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[M](2) Mahatma

Forum Index > SC2 Maps & Custom Games
Post a Reply
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
Last Edited: 2015-01-30 14:29:02
September 17 2014 19:53 GMT
#1
[image loading]
Mahatma 1.1
Uploaded as Mahatma to NA&EU

154x134 bounds
nat to nat of 51.3seconds
main to main of 66.9seconds
12bases total
1863 objects

tileset: pheaton cliffs+rubble+shale with agria dirt+grass+foliage with bel'shir gras light+dark with aiur grass (yes thats 4 texture sets mixed and all 8 texture slots used)

about the map: the goal back during the first version was to implement my new thought process behind map design in a simple but solid 2p map.
ultimately it's strength may very well be it's downfall, as it doesn't have any overly exciting features.

old version is at the bottom of this post

will very likely enter this in TLMC5

Imgur album for easy viewing

Analyzer
[image loading]
Top overview
[image loading]
Angled overview
[image loading]
























old thread for archive reasons
+ Show Spoiler +
[image loading]

Mahatma
Uploaded as Mahatma to NA&EU
Made with help of Lefix
size is 160x152

I feel like recently I have started to understand map design a lot better than I used to and am proud to show this with this map, it's pretty standard but still has a lot going on.
I would also like to thank Lefix for providing the artwork on this map

imgur album for easy viewing

Top overview
[image loading]

Angled overview
[image loading]

Main base
[image loading]

Natural base
[image loading]

Third base
[image loading]

Fourth base
[image loading]

Other bases
[image loading]
[image loading]

Middle
[image loading]

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

"Not you."
Knatterking
Profile Joined April 2014
Germany405 Posts
September 17 2014 21:43 GMT
#2
I really like this map, especially the path behind the forth base to the natural seems like a nice idea.
loft
Profile Joined July 2009
United States344 Posts
September 17 2014 22:14 GMT
#3
I like this map! Glad people are still making maps instead of this stupid "dream pool" of old bad maps.
Pontius Pirate
Profile Blog Joined August 2013
United States1557 Posts
September 17 2014 23:18 GMT
#4
The main base seems just a bit small. Maybe it could be expanded a bit into where that unpathable lower cliff is, or maybe also further behind the mineral line.
"I had to close the door so my parents wouldn't judge me." - ZombieGrub during the ShitfaceTradeTV stream
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
September 18 2014 01:58 GMT
#5
On September 18 2014 07:14 loft wrote:
I like this map! Glad people are still making maps instead of this stupid "dream pool" of old bad maps.

Good chance that TLMC will happen in the next few months actually. It's about time for it if I'm not mistaken?
ModeratorI am still alive, somehow
TL+ Member
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
September 18 2014 07:25 GMT
#6
This map looks great
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
phantomfive
Profile Joined April 2010
Korea (South)404 Posts
September 18 2014 07:41 GMT
#7
Nice map. Do the trees catch on fire?
To ease another's heartache is to forget one's own - Lincoln
algue
Profile Joined July 2011
France1436 Posts
September 18 2014 08:17 GMT
#8
@phantomfive : Yes, all trees catch on fire by default.

Il really like the map. Only the 9 and 3 o'clock base feel a bit weird but it's not a big problem. Good job !
rly ?
Appelsoep
Profile Joined September 2014
Belarus18 Posts
September 18 2014 12:50 GMT
#9
Nice map!
Like a baws
Jj_82
Profile Joined December 2012
Swaziland419 Posts
September 18 2014 22:08 GMT
#10
Like it, especially the foggy design.
Once rode a waterslide with PartinG and TaeJa ✌
Superbanana
Profile Joined May 2014
2369 Posts
Last Edited: 2014-09-19 00:12:39
September 19 2014 00:01 GMT
#11
Yes, nothing too fancy, but very well done. We need "standard" maps like this one its bad to mix it up when it creates OP strategies or boring play (when cheese is too strong or turtling is too easy). I feel like this is well crafted.
Maybe that fourth base is annoying for zerg? Since zerg grabs the fourth base earlier it might be annoying to break the rocks twice (colapse and destroy right after), and if you don't break it there is a big risk that the fourth gets isolated and dead soon. That and you may want to colapse the other rock too.
Not that its terrible, just something that zerg will have to keep in mind.
In PvZ the zerg can make the situation spire out of control but protoss can adept to the situation.
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
September 22 2014 09:01 GMT
#12
uploading a fix later today that moves the slightly misplaced rocks in the middle, and make the highground near the nat not be in the way of vision for walling the nat on the east side of the map, if anyone else has found some issues please inform me so I can include these.
"Not you."
SeinGalton
Profile Blog Joined April 2011
South Africa387 Posts
September 26 2014 14:52 GMT
#13
The more I look at this map the more I like it. The only novel feature is that 2nd -> 4th pathway, and-but somehow you've really put a lot of simple, no-frills elements into a deceptively complex map. It not only seems to encourage a reactive expansion progression rather than a premeditated one but also facilitates both knock-out-punch styles and more attrition- or harass-based styles. I do agree it could benefit from slightly larger mains though?
They're coming to get you, Barbara.
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
January 30 2015 14:28 GMT
#14
Mahatma is back, now slightly smaller and with an art rework

welcome to 1.1
"Not you."
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
Last Edited: 2015-01-30 14:39:22
January 30 2015 14:39 GMT
#15
Meh, I liked the little path behind the third on the old version )':
Apart from that it's still a very good-looking and solid map, gj. It's the kind of map we need in the map pool instead of things like Inferno Pool & co.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
[PkF] Wire
Profile Joined March 2013
France24239 Posts
January 30 2015 14:40 GMT
#16
I like the current aesthetics far more than the previous ones, good job.
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
January 30 2015 14:50 GMT
#17
On January 30 2015 23:39 OtherWorld wrote:
Meh, I liked the little path behind the third on the old version )':
Apart from that it's still a very good-looking and solid map, gj. It's the kind of map we need in the map pool instead of things like Inferno Pool & co.


while it was an interesting little detail, it was to strong for drop play.

On January 30 2015 23:40 [PkF] Wire wrote:
I like the current aesthetics far more than the previous ones, good job.


the art style is mostly the same, what was done was cutting back on grey textures and some tinkering with the fog to keep the lowground faded effect, without making everything else look grey.
"Not you."
[PkF] Wire
Profile Joined March 2013
France24239 Posts
January 30 2015 14:56 GMT
#18
On January 30 2015 23:50 Meavis wrote:
Show nested quote +
On January 30 2015 23:39 OtherWorld wrote:
Meh, I liked the little path behind the third on the old version )':
Apart from that it's still a very good-looking and solid map, gj. It's the kind of map we need in the map pool instead of things like Inferno Pool & co.


while it was an interesting little detail, it was to strong for drop play.

Show nested quote +
On January 30 2015 23:40 [PkF] Wire wrote:
I like the current aesthetics far more than the previous ones, good job.


the art style is mostly the same, what was done was cutting back on grey textures and some tinkering with the fog to keep the lowground faded effect, without making everything else look grey.

If I recall correctly -I played a few games with a Z buddy on that map- the initial version was duller, with a lot less vegetation. I'm a huge fan of green maps, I miss the aesthetics of maps like Tal'darim Altar and Bel'shir Vestige so I was really happy to see more grass and trees ^^
Blizzkrieg
Profile Joined March 2014
95 Posts
January 30 2015 22:28 GMT
#19
The trees you chose to use add just the right color accent... great work.
Man is equally incapable of seeing the nothingness from which he emerges and the infinity in which he is engulfed. -Blaise Pascal
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