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[M] (2) ESV Celestial

Forum Index > SC2 Maps & Custom Games
Post a Reply
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2014-03-10 18:32:22
September 21 2013 08:59 GMT
#1
[image loading]
[image loading]


NA EU KR SEA
By Timetwister22
v1.0


[image loading]

Playable: 154x114

Concept
+ Show Spoiler +
Didn't really go all out with a fancy concept with this one. Took commonly used ideas and rearranged them into an unseen fashion. The back path that wraps around the third and fourth is pretty interesting, and looking to see what kind of harass/surprise attacks/cheese that will bring. Overall though, center control will be pretty important past three bases. Due to the lack of a Xel'Naga Watchtower, players will be spread out lategame with limited vision. Scouting and map control will be key.


Tileset
+ Show Spoiler +

Shakuras Sand Dark
Immortal Forge Gravel
Shakuras Hextiles
Immortal Forge Concrete
Shakuras Rock Cracked
Zerus Pebbles
Zerus Rock


Shakuras Organic Cliffs - modified cliff mesh to support skybox background
Zhakul'Das Manmade Cliffs

Shakuras Lighting - slightly altered to give a more purple hue.


Aesthetic Shots
+ Show Spoiler +

Inspired by the stars those colorful nebula. What at first seemed like a crazy theme turned out remarkably well.

[image loading]

[image loading]

[image loading]

[image loading]



Change Log
+ Show Spoiler +

None yet.


As always, feedback is more than welcome
[image loading]
Former ESV Mapmaker | @Timetwister22
Semmo
Profile Joined June 2011
Korea (South)627 Posts
Last Edited: 2013-09-21 09:17:05
September 21 2013 09:08 GMT
#2
I think you should take more drugs.

That being said, nice look to it, since I also take lots of drugs! (See: Fruitland)

3rd and 4th seem too close together, as in after you take 4th it is too easy to take a hold of both.
Mapmaker of Frost, Fruitland and Bridgehead
algue
Profile Joined July 2011
France1436 Posts
Last Edited: 2013-09-21 09:12:47
September 21 2013 09:11 GMT
#3
That's a lot of rocks ! Sadly most of them aren't destructible
+ Show Spoiler +
[image loading]


Isn't the map a bit too chockey though ? You should really make all these rock destructible
rly ?
Aunvilgod
Profile Joined December 2011
2653 Posts
September 21 2013 11:04 GMT
#4
A completely new color scheme. I am amazed. I am so going to steal this.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
September 21 2013 13:39 GMT
#5
dat main
"Not you."
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
Last Edited: 2013-09-21 15:46:22
September 21 2013 15:46 GMT
#6
Those colours are pretty distinctive, nice job!

It reminds me of Blistering Sands for some reason.
GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
Sinedd
Profile Joined July 2008
Poland7052 Posts
September 21 2013 16:02 GMT
#7
what a nice looking map
T H C makes ppl happy
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 21 2013 17:35 GMT
#8
Cool map, but it's just going to be a push at the 3rd/4th every single game. Especially for TvZ.

I'd really like to see a 6th base somewhere on the map, and I'd like to see another choice of 4th. Maybe this needs to be 8 squares wider?

All in all I guess it's okay to have a small map with compact lategame that concentrates on the early-midgame, like here with the funky 3rd base setup.
Comprehensive strategic intention: DNE
NewSunshine
Profile Joined July 2011
United States5938 Posts
September 21 2013 18:31 GMT
#9
Dude, you didn't use my rock idea.

Cool colors though, reminds me of those secret levels in Super Mario World. Only one problem, I wanted to use that name, but never made a good map for it. Just wait, I've got something
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Fatam
Profile Joined June 2012
1986 Posts
September 21 2013 21:25 GMT
#10
I actually don't think the path behind the 3rd and the 4th will get hardly any use at all, (other than maybe a zergling runby if the opponent is walled at the front) which is unfortunate given it's the only notable terrain feature.

Aesthetics are nice and fresh
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
DifuntO
Profile Joined November 2011
Greece2376 Posts
September 21 2013 22:33 GMT
#11
I like the colors.Looks sexy.
All I do is Stim.
Cracy
Profile Joined October 2011
Poland221 Posts
September 21 2013 23:16 GMT
#12
On September 22 2013 00:46 iHirO wrote:
Those colours are pretty distinctive, nice job!

It reminds me of Blistering Sands for some reason.


Exactly my thoughts...
Oderint dum probent
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
September 26 2013 16:41 GMT
#13
Really top-notch aesthetics, it is very unusual and has one cohesive theme without going too overboard with doodads or wild colors. Not much to add about the layout, seems solid and I would love to see how the 3rd and 4th play out. I suppose the biggest question defensively is where to put up walls.
~ ~ <°)))><~ ~ ~
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