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[M] (2) Dual Life

Forum Index > SC2 Maps & Custom Games
Post a Reply
NotAPlexaSmurf
Profile Joined May 2013
11 Posts
May 29 2013 11:07 GMT
#1
Dual Life


[image loading]

+ Show Spoiler [Angled Overview] +

[image loading]


140x132
12 bases
no watchtowers


here are some pictures
+ Show Spoiler +

[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
i told ur mom that i make maps for sc2. we had copious amounts of sex.
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
May 29 2013 11:26 GMT
#2
The transition between the 2 textures is really hard, I think if you smooth that out abit and apply patches of light and dark in the opposing sides, itll look alot smoother. Same goes for the rocky edges on the grassy bits. Its too hard at the moment for me
KCCO!
lorestarcraft
Profile Joined April 2011
United States1049 Posts
May 29 2013 14:46 GMT
#3
On May 29 2013 20:26 ihasaKAROT wrote:
Its too hard at the moment for me

Indeed, my friend, indeed.
SC2 Mapmaker
Big J
Profile Joined March 2011
Austria16289 Posts
May 29 2013 16:10 GMT
#4
Hm, I love the layout and the innovations on the map. But I think it might be overall just extremely Terranfavored. Like, the middle looks nearly "you can't ever go through there" in TvZ, if Terran plays marines+mines/tanks.
And the overall layout just favors medivacs so hard. Like basehopping or just moving ground armies much faster than the opponent can with a few medivacs.

and what ihasaKAROT wrote about the textures. I think you should just make the middle highgrounds and the ones on the side "mixed textures".

monitor
Profile Blog Joined June 2010
United States2404 Posts
May 29 2013 21:29 GMT
#5
Nice map but honestly I'd just ask Plexa for some advice.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
May 29 2013 21:37 GMT
#6
lol
Administrator~ Spirit will set you free ~
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
May 30 2013 00:28 GMT
#7
I think that this map can be split easily but the high ground in the center diminishes that.
...NotAPlexaSmurf wrote:

sounds legit
Moderatorshe/her
TL+ Member
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
May 30 2013 02:34 GMT
#8
On May 30 2013 09:28 The_Templar wrote:
Show nested quote +
...NotAPlexaSmurf wrote:

sounds legit

You know, I think this is really an elaborate (read: really lame) ploy by Nightmarjoo to get away with posting a map with even pathways after having been so adamantly against them in the past. I think it's time for him to come out of the "mapping closet" and take due credit for making A nice map.
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 30 2013 02:52 GMT
#9
On May 30 2013 11:34 HypertonicHydroponic wrote:
Show nested quote +
On May 30 2013 09:28 The_Templar wrote:
...NotAPlexaSmurf wrote:

sounds legit

You know, I think this is really an elaborate (read: really lame) ploy by Nightmarjoo to get away with posting a map with even pathways after having been so adamantly against them in the past. I think it's time for him to come out of the "mapping closet" and take due credit for making A nice map.

bahahahaha
Comprehensive strategic intention: DNE
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
May 30 2013 07:28 GMT
#10
On May 29 2013 23:46 lorestarcraft wrote:
Show nested quote +
On May 29 2013 20:26 ihasaKAROT wrote:
Its too hard at the moment for me

Indeed, my friend, indeed.


I cant believe I put a line like that on the interwebs without noticing it.
KCCO!
gronnelg
Profile Joined December 2010
Norway354 Posts
May 30 2013 11:02 GMT
#11
Seems like a really cool map. You actually have think a bit after the 4th.
As has been said though, the transition between the two textures is a bit rough, and it needs doodads. After that, it should be an epic map :D
Lulzez || My stream: http://www.twitch.tv/gronnelg
Habakkuk
Profile Joined December 2010
United States10 Posts
May 30 2013 13:48 GMT
#12
Really nice approach to the islands, the highground helps balance the concept by giving the other two races the opportunity to snipe those Terran MULES...well, gives Protoss the chance anyway (can Roaches hit workers from there?...can't expect Zerg to have a squad of Hydras or Queens ready to go in for some harassment). I would really like to see islands find a way to pop up in more maps, this is pretty close.
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