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On February 15 2013 12:32 eTcetRa wrote: Also minor update to the rocks on the islands, which now have 750 health and 1 armour, up from 500 health and 1 armour.
imba
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On February 15 2013 18:07 Fatam wrote:
imba
I know right. Nerf rock, buff scissors.
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The main is awkwardly small.
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I suppose that's an easy fix should that be true! Shall monitor it at any case!
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I really wanna play this map. Is it possible to get it up on EU? Also I find the main looks quite small but other than that it looks great.
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Really big Heart of the Swarm update, would love to hear your thoughts.
Version 2.0
![[image loading]](http://i.imgur.com/e6Qn7XW.jpg)
Change log:
- GENERAL - Overall texturing overhaul. - Overall doodad overhaul. - MAINS - Size increased. - Supply Depot removed from ramp (and replaced with Unbuildable Rocks). - NATURAL - Size increased. - Adjusted ramp. - Minerals reoriented. - THIRD - Minerals reoriented. - Pathable area behind the minerals added. - FOURTH - Minerals reoriented. - Rock towers added to ramp. - Pathway from natural widened. - FIFTH - Line of sight blockers added to path from fourth. - Pathable area behind the minerals added. - ISLANDS - Rocks removed.
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All good changes*! This better be on everyone's shortlist for tlmc.
*I think the new rock towers should cover 2/3 of a 3ramp. In other words, a 5ramp with a rock tower on one end of it. So even with the rocks knocked down, there's still a one-forcefield gap on the ramp. Lategame, I think minimum there needs to be a 3ramp there for traffic and vulnerability.
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On April 30 2013 17:37 EatThePath wrote: All good changes*! This better be on everyone's shortlist for tlmc.
*I think the new rock towers should cover 2/3 of a 3ramp. In other words, a 5ramp with a rock tower on one end of it. So even with the rocks knocked down, there's still a one-forcefield gap on the ramp. Lategame, I think minimum there needs to be a 3ramp there for traffic and vulnerability.
Thanks kind words! That's a good idea for the middle ramps, I didn't think of that. Thanks! Shall implement.
Do you like the removal of the rocks on the island? I know most people wouldn't agree with the change, but I figure that Protoss and Zerg air play is a lot stronger than in Wings of Liberty so rocks might be too much of a hindrance on an island base now.
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The danger with islands is terran abusing them too early in the game. Any early game island exploit should be scouted and punished relatively well by either P or Z, so I think it's totally fine without rocks. I don't even like rocks as a solution most of the time because terran generally has the easiest time killing them anyway. They're going to make medivacs so...
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Islands that are far away from the main/nat don't need rocks, imo. The time it takes to float a CC that far is penalty enough (probably ~3 SCVs' produced worth of time floating in the air, not to mention the time lost mining if it had been floated/built at a closer expansion location). Maaaybe an unbuildable rocks, just so you can't pick up 1 SCV w your first medivac and drop him there + build a CC. Even then I don't know if that's super broken.
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For this layout i don't really agree to have island expos, i would transform these island into paths so instead of having only three you would have five and two of them wouldn't be exposed by the xel'nagas, since i feel the map lacks movility in the center in lategame scenarios
+ Show Spoiler +
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Quite a few bug fixes and a minor game play change, but an update nonetheless.
Version 2.1
![[image loading]](http://i.imgur.com/vuErydN.jpg)
Change log:
- BUG FIXES Fixed some pathing issues near cliffs. Fixed unit clipping on some doodads. Forced occlusion on overlord spots. Forced occlusion on large trees around map border. Fixed some line of sight blockers. Refined some texture work on map border and dead space. Removed no fly zones that were attached to "HotS - Iceworld - Ice Rock Giant: doodads. Removed duplicated Xel'Naga Towers. Placed pathing blockers on lower cliff level between island and pathable area. Mirrored some doodads so that pathing is equal to both spawns.
- GAMEPLAY Ramp widths with rock towers increased by 1 unit.
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This map is beautiful, but if I were to change one thing I would make the main bases a more plain texture. There's too much clutter in it methinks; not clear enough. I can't even see the bottom left main ramp into the natural.
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In an effort to increase the N2N rush distance I have made the following changes to the map. Note that I have kept the overall theme and concept of the map intact.
Version 2.2
![[image loading]](http://i.imgur.com/RDc2T9D.jpg)
Change log:
- GENERAL Bounds increased to 132x132 (from 124x132). Texturing in mains simplified.
- MIDFIELD & FIFTHS Area between towers enlarged. Small chasm added to midfield between both towers. Area in front of fifth bases enlarged. Small hole added to enlarged area near fifth.
Screenshots of the changed terrain: + Show Spoiler +
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Hi eTcetRa,
I just played Yeonsu, and I have to say I love it! That said, one small issue noticed—and this might be related to the version I found on Battle Net—is that there is a small enough hole between the left side of the ramp and the collapsable rocks near 3rd/4th to sneak a zergling or marine sized unit by. I'm not sure if that's working as intended, but I would imagine that's a slight oversight. Otherwise, great map and good luck in the finals! I hope the map wins and gets added to the ladder pool.
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On May 21 2013 04:03 Kodachrome wrote:Hi eTcetRa, I just played Yeonsu, and I have to say I love it! That said, one small issue noticed—and this might be related to the version I found on Battle Net—is that there is a small enough hole between the left side of the ramp and the collapsable rocks near 3rd/4th to sneak a zergling or marine sized unit by. I'm not sure if that's working as intended, but I would imagine that's a slight oversight. Otherwise, great map and good luck in the finals! I hope the map wins and gets added to the ladder pool.
Hey there, thanks for playing! I just tested the rock towers with some zerglings while the tower was both intact and fallen and couldn't get the zerglings to run in any small crack. Which server did you find this on and was the rock up or down?
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It's on the ladder! Rejoice fellow Liquidians!
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Sup ladderbuns!
I WOULD JUST LIKE TO QUOTE MYSELF
On January 25 2013 02:15 EatThePath wrote: Straight to ladder please. ;D
This has its problems, but they're all within the envelope of what a small map has to deal with anyway, and you succeeded mightily in what you set out to do, and these problems are all minimal unlike most small maps which set aside one problem to have in spades while fixing the others. Still, I don't like how much the towers poach on lategame maneuvering. By that I mean, the bases get close together and the towers cover all the rest of the space on the map, making army movements de facto knowledge. And it decreases the stability by decreasing uncertainty, imo, when it is already plenty unstable by short distance and connectivity. I would love if they were destructible or smaller radius or gone.
I love the islands on this map, some of the best fitting-in corner islands. And that style of rocks definitely needs to be used more.
Nice two-tone btw. Great job!
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Congratulations etcetra! That's some big achievement right there
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