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[M] (2) CruX Bridgehead + (4) CruX Road Kill - Page 2

Forum Index > SC2 Maps & Custom Games
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pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
October 08 2014 17:42 GMT
#21
On October 09 2014 00:47 OtherWorld wrote:
Show nested quote +
On October 09 2014 00:43 [PkF] Wire wrote:
I must be stupid, but... where do you spawn on Bridgehead ? I can't seem to figure it out.

I believe you spawn at the (almost) 3/9 o'clock bases, since these spawns would allow for a backdoor expansion and reasonably sized ramp.


Whoa, that is an unusual layout! Interesting.

Bridgehead looks great! Love the BW feel. As for Road Kill, some more blending of textures would be nice, as has been mentioned.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
October 08 2014 19:41 GMT
#22
The master returns!
Administrator~ Spirit will set you free ~
Xenotolerance
Profile Joined November 2012
United States464 Posts
October 08 2014 21:19 GMT
#23
mein gott

No joke I think these are master class maps. Obviously the BW feel is very cool and gets good vibes going, but it's also the cool layout. And playable mineral walls in SC2. Inspiring
www.alonetone.com/xenotolerance
toocoldtocry
Profile Joined July 2014
Finland20 Posts
October 08 2014 21:56 GMT
#24
Beautiful work. Moments like these I really wish I had friends who play this game so could try Bridgehead with someone :D :D
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
October 08 2014 22:31 GMT
#25
what ridge did u use for the bridges?
10%
yakitate304
Profile Joined April 2009
United States655 Posts
October 08 2014 22:44 GMT
#26
I absolutely love Bridgehead, both in aesthetics and layout. Hope to see this on ladder.

I also like the Gold version of Road Kill, but not as much.

All in all, great work on both of these.
Yaki's Streaming Madness: twitch.tv/YakiSC ||| FRB Grand Tournament Organizer ||| @YakiStarCraft ||| Youtube.com/YakiStarCraft
starslayer
Profile Joined August 2011
United States696 Posts
October 08 2014 22:51 GMT
#27
just wow great maps idk about balance but from what i can tell super fun. wish more maps were like these or at least different like these. everyone should atleast try them out
i came here to kickass and chew bubblegum and i'm all out of bubble gum
Quidios
Profile Joined June 2013
Sweden74 Posts
October 08 2014 23:02 GMT
#28
First of all, what's with the names, dude?
Seems like mapnames are generally in a downwards spiral, I will have to come up with a killer one for my next map to raise the bar. Anyways, here are some notes.

"Bridgehead"
I assume all the highgrounds are unpathable, in which case you should really indicate it with some doodads. This also means there is only one small spot for reaper-scouting. This might not be a big issue but I think some Terrans feel like it makes for more coinflip situations in TvP.
The backdoor is really a double edged sword to me. While it makes the map less turtly, it induces a lot of allins and baseraces. The way it's setup might work out, it's hard to tell.
I like the rest of the map, it's a bit different from what we have.

"Road Kill"
In my opinion, if a 4p map doesn't have all spawns viable, then what's the point? I don't think the mineralwalls makes it any more viable, and it's quite boring.
GeneralSezme
Profile Joined July 2014
United States58 Posts
October 08 2014 23:07 GMT
#29
I love it, the textures look just like how the Brood war editor would texture
Melee map maker
Hexe
Profile Joined August 2014
United States332 Posts
October 08 2014 23:28 GMT
#30
Someone likes Brood War textures (:
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
October 09 2014 01:28 GMT
#31
On October 09 2014 08:28 Hexe wrote:
Someone likes Brood War textures (:

Lol, the first one looks exactly like a BW map in that regard :D
Should change the texture pattern of the second one to be similar.
Moderatorshe/her
TL+ Member
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
October 09 2014 03:23 GMT
#32
The second map is actually the classic desert texture from BW
Administrator~ Spirit will set you free ~
Semmo
Profile Joined June 2011
Korea (South)627 Posts
Last Edited: 2014-10-09 03:51:29
October 09 2014 03:38 GMT
#33
On October 09 2014 08:02 Quidios wrote:
First of all, what's with the names, dude?
Seems like mapnames are generally in a downwards spiral, I will have to come up with a killer one for my next map to raise the bar. Anyways, here are some notes.

"Bridgehead"
I assume all the highgrounds are unpathable, in which case you should really indicate it with some doodads. This also means there is only one small spot for reaper-scouting. This might not be a big issue but I think some Terrans feel like it makes for more coinflip situations in TvP.
The backdoor is really a double edged sword to me. While it makes the map less turtly, it induces a lot of allins and baseraces. The way it's setup might work out, it's hard to tell.
I like the rest of the map, it's a bit different from what we have.

"Road Kill"
In my opinion, if a 4p map doesn't have all spawns viable, then what's the point? I don't think the mineralwalls makes it any more viable, and it's quite boring.


http://en.wikipedia.org/wiki/Bridgehead

On October 09 2014 07:31 sTYleZerG-eX wrote:
what ridge did u use for the bridges?


I used Aiur Manmade I think.
Mapmaker of Frost, Fruitland and Bridgehead
KUYZZ
Profile Joined October 2010
Peru38 Posts
October 09 2014 06:33 GMT
#34
great looking map
Zerg Rules
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
October 10 2014 09:13 GMT
#35
Bridgehead is the prettiest map I've ever seen :o

Feels like Heartbreak Ridge meets Katrina?
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
SamirDuran
Profile Joined May 2012
Philippines895 Posts
October 10 2014 15:20 GMT
#36
i hope bridgehead makes it to the ladder. That's one of the prettiest map i've ever seen. Love the broodwar style
Don't practice until you can get it right, practice until you can't get it wrong.
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
October 10 2014 18:07 GMT
#37
2) Small things about bridgehead: 1) there where no high ground bridges in bw 2) U forgot the very popular "ruins" texture that would almost always make an appearance in jungle maps.

10%
Semmo
Profile Joined June 2011
Korea (South)627 Posts
October 12 2014 06:53 GMT
#38
On October 11 2014 03:07 sTYleZerG-eX wrote:
2) Small things about bridgehead: 1) there where no high ground bridges in bw 2) U forgot the very popular "ruins" texture that would almost always make an appearance in jungle maps.



Yeah I know about 1), but I still wanted to use those bridges haha

2) I had a ruins Texture for this map, but it looked too SC2 to me. I could add it on though, along with other changes.
Mapmaker of Frost, Fruitland and Bridgehead
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
October 12 2014 07:27 GMT
#39
On October 11 2014 03:07 sTYleZerG-eX wrote:
1) there where no high ground bridges in bw

That's why the sc2 editor is occasionally superior to the BW editor lol.

Both are good maps but Bridgehead is by far the better one, it's one of the most interesting concepts I've seen recently that doesn't look completely broken at first glance. The BW decoration is awesome on both maps too, although the square patterning on the desert map looks very unnatural - I think you could take advantage of the SC2 editor's capabilities and cut down on the square look a bit. For some reason it's not a problem on the jungle tileset, the grass and mud look great to me.
vibeo gane,
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