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Active: 7473 users

[M] (4) Color Crush

Forum Index > SC2 Maps & Custom Games
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1 2 Next All
SidianTheBard
Profile Joined October 2010
United States2475 Posts
Last Edited: 2016-01-25 16:30:19
September 06 2014 01:43 GMT
#1
&#91;image loading&#93;

Color Crush is a 1v1 map with a fairly standard layout. You can expand normally up the sides or you can expand aggressively to the gold bases. Much of my inspiration of this map came from Shakuras Plateau which in my opinion shows because it has many similarities to that map. All of the "bulls-eye" high ground pods are droppable to encourage siege tank pushes.


&#91;image loading&#93;

Top Down Overview:
+ Show Spoiler +

&#91;image loading&#93;


Bounds: 172 x 148
Uploaded: NA, EU, KR
M2M Distance Cross: ~52 seconds
M2M Distance Close: ~50 seconds
N2N Distance Cross: ~42 seconds
N2N Distance Closs: ~40 seconds
Gangnam Style: ~52 seconds
Vertical spawns are disabled.

Bases:
+ Show Spoiler +

Main:
&#91;image loading&#93;

Natural:
&#91;image loading&#93;

3rd:
&#91;image loading&#93;

Gold:
&#91;image loading&#93;



Middle/Towers:
+ Show Spoiler +

&#91;image loading&#93;



Aesthetics:
+ Show Spoiler +

&#91;image loading&#93;

&#91;image loading&#93;

&#91;image loading&#93;




Thoughts:
When thinking of this map, I wanted to design something similar to Shakuras Plateau and I think I kind of did that. It has a layout very much like Shakuras did, has high ground pods & watchtowers in the middle and it also has the vertical spawns disabled.

I believe this map could be very good for any race and it allows many options for each race. It could also come down to battling over all the middle bases (the golds + normals) that happened in shakuras many times.

Any and all feedback is appreciated!

Thanks,

Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
September 06 2014 02:51 GMT
#2
This looks fun as heck. However, it should be called "Block Fort" + Show Spoiler +
[image loading]
~ ~ <°)))><~ ~ ~
Fecalfeast
Profile Joined January 2010
Canada11355 Posts
September 06 2014 04:47 GMT
#3
On September 06 2014 11:51 TheFish7 wrote:
This looks fun as heck. However, it should be called "Block Fort" + Show Spoiler +
[image loading]


Mario Kart 64 nostalgia, I support the name change.
ModeratorINFLATE YOUR POST COUNT; PLAY TL MAFIA
DBS
Profile Joined July 2012
515 Posts
September 06 2014 04:51 GMT
#4
I really like the asthetics, i'm to tired to really analyze the layout, but i can't find any problems with it except maybe a little bit of split map, but not as bad as shakuras. Anyways, great job, cool map
"a pitchfork is for hay. a trident is for killing bitches." -djwheat
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
Last Edited: 2014-09-06 05:25:47
September 06 2014 05:24 GMT
#5
The green grass is off putting, needs to be more of a neutral color like the grey of the rest of the map. Seems standard enough aside from the wacky aesthetics.
Administrator~ Spirit will set you free ~
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
September 06 2014 10:14 GMT
#6
You could always use regional lighting to recolour the grass in each section of the map. Cannon rushes look pretty strong behind the nat, third and fourth. Any analysis on them?
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
algue
Profile Joined July 2011
France1436 Posts
September 06 2014 10:44 GMT
#7
We're in 2014 and some people still forget to indicate the playable bounds of their map.
rly ?
GeneralSezme
Profile Joined July 2014
United States58 Posts
September 06 2014 16:26 GMT
#8
Another great map sidian
Melee map maker
SidianTheBard
Profile Joined October 2010
United States2475 Posts
Last Edited: 2014-09-06 18:28:32
September 06 2014 18:13 GMT
#9
I made the most important change ever. I added a road.....

hahaha, I'm having too much fun with this. I'll keep slowly adding more and more aesthetics.

OP is updated!

New Overview:
+ Show Spoiler +

[image loading]


I also just spent far too long on that banner. Oh lordy what's wrong with me.

On September 06 2014 19:44 algue wrote:
We're in 2014 and some people still forget to indicate the playable bounds of their map.


I added bounds in OP. 172x148.


On September 06 2014 19:14 Yonnua wrote:
You could always use regional lighting to recolour the grass in each section of the map. Cannon rushes look pretty strong behind the nat, third and fourth. Any analysis on them?


Plenty of space behind them, I don't have the an updated analyzer but here are some pictures:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]


On September 06 2014 14:24 Plexa wrote:
The green grass is off putting, needs to be more of a neutral color like the grey of the rest of the map. Seems standard enough aside from the wacky aesthetics.


I'll keep doing small updates on this map, I might possibly replace the grass with something else soon.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2014-09-08 01:30:46
September 08 2014 01:30 GMT
#10
Don't you have texture slots open? It looks like it. If you could, add Shakuras Dark Sand, Agria Yellow Grass and Redstone Rock, for the other 3 quadrants. I would also remove the decals where they overlap with the roads, and make it look as neat as possible.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
September 08 2014 02:29 GMT
#11
You should shift the terrain horizontally 4 tiles so you can make the water symmetrical.
vibeo gane,
SidianTheBard
Profile Joined October 2010
United States2475 Posts
Last Edited: 2014-09-08 02:32:49
September 08 2014 02:32 GMT
#12
On September 08 2014 10:30 NewSunshine wrote:
Don't you have texture slots open? It looks like it. If you could, add Shakuras Dark Sand, Agria Yellow Grass and Redstone Rock, for the other 3 quadrants. I would also remove the decals where they overlap with the roads, and make it look as neat as possible.


Damn you, I'll look into it.

On September 08 2014 11:29 -NegativeZero- wrote:
You should shift the terrain horizontally 4 tiles so you can make the water symmetrical.


Read right.....^ there.

^_^
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
Isarios
Profile Joined March 2014
United States153 Posts
September 08 2014 08:01 GMT
#13
On September 06 2014 11:51 TheFish7 wrote:
This looks fun as heck. However, it should be called "Block Fort" + Show Spoiler +
[image loading]


Really i just want to see someone build this map.
Blahhh
SidianTheBard
Profile Joined October 2010
United States2475 Posts
September 08 2014 19:37 GMT
#14
Kept working on Aesthetics. NewSunshine had a great idea so looked through some textures and changed it up to make it more separated into quadrants. Haven't done the water thing yet, unsure if I will, but went ahead and put "mixed" colors at the midway points just so it looks nicer.

Removed some LoSB and some "sparkles" because they were causing FPS loss pretty hard.

OP has been updated with new Top down & Angled Overviews.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
IeZaeL
Profile Joined July 2012
Italy991 Posts
September 08 2014 20:21 GMT
#15
My god its awesome. Good job.
Author of Coda and Eastwatch.
NewSunshine
Profile Joined July 2011
United States5938 Posts
September 08 2014 20:40 GMT
#16
Now just create red, blue, and green rich minerals for the respective quadrants.

This looks awesome though, it's in the same league as Fruitland. gj
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
September 09 2014 01:36 GMT
#17
So pretty ^^

From the point of view of the layout it looks pretty damn solid, i like the lowground in front of the third bases, because that's the place where a deathball would park making it harder to hold 5 bases. The map is quite open, but not too much, maybe in time you may need to remove/reduce the amount of droppeable highground pods, but other than that from a layout point of view it looks pretty awesome.

Now regarding the gold bases in the middle i'm not a fan of those they provide just too much of a reward for the map, my advice here would be to change those bases to a normal mineral line with rich vespene geysers. Because of the layout it may lead to long macro games, the map has enough bases as it is to support those, in such games the gas plays a more important role, not to mention that it is a harder gamble to take one of such bases if the reward is minor or if such reward plays a big role in the far future.

Also, found this + Show Spoiler +
[image loading]

Just a very minor mistake in the texturing :b
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
SidianTheBard
Profile Joined October 2010
United States2475 Posts
September 09 2014 01:48 GMT
#18
On September 09 2014 10:36 Uvantak wrote:
So pretty ^^

From the point of view of the layout it looks pretty damn solid, i like the lowground in front of the third bases, because that's the place where a deathball would park making it harder to hold 5 bases. The map is quite open, but not too much, maybe in time you may need to remove/reduce the amount of droppeable highground pods, but other than that from a layout point of view it looks pretty awesome.

Now regarding the gold bases in the middle i'm not a fan of those they provide just too much of a reward for the map, my advice here would be to change those bases to a normal mineral line with rich vespene geysers. Because of the layout it may lead to long macro games, the map has enough bases as it is to support those, in such games the gas plays a more important role, not to mention that it is a harder gamble to take one of such bases if the reward is minor or if such reward plays a big role in the far future.

Also, found this + Show Spoiler +
[image loading]

Just a very minor mistake in the texturing :b


It's actually the main reason why I added in so many drop pods was because I felt it was a little too open at parts so I wanted places that you could place tanks / collosus / reapers / air units to feel a little "safer" if making a slow push. Part of me is thinking I might try experimenting with the horizontal distance of the map. It's 172x148, which isn't that bad since that's overall less surface area then 160x160 which is what a good chunk of 4p maps are now a day, but I still think I could shrink it a bit and possibly bring it closer to 160x148 or so.

The change from Gold > High Yield gas is actually quite an interesting idea. The more I think about it the more it does make sense since there are plenty of bases on the map that minerals should almost never be a problem. I'll toy around with this idea!

Also, wtf textures! I've had to fix up so many of those so far, no clue how I keep missing those little spots. >.<
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
Fatam
Profile Joined June 2012
1986 Posts
January 20 2016 09:17 GMT
#19
Wow! Was keyword searching for something and stumbled across this thing. Never saw it before, but such a neat simple concept. Would love to see this somehow revived for LotV.
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
SidianTheBard
Profile Joined October 2010
United States2475 Posts
Last Edited: 2016-01-20 14:50:42
January 20 2016 14:49 GMT
#20
Haha, dammit Fatam lol. I actually can't edit the OP but the OP pictures are a little outdated. I'll just post the newest overview I have though. Basically changed the gold to normal and added lots of ramps to the high ground pods so they are less abusive. (and more race friendly and not just terran favored)

[image loading]

Although, these changes were done back for hots, so maybe having the drop pods & gold base back would be awesome for lotv.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
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