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Active: 1837 users

[M] (2) Older Execution

Forum Index > SC2 Maps & Custom Games
Post a Reply
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2014-07-24 01:01:40
July 21 2014 18:44 GMT
#1
Older Execution
By The_Templar

Published on: | NA | EU | SEA | KR |
PM a request if you want it published on SEA or KR.

+ Show Spoiler [Overview (144x160 playable)] +

[image loading]



[image loading]
[image loading]
[image loading]
[image loading]


Textures: Char Fortress + Char Lava Cracks

Details:
  • 2 spawn points
  • 12 normal bases
  • 2 normal gold bases
  • 220 doodads
  • 75 seconds main-to-main
  • 2 watchtowers which are initially inaccessible
  • 4 destructible debris



+ Show Spoiler [Old Version(s)] +
+ Show Spoiler [1.0] +
[image loading]
Moderatorshe/her
TL+ Member
[PkF] Wire
Profile Joined March 2013
France24238 Posts
July 21 2014 20:05 GMT
#2
I really like a lot of things about this map, though I'd prefer the inbase natural not to be blinkable. I love the gold bases and the general flow of the map, the high ground center should really be a main focus but all the side paths can provide some good action too. I think it's fine work.
Archvil3
Profile Joined September 2010
Denmark989 Posts
July 21 2014 21:49 GMT
#3
Sometimes you have some interesting ideas for your maps Templar, like this is not a bad concept to begin with, but when it come to the actual execution of the map I picture a 5 year old eating crayons.
Let thy speech be better than silence, or be silent.
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
July 21 2014 22:02 GMT
#4
On July 22 2014 03:44 The_Templar wrote:
2 hours spent decorating

Not sure if I'd advertise that lol.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
algue
Profile Joined July 2011
France1436 Posts
Last Edited: 2014-07-21 23:51:56
July 21 2014 23:51 GMT
#5
If just like me you want to do an half-assed job at texturing and placing doodads, open a blizzard map, copy/past their doodad placement on your map and try to reproduce the same textures.

I like your map though, I just think that the 5 first bases (I would get rid of the gold base) are too easy to take and the type 2 high ground in the middle is useless, it would look better if you used some LoS blockers and some doodads to mimmick the shrinkage created by a ramp.
rly ?
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
July 22 2014 00:30 GMT
#6
On July 22 2014 06:49 Archvil3 wrote:
Sometimes you have some interesting ideas for your maps Templar, like this is not a bad concept to begin with, but when it come to the actual execution of the map I picture a 5 year old eating crayons.

Thanks for the constructive feedback!

On July 22 2014 07:02 ScorpSCII wrote:
Not sure if I'd advertise that lol.

Removed

On July 22 2014 08:51 algue wrote:

I like your map though, I just think that the 5 first bases (I would get rid of the gold base) are too easy to take and the type 2 high ground in the middle is useless, it would look better if you used some LoS blockers and some doodads to mimmick the shrinkage created by a ramp.

In addition to currently fiddling with the middle design due to movement issues, I'm considering moving the vertical third further away. That would fix the first issue you mention in your post.
Moderatorshe/her
TL+ Member
moskonia
Profile Joined January 2011
Israel1448 Posts
July 22 2014 04:41 GMT
#7
I find it funny that you spoiler the overview, which is the most important, but not spoiler the aesthetic shots, which are not that important.

Other than the thread format, imo the problems are that the gold is too easy, and the rush distance is too big. Map overall is just too big for no apparent reason. What I really like is the high ground 4th, although I don't understand why it is half a base. If it was a full base it would be really cool imo, since it is vulnerable to attacks from behind.
opisska
Profile Blog Joined February 2011
Poland8852 Posts
July 22 2014 11:13 GMT
#8
On July 22 2014 13:41 moskonia wrote:
I find it funny that you spoiler the overview, which is the most important, but not spoiler the aesthetic shots, which are not that important.


Everyone who has ever seen a Templar map understands why he does that
"Jeez, that's far from ideal." - Serral, the king of mild trashtalk
TL+ Member
Big J
Profile Joined March 2011
Austria16289 Posts
July 22 2014 14:50 GMT
#9
I really like the layout in many ways.

As others have said, the gold is probably too easy.
And I think the movement through the highground looks a little too chokey for a Zerg army to combat, but not sure about that.

Also, I'm not the biggest fan of having such a broad layout, the top left an bottom right feel very useless, and the layout prevents any army from ever moving around there.

Maybe something like this could work:
+ Show Spoiler +
[image loading]
insitelol
Profile Joined August 2012
845 Posts
Last Edited: 2014-07-23 05:15:12
July 23 2014 05:13 GMT
#10
All i want to say is that layout idea is really fresh and awesome.
Less is more.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
July 23 2014 05:24 GMT
#11
Just realized, with how the terrain increases in elevation towards the center plus the unpathable area in the center, you could give this a really awesome active volcano theme (if you're willing to put the effort into the aesthetics ).
vibeo gane,
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
July 24 2014 01:02 GMT
#12
I made a small update. I moved the vertical thirds further away, added a path to attack the gold base, and changed two of the center ramps.
Moderatorshe/her
TL+ Member
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