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My second map:
Starbow - Chars History
![[image loading]](http://i.imgur.com/u5gaDBs.png)
Features: 4 players 144x144 Distance (With path mesure) from Nat to Nat Vertical: 104 ~40 second Distance (With path mesure) from Nat to Nat Cross : 155 ~56 second
Bases: 4 main and natural bases have 8 mineral patches +1 geyser 2 top and bottom bases has 7 mineral patches +1 geyser 2 center has 6 mineral patches +1 geyser
Features: This maps has been inspiried by ground zeroes, with the following changes : 4th expansions more fun, and have a 90 degree angle of the ramp. This map can be really heavy muta based and since protoss and terrans sometimes needs more gas to deal with that, I've added gasses to the 3rd expansions as well. So the changes were "provoked", by experience.The middle is not quite the same as well, since its not that wide like the original, I took the layout, and played with it. The ramps above the expansions, are full of path blocks , so you cannot make a siege fortress there to completly shut down a player with an early drop. Made some estatic but not significant changes on the bottom, put the hills a bit closer, so in TvT in a siege tank vs siege tank stand off you can deny the other player gasses.
Only Vertical and Cross positions, close spawning positions.
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I edited Rose of Dream. + Show Spoiler +
I removed top right and bottom left bridges and made a large path. I did this because the attacker didn't have any way to attack the middle without having to cross a tight choke (bridge)
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^ Good change.
How much will the maps be judged on aesthetics? I have some cool ideas but if lez is going to do some work after I might as well let him do it. ^^ Anyway I'll be posting a couple maps some time in the next two days.
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![[image loading]](http://i.imgur.com/7udKTAz.jpg)
Map Name: Tower of the Dead Map Size: 152*152
Notes/Ideas: Given the larger allowance for play in the 3rd base setup, I ended up experimenting with different ways to situate the 4 bases in each quadrant, ending up with a potentially interesting choice of 3rd. The map has one unusual feature though, the choke to choke distance is longer than normal maps. This could break it lol. However, I ended up with a layout that may potentially work for SC2, with some tweaks, so it's successful to me in that way at least.
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That's a nice map NewSunshine! Although as yo said, the rush distance is SO long + it's a 4player map... cheesing here is on Insane level. Furthermore, natural bases are so cozy that it's probable that people will tend to turtle a bit.
That being said, I really like the layout. But really really!
How much will the maps be judged on aesthetics? I have some cool ideas but if lez is going to do some work after I might as well let him do it. ^^ Anyway I'll be posting a couple maps some time in the next two days.
I think it will no-where as important as a good layout
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Aotearoa39261 Posts
On May 19 2014 07:31 Superouman wrote:Here is my second map. (2) Noah's Ark Overview 90 + Show Spoiler + Port to SC2 please.
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On June 03 2014 13:16 Sikian wrote:That's a nice map NewSunshine! Although as yo said, the rush distance is SO long + it's a 4player map... cheesing here is on Insane level. Furthermore, natural bases are so cozy that it's probable that people will tend to turtle a bit. That being said, I really like the layout. But really really! Show nested quote +How much will the maps be judged on aesthetics? I have some cool ideas but if lez is going to do some work after I might as well let him do it. ^^ Anyway I'll be posting a couple maps some time in the next two days. I think it will no-where as important as a good layout  I hope this is true - I have a couple layouts that I'll probably submit but I have no time for any aesthetics...
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On June 03 2014 07:22 NewSunshine wrote: Map Name: Tower of the Dead Map Size: 152*152 Notes/Ideas: Given the larger allowance for play in the 3rd base setup, I ended up experimenting with different ways to situate the 4 bases in each quadrant, ending up with a potentially interesting choice of 3rd. The map has one unusual feature though, the choke to choke distance is longer than normal maps. This could break it lol. However, I ended up with a layout that may potentially work for SC2, with some tweaks, so it's successful to me in that way at least.
That distance between the natural base and the choke of the natural. I see the problem in moving the natural base because then the third base will get very close. This is defiantly a SC2 map that has been tweaked to a SB map. It might work though, we'll just have to find out I guess.
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On June 03 2014 13:38 Plexa wrote:Port to SC2 please. Done. + Show Spoiler +
I'm that good. Send money pls. + Show Spoiler +just kidding, it's an old map, not mine though.
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Haha, sneaky NewSunshine. :D
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Someone is "heavily inspired" by the other...
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The picture NewSunshine showed is my version of Noah's Ark i made in late 2011, early 2012.
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On June 04 2014 02:07 Superouman wrote: The picture NewSunshine showed is my version of Noah's Ark i made in late 2011, early 2012.
Uh Oh
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Updated OP with some locale info on publishing maps. Publishing an arcade map with a custom dependency is a tad more tricky than a normal melee map. Send me a PM if you are experiencing difficulties.
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Xiphias (with a little help from IeZeal and Superouman) is proud to present:
Fern Valley
![[image loading]](http://i.imgur.com/jg3ldFX.jpg)
More images:
+ Show Spoiler +Main + nat ![[image loading]](http://i.imgur.com/Qsgi8jm.jpg) Nat + third option 1. ![[image loading]](http://i.imgur.com/RrhVMKD.jpg) Fourth ![[image loading]](http://i.imgur.com/e1DTF8y.jpg) Middle ![[image loading]](http://i.imgur.com/jfw39Fi.jpg) Third option 2. ![[image loading]](http://i.imgur.com/BAaWsWi.jpg)
Size: 144 x 144. Rush distance nat to nat: 130 on ground. Published on EU and NA under: "Fern Valley" (Not "Starbow - ")
Inspired by a BW map named "Green Zone" which I can't find an image of atm.
Low main base is the biggest anomaly I guess. Three ramps up to the natural base as well. Even though the middle high ground is important to control there should be plenty of paths around to avoid it if needed.
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Xiphias (based on a map by teddyBear) is proud to present:
Starbow - Circle of life
![[image loading]](http://i.imgur.com/swq0zOD.jpg)
More images:
+ Show Spoiler +
Size: 144 x 144. Rush distance nat to nat: 90-100 on close spawns and 115 on diagonal spawns. Published on EU and NA under: "Starbow - Circle of life"
This one is more "traditional" except for the middle area which is hopefully a tad more exciting than similar maps such as Fighting Spirit. Siege tanks on the edge of the high ground cannot hit the entrance of the natural bases. But almost.
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Prison Camp and Char's History Uploaded and Ready to roll
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Tomorrow morning I will make the list of submitted maps. Tonight is the final deadline to post a map for this contest.
I live in CEST timezone.
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Don't have time to finish it, but this is what I was working on. It's based on the BW map Oxide by Freakling but with the BW engine's asymmetry problems fixed. Probably would have violated the "no 100% BW port" rule but I'm not submitting it so I guess that's irrelevant, lol.
![[image loading]](http://i.imgur.com/mynL7r2.jpg)
Might have tried to optimize this original (unfinished) SC2 layout for Starbow too, it's already intentionally quite BW-ish so that wouldn't have been hard. + Show Spoiler +
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