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After a good while of this map sitting in my HD, i have got myself to finish it, i am really fond of this one and i hope you guys will like it too!
Map is published in: [AM],[EU],[KR],[SEA]
Map is also GameHeart ready
![[image loading]](http://i.imgur.com/QlyYvzQ.png)
Overview:
![[image loading]](http://i.imgur.com/heiV4jA.jpg)
Old Overviews + Show Spoiler +♦ Version 1.0 ![[image loading]](http://i.imgur.com/oD9E2z7.jpg)
Information/Analyser: + Show Spoiler +
Eye Candy: + Show Spoiler +
Small info about the map:
+ Show Spoiler + ◙ Destructible Xel'nagas. ◙ 1750 hp with 3 armor and 750 Plasma Shields that regenerate in the same way Protoss Shields do. ◙ Central Highgrounds are vital to control the pace of the game ◙ In-Main Natural base. ◙ Natural has two gold mineral patches and 4 blue ones with a high yield Vespene geyser. ◙ Big droppeable area behind the Icarus like bases. ◙ Third base easy to take and control.
Changelog + Show Spoiler +♦ Version 1.1 Polished textures and doodads. Fixed minor pathing issues. Droppeable area behind the Naturals are now unbuildable. Added destructible rocks at the center of the map
♦ Version 1.0 Published.
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Really like the color contrast and "Map is also GameHeart ready" is what I love to hear.
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Yeah i'm porting all my maps atm, the only problem i'm facing is that i usually forget to remove the Dependencies before publishing them -.-;
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Red Grass? Where are they? What are they called?
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I like the color scheme, the red grass is really cool. The drop areas behind the in-base naturals are a great addition. Having the mineral line towards the opponent's side of the map makes a lot of sense by making harassment easier.
I feel that the central layout is generic, but in a good way. The layout works really well for risk vs. reward, and puts an emphasis on the high grounds and map awareness. Only the skilled players will get off of three bases successfully. Early game to mid game will be technical and more cutthroat; late game will be epic.
Great map!
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On February 12 2014 10:16 Semmo wrote: Red Grass? Where are they? What are they called? It is a custom texture, i used Korhal City grass and Zhakuldas grass i can post the DDS files if you want.
On February 12 2014 10:37 Antares777 wrote:I like the color scheme, the red grass is really cool. The drop areas behind the in-base naturals are a great addition. Having the mineral line towards the opponent's side of the map makes a lot of sense by making harassment easier. I feel that the central layout is generic, but in a good way. The layout works really well for risk vs. reward, and puts an emphasis on the high grounds and map awareness. Only the skilled players will get off of three bases successfully. Early game to mid game will be technical and more cutthroat; late game will be epic. Great map!  I have used this layout scheme quite a bit in other maps of mine so i have a lot of experience with what works and what doesn't at this point, i quite like this scheme/central layouts i feel it has a lot of unexplored potential still.
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Not a fan of 3 bases behind 1 choke, even if there is air/drop vulnerability. But, 20 minutes in this map would be fun to see in action.
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Russian Federation4295 Posts
Please, make the edge between winter and red textures more smooth. Right now it feels very unnatural and unrealistic.
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@Existor I actually like it that way, similar to Yeonsu before the texture change, but yeah i have had a lot of feedback telling me that they prefer the version without rough edges + Show Spoiler +
@Eat Yeah, this map has passed for a lot of different versions because it is quite malleable, i may go back to a previous version where the trees in front of the Icarus base weren't there, that way i make that base much harder to secure, and now with the possible Blink nerf i have even more reasons to do so.
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Russian Federation4295 Posts
Can you try to make red less saturated? I mean, less so contrast to winter theme, and just averagely less red. Something like this? (Slighty tuned down the red colors and made them a bit brighter)
+ Show Spoiler +
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◙ Destructible Xel'nagas. ◙ 1750 hp with 3 armor and 750 Plasma Shields that regenerate in the same way Protoss Shields do.
What :D Once destroyed, do they remain destroyed or will they be usable again?
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On February 13 2014 00:00 Phaenoman wrote:Show nested quote +◙ Destructible Xel'nagas. ◙ 1750 hp with 3 armor and 750 Plasma Shields that regenerate in the same way Protoss Shields do. What :D Once destroyed, do they remain destroyed or will they be usable again? Obviously destroyed, why would they be destructible if they just regenerate after being destroyed.
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On February 13 2014 00:31 moskonia wrote:Show nested quote +On February 13 2014 00:00 Phaenoman wrote:◙ Destructible Xel'nagas. ◙ 1750 hp with 3 armor and 750 Plasma Shields that regenerate in the same way Protoss Shields do. What :D Once destroyed, do they remain destroyed or will they be usable again? Obviously destroyed, why would they be destructible if they just regenerate after being destroyed. Why would XWTs be destructible anyways? How am I supposed to know? Maybe the purpose is to disable the function for a specific amount of time? Maybe adjust its duration, its range, whatever. I am sure u can do lotsa interesting stuff.
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@Existor But that's not what i had in mind when creating the map's theme, the idea behind the theme is preciselly to have a saturated theme that creates big contrasts between the colors of the map :/
@Phaeno Yes the Xel'nagas are destructible in the same way Rocks are ^^
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On February 13 2014 05:29 thezanursic wrote: KTV? It doesn't mean anything special, it is just my nick shortened, so the players can find my maps without needing to memorize the names for all my maps, as you can already guess it is quite handy tbh.
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On February 12 2014 23:51 Existor wrote:Can you try to make red less saturated? I mean, less so contrast to winter theme, and just averagely less red. Something like this? (Slighty tuned down the red colors and made them a bit brighter) + Show Spoiler + From a player's perspective, I agree with you, but from a viewer's perspective, I like the bright colors a lot more.
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What I like: I actually quite like the bright colours, please keep them! The highground in the middle The design of the in-base natural The expansion layout after 3-bases The destructible xel-nagas What I don't like: Main base layout, I don't think having all that space behind the mineral lines is a good idea, from an aesthetic and gameplay point of view, if this was replaced with airspace harassment could still be promoted without letting drops run in circles around your base. Highground edges at the side, I don't think these are large enough/positioned well enough to be relevant, although perhaps could be modified into something else if you were willing to experiment.
Overall, I think this is a very good and exiting map, hope there's a map contest soon so you can have a shot at making it big! High-yield minerals/gyser at in-base natural, I don't see the point if this is the only one you have like this
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You should widen the ramps to the backdoor bases so that sentries dropped into the backdoor can't easily FF the ramp and allow a free kill on that base.
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@Negative Thanks i forgot about Sentry drops, those could be quite painful with this layout.
@Isaachuk Those highgrounds used to be part of a bigger structure that contained the top right and bottom left bases, but i deleted most of the terrain because it didn't quite worked with the rest of the layout, but i left those highgrounds, in the current iteration those don't really serve a purpose other than allow interesting army positionings and flanks, you could hide a pylon in there, i may add LoS blockers there to improve the Pylon hiding business, but yeah other than that it doesn't have a real and over thought use.
I just updated the map with some changes here's the new overview.
![[image loading]](http://i.imgur.com/heiV4jA.jpg)
The drop areas behind the in-base natural are now unbuildable and rocks have been added to the middle of the map along with pathing fixes and minor doodad additions.
Here's how it looks the unbuildable terrain + Show Spoiler +
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