 04:54 U_G_L_Y wrote: Korhal is out of the map pool. Cloud Kingdom and Ohana are still in. Like the Sesame Street song: One of these things is not like the other! One of these things just doesn't belong... Define "everyone else." This would get vetoed hard by most Terrans and be out of the ladder in 1 season, Just like Korhal, just like condemned ridge will be. Ugly maps with other design flaws like Entombed stay in for this reason alone. Daybreak and Tal'Darim are also still in the map pool. Korhal was taken out because Siege Tanks can hit the 3rd from a safe spot, not because the 3rd is unholdable in 1 position. Try harder, or you won't keep my attention. Because rocks at the third allow Terran to deny Z a third for longer on TDA and Daybreak splits the map at one choke once you take a 4th which allows meching players some catchup time before Broods or BCs even tbough the third is really difficult. If Antiga didnt have the rocks and high ground, it would not be in the map pool, I guarantee it. So if the maps we've all come to know didn't have the features they have, and were a lot worse, then they'd be bad maps. Right. Got it. | ||
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DYEAlabaster
Canada1009 Posts
On August 07 2012 06:54 xPabt wrote: Looks awesome. Seems like the third would be really tough to secure in PvZ. It's really not actually ![]() | ||
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U_G_L_Y
United States516 Posts
On August 07 2012 07:07 NewSunshine wrote: Yes. If this map had some of the same features that those other maps have to balance them out, then it would be less bad.Show nested quote + On August 07 2012 06:23 U_G_L_Y wrote: On August 07 2012 05:55 NewSunshine wrote: On August 07 2012 04:54 U_G_L_Y wrote: Korhal is out of the map pool. Cloud Kingdom and Ohana are still in. Like the Sesame Street song: One of these things is not like the other! One of these things just doesn't belong... Define "everyone else." This would get vetoed hard by most Terrans and be out of the ladder in 1 season, Just like Korhal, just like condemned ridge will be. Ugly maps with other design flaws like Entombed stay in for this reason alone. Daybreak and Tal'Darim are also still in the map pool. Korhal was taken out because Siege Tanks can hit the 3rd from a safe spot, not because the 3rd is unholdable in 1 position. Try harder, or you won't keep my attention. Because rocks at the third allow Terran to deny Z a third for longer on TDA and Daybreak splits the map at one choke once you take a 4th which allows meching players some catchup time before Broods or BCs even tbough the third is really difficult. If Antiga didnt have the rocks and high ground, it would not be in the map pool, I guarantee it. So if the maps we've all come to know didn't have the features they have, and were a lot worse, then they'd be bad maps. Right. Got it. If those maps lacked those additional features, they would also be bad like this one. By Jove, if not for the sarcastic tone, I would suspect that you had solved the riddle that is the English language. | ||
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Veloh15
United States161 Posts
On August 07 2012 10:16 U_G_L_Y wrote: Show nested quote + Yes. If this map had some of the same features that those other maps have to balance them out, then it would be less bad.On August 07 2012 07:07 NewSunshine wrote: On August 07 2012 06:23 U_G_L_Y wrote: On August 07 2012 05:55 NewSunshine wrote: On August 07 2012 04:54 U_G_L_Y wrote: Korhal is out of the map pool. Cloud Kingdom and Ohana are still in. Like the Sesame Street song: One of these things is not like the other! One of these things just doesn't belong... Define "everyone else." This would get vetoed hard by most Terrans and be out of the ladder in 1 season, Just like Korhal, just like condemned ridge will be. Ugly maps with other design flaws like Entombed stay in for this reason alone. Daybreak and Tal'Darim are also still in the map pool. Korhal was taken out because Siege Tanks can hit the 3rd from a safe spot, not because the 3rd is unholdable in 1 position. Try harder, or you won't keep my attention. Because rocks at the third allow Terran to deny Z a third for longer on TDA and Daybreak splits the map at one choke once you take a 4th which allows meching players some catchup time before Broods or BCs even tbough the third is really difficult. If Antiga didnt have the rocks and high ground, it would not be in the map pool, I guarantee it. So if the maps we've all come to know didn't have the features they have, and were a lot worse, then they'd be bad maps. Right. Got it. If those maps lacked those additional features, they would also be bad like this one. By Jove, if not for the sarcastic tone, I would suspect that you had solved the riddle that is the English language. You still really haven't said anything about the map at hand, but, I for one, am done with this it seems pretty clear to me that your mind is made up, and this argument should best be placed somewhere more viable for the situation. The point of these threads is to give constructive feedback to the mappers. | ||
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NewSunshine
United States5938 Posts
Overall, I like it. You're improving quite a bit. Keep it up d00d ![]() | ||
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Semmo
Korea (South)627 Posts
I really don't understand why people became so used to easy thirds - So that we can see 3 base turtle all day everyday? If you have easy thirds, such as entombed, where you have no chance to attack, we're going to have stagnated games. Whether you like if or not, UGLY, I don't want a free third. I like watching back and forth games! Also here's what I think: ![]() | ||
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U_G_L_Y
United States516 Posts
But you can play heavy bio style on any map. You can't play mech on this map. If you think that eliminating 2/3 of Terran compositions is wise and will make people want to play your map or that it is somehow "good map design," fair enough. Watch Stephano vs Hero on Shakuras Plateau from NASL and tell me that dynamic is something everyone will enjoy watching. It was absolutely painful for me as a non Protoss to see Hero have to cancel his third a dozen tines while Stephano took five bases. It seems like that is what you are hoping for, And that is fine if you think it serves your interests. | ||
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Xaulior
24 Posts
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Semmo
Korea (South)627 Posts
On August 07 2012 23:38 Xaulior wrote: This is a masterpiece, hands down. Thanks! I'm working on more chess pieces and aesthetic changes. Stay tuned! | ||
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DYEAlabaster
Canada1009 Posts
On August 07 2012 23:02 U_G_L_Y wrote: Make your map how you want. Open ended third bases strongly favor Zerg though so if you want a chance of people playing your map competitively, you need to think about that. Based on your diagram, you have never tried mech Terran and don't care for the style as a spectator. That is also fine. But you can play heavy bio style on any map. You can't play mech on this map. If you think that eliminating 2/3 of Terran compositions is wise and will make people want to play your map or that it is somehow "good map design," fair enough. Watch Stephano vs Hero on Shakuras Plateau from NASL and tell me that dynamic is something everyone will enjoy watching. It was absolutely painful for me as a non Protoss to see Hero have to cancel his third a dozen tines while Stephano took five bases. It seems like that is what you are hoping for, And that is fine if you think it serves your interests. I'm just going to say that this third is NO HARDER than on Daybreak, Cloud Kingdom, Atlantis Spaceship (albeit that map is very big), etc. | ||
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DYEAlabaster
Canada1009 Posts
On August 08 2012 18:11 Semmo wrote: Thanks! I'm working on more chess pieces and aesthetic changes. Stay tuned! please please please make sure there are no giant FPS droops from the aesthetics. Was having some reoccurring issues (and I'm running a beast computer) | ||
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Semmo
Korea (South)627 Posts
On August 08 2012 18:30 DYEAlabaster wrote: Show nested quote + On August 08 2012 18:11 Semmo wrote: On August 07 2012 23:38 Xaulior wrote: This is a masterpiece, hands down. Thanks! I'm working on more chess pieces and aesthetic changes. Stay tuned! please please please make sure there are no giant FPS droops from the aesthetics. Was having some reoccurring issues (and I'm running a beast computer) My computer is not lagging AT ALL for some reason. Where are you talking about? Also forcefield walls really shouldn't cause lag because they're simple polygons... actually just a cuboid. I even disabled the animation. Also if you could, could you take high quality pics? I remember you offering to help, it'll be great. Thanks! | ||
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Sated
England4983 Posts
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Semmo
Korea (South)627 Posts
On August 08 2012 18:55 Sated wrote: Show nested quote + On August 08 2012 18:29 DYEAlabaster wrote: On August 07 2012 23:02 U_G_L_Y wrote: Make your map how you want. Open ended third bases strongly favor Zerg though so if you want a chance of people playing your map competitively, you need to think about that. Based on your diagram, you have never tried mech Terran and don't care for the style as a spectator. That is also fine. But you can play heavy bio style on any map. You can't play mech on this map. If you think that eliminating 2/3 of Terran compositions is wise and will make people want to play your map or that it is somehow "good map design," fair enough. Watch Stephano vs Hero on Shakuras Plateau from NASL and tell me that dynamic is something everyone will enjoy watching. It was absolutely painful for me as a non Protoss to see Hero have to cancel his third a dozen tines while Stephano took five bases. It seems like that is what you are hoping for, And that is fine if you think it serves your interests. I'm just going to say that this third is NO HARDER than on Daybreak, Cloud Kingdom, Atlantis Spaceship (albeit that map is very big), etc. Daybreak and Atlantis Spaceship are awful maps. Cloud Kingdom has an easier to secure third base because: a) the base is closer b) can be defended from your main with siege tanks c) you can wall off the natural ramp to for them through your third d) it's not on the low ground The third reminds me of Korhal - as pretty as this map is, I would veto it. The thing is it isn't. I thought about the map when I made it - hence, look at the other side of the third. It is same low ground, not some high ground that you cannot approach. Also in korhal it was too good for terran, not zerg, so I don't get what you mean. | ||
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Sated
England4983 Posts
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AdrianHealey
Belgium480 Posts
I think that would solve a lot of problems. | ||
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Fatam
1986 Posts
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Tsuycc
Canada269 Posts
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Semmo
Korea (South)627 Posts
Tsuycc// Thanks! I'm working on it. After testing, I realized that the map is a bit terran favored, not zerg favored as previously thought. Tanks and marines seem very strong. Therefore I'll make some changes to it! | ||
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AdrianHealey
Belgium480 Posts
On August 10 2012 19:34 Semmo wrote: Adrian// I don't think so, it's just going to create more problems regarding tanks. Tsuycc// Thanks! I'm working on it. After testing, I realized that the map is a bit terran favored, not zerg favored as previously thought. Tanks and marines seem very strong. Therefore I'll make some changes to it! Those tanks is what makes it more interesting, no? But if it is already terran favored, than probably not. ![]() | ||
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Semmo
Korea (South)627 Posts
I'm worried a lot about siege tanks though. Tell me what you think, thanks! Overview: ![]() Updated part close up: ![]() | ||
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Semmo
Korea (South)627 Posts
![]() I tuned in to the MotM, and realized that people were having a hard time distinguishing between pathable terrain and non-pathable terrain. So in this version I made clear which is which. Also, there are some aesthetic changes, and the islandy base's entrance is now smaller for better walling! Here are pics to show the update, and to add some pictures to the OP: ![]() ![]() ![]() | ||
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Nisyax
Netherlands756 Posts
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Callynn
Netherlands917 Posts
On August 14 2012 21:05 Nisyax wrote: Would love to try this map if it were on EU anytime soon. Was about to post if someone could upload this map on EU, it looks like fun! | ||
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xPabt
226 Posts
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U_G_L_Y
United States516 Posts
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TheFish7
United States2824 Posts
Very very nice map, unique and looks like a lot of fun. | ||
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Oerbaa
Scotland184 Posts
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FeyFey
Germany10114 Posts
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monitor
United States2408 Posts
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RUFinalBoss
United States266 Posts
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Semmo
Korea (South)627 Posts
On August 14 2012 21:05 Nisyax wrote: Would love to try this map if it were on EU anytime soon. Anyone willing to post on EU? Someone active would be nice, so I can promptly update to EU. On August 15 2012 01:01 xPabt wrote: I like the update nice job. Thanks On August 15 2012 01:12 U_G_L_Y wrote: Updated map kicks ass. Seriously, it is awesome. I didn't change the third because of what you said haha xD It was too strong for siege tanks, zeros were dying a lot. I'm glad you like it though. On August 15 2012 03:36 TheFish7 wrote: IMO the mineral placement on the two middle bases is awkward, if you are attacking into it from the sides your units first run into the gas geysers, I'm not sure if anything can be done about that though. The two watchtowers should not be on little high ground pods because of siege tanks being strong parked at them. I'm also kinda worried about sentry drops in the main - they will be strong like on metropolis because of that little bit of highground which is meant to be used to overlook the natural entrance; that bit is good for toss and terran but bad for zerg. Very very nice map, unique and looks like a lot of fun. I don't think so about the high ground watchtowers. They're inaccessible, but provides some good position, which I think it's fine Has been some sentry drops into mains, but many failed. In mapper's monthly there has been one. I'll keep a lookout for it though. Being good for Toss terran is fine I think. On August 15 2012 08:31 FeyFey wrote: you deserve an award for this map x3, such a cool idea. I want to play it and see it in tournaments. The middle is really interesting for leapfrogging your way forward. Thanks! Vote for it in the next TLMC, if it happens XD thanks On August 15 2012 08:40 monitor wrote: I think it looks a bit tough for Zerg to get up to five bases. One solution is to make the fifth bases less ambiguous or harder to attack into, almost like an island so it can be defended with a couple units instead of a whole army- if players keep their whole army at the fifth, they'll be 10 seconds away from being able to kill the opponent's fourth. Also the middle base is kind of hard for P/Z to take, and since T is mineral starved, I'd prefer if it was only 5m 1hyg instead of 8m2g. The aesthetics are cool, but I think you should do more so it isn't mostly the tiny tiles. Hmm the central base is alright to take. I guess the other 4th could be made closer. I'll look into it. I don't know about 5m hyg idea. Maybe I can open it up to make up for the 8m2g. On August 15 2012 08:43 RUFinalBoss wrote: dude it looks like custom robo ? On August 15 2012 08:05 Oerbaa wrote: Can you add this to Eu?, looks like such a good map want to try :d Anyone willing to do it? | ||
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Amplify_
Sweden39 Posts
On August 15 2012 14:57 Semmo wrote: Show nested quote + On August 14 2012 21:05 Nisyax wrote: Would love to try this map if it were on EU anytime soon. Anyone willing to post on EU? Someone active would be nice, so I can promptly update to EU. I can upload it to EU, pretty(kinda very yeh) active too. Just write me a PM. ![]() | ||
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VictorJones
United States235 Posts
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jamesapjoyce
61 Posts
Anyone have a video link of playing this map? | ||
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Semmo
Korea (South)627 Posts
On August 15 2012 15:32 VictorJones wrote: Aesthetically pleasing for sure. You've got some artistic vision sir ! Thanks! It was hard making all the chess pieces, T.T glad people like it. On August 15 2012 15:36 jamesapjoyce wrote: I think you've done a great job with all the changes and modifications. Anyone have a video link of playing this map? None yet, I guess if it gets into a tournament. There's the mapper's monthly though, there's one game on it, but it's old version. | ||
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InDesconrowl
Togo311 Posts
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NewSunshine
United States5938 Posts
On August 15 2012 14:57 Semmo wrote: ? What you've made, good sir, is a holosseum ![]() | ||
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OxyGenesis
United Kingdom281 Posts
On August 17 2012 01:44 NewSunshine wrote: Show nested quote + On August 15 2012 14:57 Semmo wrote: On August 15 2012 08:43 RUFinalBoss wrote: dude it looks like custom robo ? http://www.youtube.com/watch?v=lWObmmp7pr4 What you've made, good sir, is a holosseum ![]() haha that is spot on. This is my fave of your maps Semmo, except for maybe hextower. Layout-wise it looks really solid, I don't have much to say. Aesthetics-wise, right now it feels like a concept (a very cool concept) but I would like it to feel more like a setting in the starcraft universe. I don't think much would need to be changed, maybe just a control panel here and there, some more stuff around the borders, would give the whole thing more context imo. | ||
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killy666
France204 Posts
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Semmo
Korea (South)627 Posts
On August 16 2012 15:21 InDesconrowl wrote: Amazing map. I hope to see a major tournament pick this up soon. Thank you! Vote for the TLMC if it ever happens hehe please vote for me ![]() On August 17 2012 01:44 NewSunshine wrote: Show nested quote + On August 15 2012 14:57 Semmo wrote: On August 15 2012 08:43 RUFinalBoss wrote: dude it looks like custom robo ? http://www.youtube.com/watch?v=lWObmmp7pr4 What you've made, good sir, is a holosseum ![]() Woah, that's the exact look I was going for! Yay! On August 17 2012 19:27 OxyGenesis wrote: Show nested quote + On August 17 2012 01:44 NewSunshine wrote: On August 15 2012 14:57 Semmo wrote: On August 15 2012 08:43 RUFinalBoss wrote: dude it looks like custom robo ? http://www.youtube.com/watch?v=lWObmmp7pr4 What you've made, good sir, is a holosseum ![]() haha that is spot on. This is my fave of your maps Semmo, except for maybe hextower. Layout-wise it looks really solid, I don't have much to say. Aesthetics-wise, right now it feels like a concept (a very cool concept) but I would like it to feel more like a setting in the starcraft universe. I don't think much would need to be changed, maybe just a control panel here and there, some more stuff around the borders, would give the whole thing more context imo. Hehe, Hextower ![]() hmm. I was going for a virtual look so that it isn't a part of anywhere, but maybe that's a good idea. On August 19 2012 05:56 killy666 wrote: Looks beautiful. I can't speak of balance and play itself, but the tileset and overall design is gorgeous. Thank you! I tried to make it original and fun, glad you like it! | ||
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plasmidghost
Belgium16168 Posts
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Semmo
Korea (South)627 Posts
On August 20 2012 16:34 plasmidghost wrote: This map looks amazing. I will have to play it in the morning (for me). Thanks! Guys, if you play the map, please leave some feedback so I have something to work from - Many of you leave comment here saying that you'll play on it but I never hear anything from you guys after that ![]() | ||
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jamesapjoyce
61 Posts
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Oerbaa
Scotland184 Posts
![]() | ||
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Amplify_
Sweden39 Posts
![]() Name: Virtual Battle RE amp. | ||
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jamesapjoyce
61 Posts
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jamesapjoyce
61 Posts
On August 21 2012 06:38 Semmo wrote: Show nested quote + On August 20 2012 16:34 plasmidghost wrote: This map looks amazing. I will have to play it in the morning (for me). Thanks! Guys, if you play the map, please leave some feedback so I have something to work from - Many of you leave comment here saying that you'll play on it but I never hear anything from you guys after that ![]() I can't comment much from a balance side but the visuals in game are superb. I love the steps going down the ramp. The middle is open (good for battles) and the natural is ok to defend. After that, I think the expansions are a little hard to defend (for any race) because they are so open, no choke points to wall off. Edit: One other thing, just played this with a friend and he said the name makes it sound like it's not a normal battle map! He said it'd be better if it were called Virtual Land as it sounds more like a battle map. There ya go! | ||
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Semmo
Korea (South)627 Posts
![]() On September 01 2012 03:39 jamesapjoyce wrote: Show nested quote + On August 21 2012 06:38 Semmo wrote: On August 20 2012 16:34 plasmidghost wrote: This map looks amazing. I will have to play it in the morning (for me). Thanks! Guys, if you play the map, please leave some feedback so I have something to work from - Many of you leave comment here saying that you'll play on it but I never hear anything from you guys after that ![]() I can't comment much from a balance side but the visuals in game are superb. I love the steps going down the ramp. The middle is open (good for battles) and the natural is ok to defend. After that, I think the expansions are a little hard to defend (for any race) because they are so open, no choke points to wall off. Edit: One other thing, just played this with a friend and he said the name makes it sound like it's not a normal battle map! He said it'd be better if it were called Virtual Land as it sounds more like a battle map. There ya go! Hm. I am also not sure whether 3rd is too hard or not. currently the ramp to the third is a 3x ramp; maybe if i reduce it to 2x it'll be easier to defend. You generally can place your army outside of your natural, since the entrance to the third is a ramp, and you can go back easily to defend. The central base can be taken as terran to gain positional advantage and keep pushing, which is what I've been seeing recently. Hm I like Virtual Battle, as chess is, and sc2 is. Virtual Land kinda takes the seriousness away from the map :/ People in Eu server, it's on the EU server now. Please give me more suggestions! | ||
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jamesapjoyce
61 Posts
Thank you again Semmo! | ||
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Amplify_
Sweden39 Posts
amp. | ||
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