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[M] (2) TPW Breaking Point - Page 3

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 Next All
a176
Profile Blog Joined August 2009
Canada6688 Posts
August 24 2012 17:40 GMT
#41
is this uploaded to NA?
starleague forever
Meerel
Profile Joined March 2012
Germany713 Posts
August 24 2012 20:44 GMT
#42
Update:
- uploaded to NA (search for tpw in arcade mode)
SDMF
Nisyax
Profile Blog Joined January 2012
Netherlands756 Posts
August 24 2012 20:53 GMT
#43
Looks cool, I just don't like that every expo has the "place base here" feature, would either variate or only give 'm to some. Just a little detail
Meerel
Profile Joined March 2012
Germany713 Posts
August 24 2012 21:02 GMT
#44
On August 25 2012 05:53 Nisyax wrote:
Looks cool, I just don't like that every expo has the "place base here" feature, would either variate or only give 'm to some. Just a little detail

yea, there are changes to come so i might change that aswell. its like super easy to expand with those decals hehe
SDMF
a176
Profile Blog Joined August 2009
Canada6688 Posts
August 25 2012 18:04 GMT
#45
the map feels a bit small. maybe because im used to most maps being average 130 rush distance ...
starleague forever
RFDaemoniac
Profile Joined September 2011
United States544 Posts
August 25 2012 19:01 GMT
#46
Would you be willing to make these textures available for others to use?
Meerel
Profile Joined March 2012
Germany713 Posts
August 25 2012 19:19 GMT
#47
so i noticed in some games that the rush distance nat/nat is actually way too close. I made the map bigger and reshaped the middle and the lowground area infront of the natural and third so it flows better.
I narrowed the middle path so it actually functions the way it should be, as a scouting path and nothing more.

Update:
- added an additional ramp
- mapsize increased from 147x150 to 147x158
- more doodads^^

[image loading]
SDMF
Meerel
Profile Joined March 2012
Germany713 Posts
Last Edited: 2012-08-25 19:46:40
August 25 2012 19:21 GMT
#48
On August 26 2012 04:01 RFDaemoniac wrote:
Would you be willing to make these textures available for others to use?


http://www.2shared.com/file/Jf-q4TID/PlatformTexture.html

Cliff texture need the following path: Assets\Textures
Texture 5,6,7 and 8 use the original normal from the braxis alpha texture
Texture 3 use its own normal
SDMF
a176
Profile Blog Joined August 2009
Canada6688 Posts
August 25 2012 23:41 GMT
#49
rush distance seems perfect now. i hope this map gets a lot of exposure, will def want to see it on the pro circuit.
starleague forever
Samro225am
Profile Joined August 2010
Germany982 Posts
August 28 2012 12:35 GMT
#50
glad you went for a bigger size with this in the meantime.

yet i want to re-articulate my concerns over the nat to third. while you changed the mineral line i think they do not flow into each other as they could. part of this issue is that the rocks mainly have to be understood as defensive rocks. the army movement between nat and third and along that the coverage and penetration over the various attack path are crucial in my opinion. I do not have a solution for now, but maybe you could come up with something better.
imPermanenCe
Profile Joined July 2011
Netherlands595 Posts
August 31 2012 10:41 GMT
#51
Looks sweet, is this tileset currently used in SC2? O_o never seen it like this, I think. Really reminds me of the BW space tileset
Micro at its best is like an elegant dance between two people trying to achieve a similar end.
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
August 31 2012 12:36 GMT
#52
I like all the changes, It's looking like a fantastic map now. Only thing that bugs me is the mineral block, I think it would be better just using larger destructible debris personally. The shape of the main isn't quite as smooth as it used to be either.

You should post this update on reddit
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
AssyrianKing
Profile Blog Joined August 2011
Australia2116 Posts
September 01 2012 14:33 GMT
#53
Is this on SEA?
John 15:13
Meerel
Profile Joined March 2012
Germany713 Posts
September 01 2012 14:43 GMT
#54
On September 01 2012 23:33 PiPoGevy wrote:
Is this on SEA?

im sorry i dont have a sea account to upload it
SDMF
AssyrianKing
Profile Blog Joined August 2011
Australia2116 Posts
September 01 2012 15:21 GMT
#55
On September 01 2012 23:43 Terranlover wrote:
Show nested quote +
On September 01 2012 23:33 PiPoGevy wrote:
Is this on SEA?

im sorry i dont have a sea account to upload it

Aww, its alright mate, thanks for quick reply!
John 15:13
HeavenResign
Profile Joined April 2011
United States702 Posts
September 10 2012 00:10 GMT
#56
Once I realized this was a 2p map I immediately saw how great this map is. I hope this gets some serious exposure.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
September 10 2012 01:01 GMT
#57
This gets better every time I look at it O__O
Lots of tiny features that make this map awesome.
Moderatorshe/her
TL+ Member
Fatam
Profile Joined June 2012
1986 Posts
September 10 2012 01:18 GMT
#58
Map is pretty cool, it's hard to hate on it very much. Only thing I'm not 100% sold on are the charcoal-colored areas, they break the Brood War feeling the map previously had.
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
Qikz
Profile Blog Joined November 2009
United Kingdom12026 Posts
September 16 2012 20:24 GMT
#59
Just played a mech TvT together with Kollin and I definately want to play it again. What an amazingly designed map and I LOVE the way you've put the LOS blockers at the top of the small ramp to give defenders advantage on those cliffs, why on earth has nobody done that before?

Really great map, thanks for making it! :D
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Meerel
Profile Joined March 2012
Germany713 Posts
September 23 2012 19:36 GMT
#60
so now that i got into motm this month :D i had the motivation to do a redesign based on my reworked textures that i used on match point.

Changes:
- new design
- middle ramp is changed back
- starting sound now plays properly
- added broodwar music (turn your normal music on and enable the 'ongoing music' option.
- mapsize increased to 18.8mb (lol)

[image loading]
SDMF
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