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[M] (2) TPW Aradia

Forum Index > SC2 Maps & Custom Games
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1 2 Next All
Icetoad
Profile Joined May 2010
Canada262 Posts
Last Edited: 2012-08-29 19:24:22
August 13 2012 19:25 GMT
#1
[image loading]

[image loading]
Made by Icetoad
Published on : NA/EU,the map is in the Arcade in the Strategy Section
Map Bound: 146x134
Number of doodad: 4529 doodads
[image loading]

Analyzer:
+ Show Spoiler +
[image loading][image loading][image loading]

Some stuff were changed, these analyzer image were from the previous patch.
Screenshot:
+ Show Spoiler +
[image loading][image loading][image loading][image loading][image loading][image loading][image loading][image loading]


Aesthetic:
+ Show Spoiler +
[image loading][image loading][image loading][image loading][image loading]



Important to know:
- Player should put their graphic higher than Low if they want to see all the details, because all the decals won't appear on Low graphic
Change Log:
+ Show Spoiler +
1.0
- Released
1.2
-Fixed the natural, tank could hit 4 mineral and 1 gas. Now 1 mineral only can be hit
1.3
-Removed the gold blocking the pocket third
1.4
-Removed doodads that made the FPS drop
1.5
-Removed 1 ramp leading into the third to make the third easier to hold
1.6
-Changed the gas of the pocket third into a rich vespene geyser

Map Maker of Nimbus
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
August 13 2012 19:56 GMT
#2
Interesting pocket third. Any theory crafting on what that would mean/cause in a real game?
I love.
U_G_L_Y
Profile Blog Joined July 2011
United States516 Posts
August 13 2012 20:11 GMT
#3
This map is wicked cool. Pocket third is a really neat idea. Can roaches hit the minerals from the high ground?
Existor
Profile Joined July 2010
Russian Federation4295 Posts
August 13 2012 21:13 GMT
#4
Cool map and nice idea with 35 mineral field at 3rd, but I think, zergs will hate this map like Lost Temple
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
August 13 2012 21:26 GMT
#5
Nice map. Dunno if I like the fact that tanks can hit the natural from the third though.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
Icetoad
Profile Joined May 2010
Canada262 Posts
Last Edited: 2012-08-13 22:54:26
August 13 2012 22:51 GMT
#6
On August 14 2012 05:11 U_G_L_Y wrote:
This map is wicked cool. Pocket third is a really neat idea. Can roaches hit the minerals from the high ground?

Yes, roaches can hit 5 out of 6 mineral at the pocket third
On August 14 2012 06:26 ScorpSCII wrote:
Nice map. Dunno if I like the fact that tanks can hit the natural from the third though.

I almost fixed the issue, right now only 1 mineral can be hit, however you still need vision to hit it. To be completely fixed I would to change a lot of stuff in the nat.

Change log:
1.2
-Fixed the natural, tank could hit 4 mineral and 1 gas. Now 1 mineral only can be hit.

Updated thread and map.
Map Maker of Nimbus
WniO
Profile Blog Joined April 2010
United States2706 Posts
August 13 2012 23:24 GMT
#7
Wow nice one icetoad! I like how the road is different and not just the same pattern, but it might be too many details overall to be confusing... I would splatter some dirt or something to make it not so clean or like remove some of the lines, but quality stuff keep going. I'm getting a brand new PC this week. so I might start up mapping again^^^
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
August 14 2012 06:59 GMT
#8
I dont understand the reason for the gold mineral block in the half base. It seems hard enough to hold in early game without it.

Also your map is weird and you should feel weird.
InvincibleMAX
Profile Joined August 2012
Ukraine4 Posts
August 14 2012 07:07 GMT
#9
Nice map!
Icetoad
Profile Joined May 2010
Canada262 Posts
August 14 2012 14:23 GMT
#10
On August 14 2012 08:24 WniO wrote:
Wow nice one icetoad! I like how the road is different and not just the same pattern, but it might be too many details overall to be confusing... I would splatter some dirt or something to make it not so clean or like remove some of the lines, but quality stuff keep going. I'm getting a brand new PC this week. so I might start up mapping again^^^

I don't feel that putting dirt would fit how I made the map, the map is supposed to be really clean. Also I hope to see you back in action in making maps

On August 14 2012 15:59 Sea_Food wrote:
I dont understand the reason for the gold mineral block in the half base. It seems hard enough to hold in early game without it.

Also your map is weird and you should feel weird.

I wanted to see if players would like and the people would like to see a expo being blocked by a gold, but when I tested it, players were complaining even if they knew about it. So it is removed.

Change log:
1.3
-Removed the gold blocking the pocket third
Map Maker of Nimbus
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
August 14 2012 14:29 GMT
#11
Looks even more boss now, great job.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
Aunvilgod
Profile Joined December 2011
2653 Posts
Last Edited: 2012-08-14 14:45:17
August 14 2012 14:45 GMT
#12
The pocket third really does not seem like a good 3rd to take. Against terran it is too vulnerable versus tanks (the 3rd of Korhal Compound was kinda similar much safer and still not safe enough for people). Maybe if it was a full base it would be viable. But with the current setup I think the vertical aligned bases seem much safer. I guess it will rather end up being a 5th at pro level.

The chokes are really tight. Especially in lategame TvT I think you can cover all your full bases by sieging up 2 locations.

The aesthetics are really nice.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
Icetoad
Profile Joined May 2010
Canada262 Posts
August 15 2012 02:15 GMT
#13
On August 14 2012 23:45 Aunvilgod wrote:
The pocket third really does not seem like a good 3rd to take. Against terran it is too vulnerable versus tanks (the 3rd of Korhal Compound was kinda similar much safer and still not safe enough for people). Maybe if it was a full base it would be viable. But with the current setup I think the vertical aligned bases seem much safer. I guess it will rather end up being a 5th at pro level.

The chokes are really tight. Especially in lategame TvT I think you can cover all your full bases by sieging up 2 locations.

The aesthetics are really nice.

The vertical third was meant has a safe third compared to the third, also players tended to place their army near the 2 ramps (the ramp with rock and the other ramp) that you could easily defend both expo easily. But on a pro level it could be a potential 5th. The chokes are really that tight, it's quite easy to engage.
Map Maker of Nimbus
Krallman
Profile Joined February 2011
Sweden713 Posts
Last Edited: 2012-08-16 17:49:21
August 16 2012 17:24 GMT
#14
cool map

edit: actually there is a very heavy fps lag on the map because of all the details. I am normally on 100 fps but on this map I was on 20 fps. It was only me that lagged either but all people that observed and my opponent.
Im better than Stefan
piochelin
Profile Joined January 2010
Spain31 Posts
August 16 2012 19:11 GMT
#15
Just a silly question, who the heck place a park area in the middle of a bunch of minerals!? I cannot park my helion there!!

On topic, man, so nice to see this map, visually nice, going to take a study break later to play it :D
it's all about courage
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
August 17 2012 10:29 GMT
#16
You're a brave brave man Icetoad, I hope the fps issues aren't too bad as this is a very cool map
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Icetoad
Profile Joined May 2010
Canada262 Posts
August 17 2012 21:45 GMT
#17
On August 17 2012 02:24 Krallman wrote:
cool map

edit: actually there is a very heavy fps lag on the map because of all the details. I am normally on 100 fps but on this map I was on 20 fps. It was only me that lagged either but all people that observed and my opponent.

With the update, I have removed doodads that made the FPS drop. This shouldn't occur anymore.

Change log:
1.4
-Removed doodads that made the FPS drop

map updated on NA and EU, same with thread.
Map Maker of Nimbus
vardn
Profile Joined July 2012
Poland4 Posts
August 18 2012 17:29 GMT
#18
Creep covers the streets making Hellions less viable on the map.

I love how the map is not visually symmetric. Stuff like street patterns, etc. Well done!
OPdave
Profile Joined June 2012
United States30 Posts
August 18 2012 17:42 GMT
#19
No one plays it...
Command and Conquer
Icetoad
Profile Joined May 2010
Canada262 Posts
Last Edited: 2012-08-20 18:30:41
August 19 2012 14:00 GMT
#20
Change log:
1.5
-Removed 1 ramp leading into the third to make the third easier to hold.

Updated the map on NA/EU
Map Maker of Nimbus
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