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Forum Index > SC2 Maps & Custom Games
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IeZaeL
Profile Joined July 2012
Italy991 Posts
Last Edited: 2014-08-05 17:08:24
August 05 2014 09:21 GMT
#21
Fixed a bunch of bugs ( incorrectly placed doodads , missing textures etc ). This should be the final product.
Edit: uploaded.
Author of Coda and Eastwatch.
IeZaeL
Profile Joined July 2012
Italy991 Posts
Last Edited: 2014-09-23 19:09:23
September 23 2014 19:09 GMT
#22
I updated to map to reflect the feedback aTTx and Jacky gave me. Can someone please remove the AEM tag in the title , since the dickhead Aldaris scandal ?

[image loading]

Notable changes;
Cooling tower has been removed , a 6x6 rock replaced it. Removed other side rock. FFE can be done with 3gates+unit
Highground third has been moved a little bit near the main. Deal with it blink whiners.
Enlarged main a little bit
Put 2 Xelnaga towers in the map
Central bases are now gold 7+2geysers.
Lighting slightly changed
Lot of doodads added , see some of them below:
+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

Author of Coda and Eastwatch.
moskonia
Profile Joined January 2011
Israel1448 Posts
September 23 2014 19:43 GMT
#23
Imo you ruined an awesome part about the map by removing the backdoor, but you're the author.

Seems like a total SH map now. Zerg can take the gold and park the SHs there, sending waves of locusts across the map. While there are some side paths to try and counter it, I think it will be really strong, which sucks imo.

The map is fairly choked, so it will allow Protoss to do some timing attacks before SHs are out. or before a critical amount of them are out, so I don't think balance will be affected much.

Overall the map is still interesting, but I like the old version much better.
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
September 24 2014 11:06 GMT
#24
Renamed
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
IeZaeL
Profile Joined July 2012
Italy991 Posts
Last Edited: 2014-09-24 19:59:25
September 24 2014 19:57 GMT
#25
Small update time Map should now be LE ready.

[image loading]

- Moved natural a tile farther the main
- Moved gold neared the natural
- Moved lowground third a tile nearer the natural
- Added a cooling tower near lowground third
- Moved central rocks to the other side bridges
- Removed xel'nagas towers
- Added a tile on highground third
- You can no longer attack lowground third with units on the other side , only siege tanks can now.
Author of Coda and Eastwatch.
algue
Profile Joined July 2011
France1436 Posts
Last Edited: 2014-09-24 20:03:05
September 24 2014 19:59 GMT
#26
It's a shame that you didn't place a xel naga tower right in the middle
What's the point of the rocks near the middle ? They don't really add anything.
rly ?
IeZaeL
Profile Joined July 2012
Italy991 Posts
September 24 2014 20:02 GMT
#27
On September 25 2014 04:59 algue wrote:
It's a shame that you didn't place a xel naga tower right in the middle

I tried actually , and decals were fitting perfectly also :D Unfortunately there was too little space for units to move so i scrapped the idea :|
Author of Coda and Eastwatch.
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