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Hello TL Com its Mereel, here is my newest Map called Breaking Point. I had this nice Main/Nat/Third setup on paper and just had to use it. At first i had problems to make the third actually save for Protoss so i had to change the nat entrance to 2 Gatewaysize and reduce the ramp size towards the fourth back to 2. The connection between the nat and the third contains a normal 6x6 rock and 2 mineralfields with 20 minerals each (i think the amount doesnt matter here, just more then 15). I added the 2 Mineralfields to get a wider gap so armees can easily walk in that area. The rest is fairly standard stuff, fourth is a bit exposed with a backcliff and highground right next to it but i think pressure can be handled with 3 bases backup. (3 bases are enough to get 200 supply easily). The Watchtowers dont have too much power, they see 2 attack pathes from 4, which is ok i think. I dont think someone would take the middle bases before the regular base progression, so we have a nice tension in the late game because they are quite close to each other. (Broodlords own that base though tehehee). I tested the proportions how i always do it with 200 supply blink stalkers. It feld really good. So have fun i guess. NA upload will come later! (no analyzer pictures with 1.5.0 -.-')
Update: + Show Spoiler +- removed Overlord spots in main bases - added more space in the middle - added a starting sound - 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 - added an additional ramp - mapsize increased from 147x150 to 147x158 - more doodads^^
Update Pictures: + Show Spoiler +
General: + Show Spoiler +Texture: Custom Playable: 147x158 Expands: 10 + 2 half Xel'Naga: 2 Uploaded: EU Nat/Nat: ~120
Overview:
![[image loading]](http://i.imgur.com/9gK4B.jpg)
Strategie Map: + Show Spoiler +White = Scouting Route with 1 size ramp Red = One viable attack path Green = Second attack path on 3 or 4 bases ![[image loading]](http://i.imgur.com/i8WFW.jpg)
Pictures: + Show Spoiler +
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I like it. Very nice looking, and I think it shouldn't be too imba in many ways. Seems to have a LOT of chokes, though. As a protoss, I love it! But may want to make it less close quarters-style fighting.
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Love the aesthetics on this map. The high ground/unpathable bits remind me a lot of BW maps as well. Are the natural gasses exploitable from behind the destructible debris if someone like a Terran were to set up there? o.o
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On August 21 2012 09:20 iamcaustic wrote: Love the aesthetics on this map. The high ground/unpathable bits remind me a lot of BW maps as well. Are the natural gasses exploitable from behind the destructible debris if someone like a Terran were to set up there? o.o
with siege tanks sure. the point here is that zerg takes a third on the 5 minute mark in every game. (vs protoss there are no tanks). So this cenario with siege tanks behind the rocks will never occur.
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i love your maps mereel, always feels like bw
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Very cool map I really like what you have done in separating the natural and the 3rd, but I feel the ramp towards the back of the 3rd may make keeping that 3rd safe as a protoss will be very difficult. I would suggest putting vision blockers at that backdoor ramp. That will make attacking there less effective, and more of a flanking position which can only be used in a committed attack. The aesthetics and the potential in this map are fantastic I hope too see it used in the future!
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Very nice, map I tested it out earlier today vs a bot, just because I was testing out some new settings anyways. I ended up proxy hatching the bot just because I wanted to end the game fast/fun, so I can't talk much about balance. I can say that the aesthetics work very nice, and give a cool atmosphere to the map. also for some reason the computer I was facing was called 'Speiler-2' or something along those lines.
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On August 21 2012 10:55 xeqwist wrote: Very nice, map I tested it out earlier today vs a bot, just because I was testing out some new settings anyways. I ended up proxy hatching the bot just because I wanted to end the game fast/fun, so I can't talk much about balance. I can say that the aesthetics work very nice, and give a cool atmosphere to the map. also for some reason the computer I was facing was called 'Speiler-2' or something along those lines.
lol, german editor. i will look into it
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United States10099 Posts
POLARIS RHAPSODY!!!! :D
at least it looks like it... kinda? xD
nice map.
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On August 21 2012 11:23 FlaShFTW wrote: POLARIS RHAPSODY!!!! :D
at least it looks like it... kinda? xD
nice map.
yes
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On August 21 2012 11:31 a176 wrote:Show nested quote +On August 21 2012 11:23 FlaShFTW wrote: POLARIS RHAPSODY!!!! :D
at least it looks like it... kinda? xD
nice map. yes 
hehe, yes i looked at polaris rhapsody a bit.....but not much
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Holy crap, this looks almost exactly like the BW space platform tileset - the shades of terrain are pretty much perfect, and I see you even replicated the elevated bio-dome doodads (although to nitpick, in BW you couldn't place those on the lowest terrain level ) The cliffs with the holes in them are a nice touch too, even if they're no longer necessary in SC2.
Normally I tend not to like most layouts with extremely close third bases since it can lead to boring games, but this could be interesting because you'll be rewarded for moving out and controlling the high ground past the third - not sure exactly how it'll work in game. I love the design of the center and how it rewards taking the long way around - again, very reminiscent of BW maps.
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Aotearoa39261 Posts
Mereel i think you've really upped your game recently. Awesome map.
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On August 21 2012 11:23 FlaShFTW wrote: POLARIS RHAPSODY!!!! :D
at least it looks like it... kinda? xD
nice map. I actually have a map in the works that's heavily inspired by Polaris Rhapsody. I think this map differentiates itself quite heavily from the BW map, though, in a good way.
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Reminds me of Match Point.
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The texture/lighting/overall aesthetics are delicious. I didn't think I would like something so minimal but it really works.
The only thing I'm not sure about is the mineral wall. I think it would probably be neater if it was just rocks/debris. Also siege tanks on the other side of the rocks is something to worry about.
Amazing how quickly it all came together, gj
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As I said in my reddit reply, I love those watchtowers. I didn't make a comment about it there as my response was already reaching essay length (and it's a petty complaint to be honest + Show Spoiler +..then again maybe complaining about too many overlord spots was too. lol ) but I too dislike the mineral wall.
@ the siege tank behind the rocks.. with the naked eye it looks like all it could hit is 1 geyser and nothing else. Maybe not a huge deal, idk. You could probably switch that geyser to the other side of the mineral line without much trouble.
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some minor updates are added
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This looks like a very defensive map. I like the Xel'Naga towers in that respect, as they enhance your ability to keep watch and defend. However, one issue I note is that the main base is so large as to be obnoxious. It may be that all-in play relying on some unscouted territory in the main gets to be so strong as to destroy those defensive benefits. Features like the large amount of airspace, especially between main and third, certainly lend themselves to harrassment, but the vulnerability to all-in attacks rather tends to negate that. I would recommend removing some of the open space from the mainbase and moving it to the natural or the third, however that ends up happening. I think the mineral patches are rather clever, as they allow a Zerg player to open up a path between nat and third much earlier on. This means that 2base all-ins from Protoss are easier to hold. At the same time, though, this is very hard to abuse to open up a "back door" to someone's base. All in all a very cool feature. The tight natural choke and backdoor rocks help ensure that each race can readily secure a third base, which I admire. Only thing I'm uncertain about is how to put on pressure. The choke makes any kind of straight-up ground pressure very weak, as a small number of defensive structures can yield very potent results. The layout of the main base reduces the strength of drops targeting the workers, although they are still potent at killing structures. Again, I believe shrinking the main base and expanding the natural or third would give much more power to air-based harassment (less ground space to go over before you reach the mineral line) while lowering the power of cheese (less space in the main that is difficult to scout).
One thing to consider: changing the unwalkable high ground behind the middle bases to platforms with ramps up onto them could yield some interesting Tank-based play. Could be fun.
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how can i play this map on eu? 1.5 refuses to show me the map when i click join games
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search in arcade mode for tpw maps
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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
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Could you maybe add a little diversity to the textures?
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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.
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worked some on nat/third:
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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.
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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.
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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
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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
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On August 23 2012 10:26 Terranlover wrote: - one more texture
lol
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AT LEAST ALL THOSE EXTRA OVERLORD SPOTS ARE GONE NOW OMG F ZERG :-P
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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.
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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. ^_^
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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!
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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 : )
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I think the new texture should only be on the blue areas, the map is quite hard to read as-is.
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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.
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United Kingdom12022 Posts
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.
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/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?
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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.
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Update: - uploaded to NA (search for tpw in arcade mode)
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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
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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
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the map feels a bit small. maybe because im used to most maps being average 130 rush distance ...
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Would you be willing to make these textures available for others to use?
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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^^
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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
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rush distance seems perfect now. i hope this map gets a lot of exposure, will def want to see it on the pro circuit.
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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.
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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
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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
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On September 01 2012 23:33 PiPoGevy wrote: Is this on SEA? im sorry i dont have a sea account to upload it
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On September 01 2012 23:43 Terranlover wrote:im sorry i dont have a sea account to upload it  Aww, its alright mate, thanks for quick reply!
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Once I realized this was a 2p map I immediately saw how great this map is. I hope this gets some serious exposure.
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your Country52797 Posts
This gets better every time I look at it O__O Lots of tiny features that make this map awesome.
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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.
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United Kingdom12022 Posts
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
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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)
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On September 17 2012 05:24 Qikz wrote: 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
LosB on top of a ramp just mitigates the advantage of the ramp. Not sure what you mean..?
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United Kingdom12022 Posts
On September 24 2012 04:47 EatThePath wrote:Show nested quote +On September 17 2012 05:24 Qikz wrote: 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 LosB on top of a ramp just mitigates the advantage of the ramp. Not sure what you mean..?
It doesn't, because you have the top of the ramp, you can get say for example an air unit in safety or even go right up to the cliff and you'll still see the ramp.
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On September 24 2012 05:16 Qikz wrote:Show nested quote +On September 24 2012 04:47 EatThePath wrote:On September 17 2012 05:24 Qikz wrote: 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 LosB on top of a ramp just mitigates the advantage of the ramp. Not sure what you mean..? It doesn't, because you have the top of the ramp, you can get say for example an air unit in safety or even go right up to the cliff and you'll still see the ramp. Oh I realized you were talking about TvT that's different ^^
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On September 24 2012 06:48 EatThePath wrote:Show nested quote +On September 24 2012 05:16 Qikz wrote:On September 24 2012 04:47 EatThePath wrote:On September 17 2012 05:24 Qikz wrote: 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 LosB on top of a ramp just mitigates the advantage of the ramp. Not sure what you mean..? It doesn't, because you have the top of the ramp, you can get say for example an air unit in safety or even go right up to the cliff and you'll still see the ramp. Oh I realized you were talking about TvT that's different ^^ I'm not so sure it's any different. TvT revolves a lot around air control in the first place, to get vision for tanks. Both players are going to have air units, either in the form of vikings or medivacs. LOS is completely mitigated by air unit vision. o_o
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I like this map and newsunshine's the best of the motm winners.
i did lol at "mapsize increased to 18.8mb" I'm guessing that's mostly because of the bw music ?
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On September 24 2012 07:20 Fatam wrote: I like this map and newsunshine's the best of the motm winners.
i did lol at "mapsize increased to 18.8mb" I'm guessing that's mostly because of the bw music ? yes^^
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