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[M] (2) TPW Breaking Point - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 Next All
Meerel
Profile Joined March 2012
Germany713 Posts
August 21 2012 15:12 GMT
#21
search in arcade mode for tpw maps
SDMF
KapsyL
Profile Joined November 2011
Sweden704 Posts
August 21 2012 15:13 GMT
#22
thanks alot man, found it. gonna play with out with soem friends and see how it works out, reminds me of bw so much i just have to try it : ) ) ) <3
Jurg Jurg Jurg
Aunvilgod
Profile Joined December 2011
2653 Posts
August 21 2012 17:02 GMT
#23
Could you maybe add a little diversity to the textures?
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
KapsyL
Profile Joined November 2011
Sweden704 Posts
August 21 2012 17:39 GMT
#24
Hi, I tried it out a bit now and guess i should leave some feedback, it was really hard to hold the expansions versus a terran as zerg, the natural is so easily bunkered off its not even funny and the third is really in a bad spot with the highground just nearby ( SIEGE TANKS QQ ). also my terran opponent qqed about it being too chokey but i dunno.
Jurg Jurg Jurg
Meerel
Profile Joined March 2012
Germany713 Posts
August 21 2012 18:41 GMT
#25
worked some on nat/third:
[image loading]
SDMF
a176
Profile Blog Joined August 2009
Canada6688 Posts
August 22 2012 00:58 GMT
#26
On August 22 2012 02:39 KapsyL wrote:
Hi, I tried it out a bit now and guess i should leave some feedback, it was really hard to hold the expansions versus a terran as zerg, the natural is so easily bunkered off its not even funny and the third is really in a bad spot with the highground just nearby ( SIEGE TANKS QQ ). also my terran opponent qqed about it being too chokey but i dunno.


how should i say this, bw maps had many of these cheese spots. you were required to be on your toes with map vision to stop these, esp drops on cliffs. i can see many sc2 players complaining about exactly this but i mean, its not like that area behind the third is not accessible by you too.
starleague forever
monitor
Profile Blog Joined June 2010
United States2409 Posts
August 22 2012 01:30 GMT
#27
On August 22 2012 09:58 a176 wrote:
Show nested quote +
On August 22 2012 02:39 KapsyL wrote:
Hi, I tried it out a bit now and guess i should leave some feedback, it was really hard to hold the expansions versus a terran as zerg, the natural is so easily bunkered off its not even funny and the third is really in a bad spot with the highground just nearby ( SIEGE TANKS QQ ). also my terran opponent qqed about it being too chokey but i dunno.


how should i say this, bw maps had many of these cheese spots. you were required to be on your toes with map vision to stop these, esp drops on cliffs. i can see many sc2 players complaining about exactly this but i mean, its not like that area behind the third is not accessible by you too.


The 2 bunker wall is a legitimate concern, it can be a problem even on maps with a 3gate wall-off. Mereel, I think you should increase the choke size to 3x.
https://liquipedia.net/starcraft2/Monitor
KapsyL
Profile Joined November 2011
Sweden704 Posts
August 22 2012 12:19 GMT
#28
On August 22 2012 09:58 a176 wrote:
Show nested quote +
On August 22 2012 02:39 KapsyL wrote:
Hi, I tried it out a bit now and guess i should leave some feedback, it was really hard to hold the expansions versus a terran as zerg, the natural is so easily bunkered off its not even funny and the third is really in a bad spot with the highground just nearby ( SIEGE TANKS QQ ). also my terran opponent qqed about it being too chokey but i dunno.


how should i say this, bw maps had many of these cheese spots. you were required to be on your toes with map vision to stop these, esp drops on cliffs. i can see many sc2 players complaining about exactly this but i mean, its not like that area behind the third is not accessible by you too.



I didnt play play alot of bw so i wouldnt know about that but imo you almost feel too spread out when taking the fourth, theres alot of shit to cover, i guess broodwar style is beyond my capability I still have the replay if needed but i dont think it makes alot of sense to watch since im just diamond kekekekeke
Jurg Jurg Jurg
Meerel
Profile Joined March 2012
Germany713 Posts
August 23 2012 01:26 GMT
#29
talked some more and taking feedback from here, i came up with some more changes.
- certain ramps are 1 size bigger
- areas are bigger in general
- nat entrance is 2 1/2 or 3 gateways (depends on position)
- one more texture

[image loading]
SDMF
NewSunshine
Profile Joined July 2011
United States5938 Posts
August 23 2012 02:18 GMT
#30
On August 23 2012 10:26 Terranlover wrote:
- one more texture

lol
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Fatam
Profile Joined June 2012
1986 Posts
August 23 2012 03:09 GMT
#31
AT LEAST ALL THOSE EXTRA OVERLORD SPOTS ARE GONE NOW OMG F ZERG

:-P
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
August 23 2012 03:18 GMT
#32
I actually liked the old texturing better, the new stuff you added looks slightly out of place and ruins the accurate BW resemblance of the map.
vibeo gane,
GDR
Profile Joined July 2011
Canada407 Posts
August 23 2012 03:25 GMT
#33
On August 23 2012 12:18 -NegativeZero- wrote:
I actually liked the old texturing better, the new stuff you added looks slightly out of place and ruins the accurate BW resemblance of the map.


I agree. I actually liked the sort of two-toned texturing, and don't feel it really needed more detail. If it does I don't think this would be the way. I still love the map though. ^_^
Ketch
Profile Joined October 2010
Netherlands7285 Posts
August 23 2012 06:20 GMT
#34
On August 23 2012 12:25 GDR wrote:
Show nested quote +
On August 23 2012 12:18 -NegativeZero- wrote:
I actually liked the old texturing better, the new stuff you added looks slightly out of place and ruins the accurate BW resemblance of the map.


I agree. I actually liked the sort of two-toned texturing, and don't feel it really needed more detail. If it does I don't think this would be the way. I still love the map though. ^_^


+1, BW feel in the map made it very cool, and it showed more in texturing of version 1. Looks like a really nice map though!
No0n
Profile Joined March 2010
United States355 Posts
August 23 2012 07:09 GMT
#35
I really like the way this map looked before you added the new textures, but I guess the layout is the same so still the same awesome map xD. I do feel as though the 4th is a teeny bit far out considering the sizes of armies and structures in SC2 compared to BW. Otherwise, awesome job : )
Park Sang Woo(Sea.Really) Fighting! E-STRO forever.
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
August 23 2012 13:36 GMT
#36
I think the new texture should only be on the blue areas, the map is quite hard to read as-is.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
sorrowptoss
Profile Blog Joined June 2011
Canada1431 Posts
August 23 2012 13:46 GMT
#37
Both the centre fourth base and the 1 o'clock fourth base are seigeable from the high grounds adjacent to both of them. The fact that the nat and the third and on a low ground and there's high ground chokes surrounding that area make it very hard to defend for zerg against warpgate timing attacks.
Qikz
Profile Blog Joined November 2009
United Kingdom12040 Posts
August 23 2012 13:53 GMT
#38
Oh my goodness I love it. Looks amazing to play and as soon as I find someone to play it with, I'd love to play it.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2012-08-23 14:00:01
August 23 2012 13:57 GMT
#39
/disagree - I like the new texturing better. I do also think that zergs might simply have a hard time on this map, but opening it up helps a lot. You gotta remember that Zergs dont really have a ranged unit in the early game anymore, except for the queen which can only defend on creep - so its not fair to say that BW maps had these little choke spots, because using hydras and lurkers to defend is another thing completely from what zergs have at their disposal today. Whats the deal with the areas that have the little squares chopped out? Are those areas pathable?
~ ~ <°)))><~ ~ ~
Meerel
Profile Joined March 2012
Germany713 Posts
August 23 2012 15:28 GMT
#40
On August 23 2012 22:57 TheFish7 wrote:
/disagree - I like the new texturing better. I do also think that zergs might simply have a hard time on this map, but opening it up helps a lot. You gotta remember that Zergs dont really have a ranged unit in the early game anymore, except for the queen which can only defend on creep - so its not fair to say that BW maps had these little choke spots, because using hydras and lurkers to defend is another thing completely from what zergs have at their disposal today. Whats the deal with the areas that have the little squares chopped out? Are those areas pathable?

nope, i thought the terrain shows that :/

and in general, i guess i cant please everyone with the style. i like both versions.
its hard to read on the overview map thats for sure, but ingame it works ok.
SDMF
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