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[M] (4) TPW Nimbus - Page 2

Forum Index > SC2 Maps & Custom Games
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EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 07 2013 02:10 GMT
#21
Yeah I agree, that small ramp is mainly for harass or a dedicated attack that will use it. It's more the threat of it that enhances the positional value of the high ground, which cascades all the way across promoting it from "alternate route" to a preferred route instead of the middle. But to use it uncontested would require a mistake on the part of the defender, which is fair.
Comprehensive strategic intention: DNE
eTcetRa
Profile Joined November 2010
Australia822 Posts
May 07 2013 06:11 GMT
#22
Nimbus? I don't see a yellow cloud anywhere...
Retired Mapmaker™
NewSunshine
Profile Joined July 2011
United States5938 Posts
May 07 2013 06:45 GMT
#23
He don't need it anymore, breh, he can fly on his own now.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
eTcetRa
Profile Joined November 2010
Australia822 Posts
May 07 2013 08:20 GMT
#24
But the grandkids man..
Retired Mapmaker™
Icetoad
Profile Joined May 2010
Canada262 Posts
May 07 2013 12:21 GMT
#25
Guys please talk about the map...
Map Maker of Nimbus
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
May 07 2013 13:56 GMT
#26
Good map... the skybox is really a nice touch.

I really like the Crevasse/Calm before the storm natural, but doesn't it contribute to positional imbalance as well as general difficulty for protoss to defend drop and muta play? IIRC, those were the things that made protoss dislike those maps in WoL and now muta and drop play is even stronger.

Still, I agree with EatThePath, its better than those two maps and that is really saying something.
~ ~ <°)))><~ ~ ~
wrl
Profile Joined April 2011
United States209 Posts
Last Edited: 2013-05-07 14:43:01
May 07 2013 14:42 GMT
#27
Unlike a map such as Whirlwind, the positional imbalances are designed to balance each other out. The Nat is more exposed for the counter-clockwise player, while the third is more exposed for the clockwise player.

As for the natural, the balance remains to be seen, Protoss is now just as capable, perhaps more so, of harassing an exposed mineral line in HotS.
It's funny; I dream a lot, but I'm not a very good sleeper.
IeZaeL
Profile Joined July 2012
Italy991 Posts
May 07 2013 21:11 GMT
#28
Very nice map. Good work !
May i ask how did you get the Skybox ? Just retextured Skygeirr skybox ? Would love if it could blend with Korhal Platform skybox :D
Author of Coda and Eastwatch.
Icetoad
Profile Joined May 2010
Canada262 Posts
May 08 2013 02:58 GMT
#29
On May 07 2013 22:56 TheFish7 wrote:
Good map... the skybox is really a nice touch.

I really like the Crevasse/Calm before the storm natural, but doesn't it contribute to positional imbalance as well as general difficulty for protoss to defend drop and muta play? IIRC, those were the things that made protoss dislike those maps in WoL and now muta and drop play is even stronger.

Still, I agree with EatThePath, its better than those two maps and that is really saying something.

I agree wrl did an awesome job with the skybox.

Concerning the Crevasse/Calm before the storm natural like wrl said we don't think protoss will have a big problem, plus it's a full base and how the nat and third are placed, they balance out each other.

Also thank you for saying that it's better than these two map since they made GSL...
Map Maker of Nimbus
wrl
Profile Joined April 2011
United States209 Posts
May 08 2013 21:14 GMT
#30
On May 08 2013 06:11 IeZaeL wrote:
Very nice map. Good work !
May i ask how did you get the Skybox ? Just retextured Skygeirr skybox ? Would love if it could blend with Korhal Platform skybox :D


Its kind of a complicated process with a lot of strange things that need to be done, I couldn't describe it without forgetting a step. That said, the general idea involves exporting textures and material files (.dds and .m3) and customizing them using photoshop and a hex editor.
It's funny; I dream a lot, but I'm not a very good sleeper.
RaGe
Profile Blog Joined July 2004
Belgium9950 Posts
May 09 2013 12:02 GMT
#31
Hmm... I really think you should consider only allowing crossspawns. The map just seems to terran favoured when getting close positions, especially if he's clockwise.

Nice map though!
Moderatorsometimes I get intimidated by the size of my right testicle
Qikz
Profile Blog Joined November 2009
United Kingdom12041 Posts
May 09 2013 17:33 GMT
#32
On May 09 2013 21:02 RaGe wrote:
Hmm... I really think you should consider only allowing crossspawns. The map just seems to terran favoured when getting close positions, especially if he's clockwise.

Nice map though!


I'm not sure if it'd be terran favoured. You could just pull a fighting spirit style expand and just go south rather than taking the natural third.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
xChromaticx
Profile Joined February 2012
Germany34 Posts
May 09 2013 21:52 GMT
#33
I don't like the inbase natural, but i like the general feel and style
You can do anything you set your mind to, man
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
May 13 2013 23:17 GMT
#34
Hey hey!!!! Me old Map!
10%
CrystalDrag
Profile Joined July 2010
173 Posts
May 13 2013 23:47 GMT
#35
Hey Hey Goustak :D Lezerg!!
http://www.panschk.de/mappage/comments.php?mapid=4077
1409981553
Profile Joined May 2013
Singapore17 Posts
May 13 2013 23:50 GMT
#36
Alright just do something for me: Make a creative map.
Fatam
Profile Joined June 2012
1986 Posts
May 14 2013 03:32 GMT
#37
Shots fired :O
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
wrl
Profile Joined April 2011
United States209 Posts
Last Edited: 2013-05-14 04:16:13
May 14 2013 04:14 GMT
#38
On May 14 2013 08:50 1409981553 wrote:
Alright just do something for me: Make a creative map.


Okay?
It's funny; I dream a lot, but I'm not a very good sleeper.
soon.Cloak
Profile Blog Joined August 2010
United States983 Posts
May 14 2013 05:21 GMT
#39
On May 07 2013 06:57 yoigen wrote:
your map looks like a swastika


On May 07 2013 08:06 Veloh15 wrote:
I hate to say it but... It does resemble a swastika. If you remove the intersection at the end of each road it should fix that.


A swastika goes clockwise, not counterclockwise. Google image it.

Also, definitely a cool looking map with that block design. I'm not even close to good enough to comment on balance, but aesthetically it's very unique.
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