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Hello, this is Semmo, here with a few maps. The maps are now published under CruX Bridgehead, CruX Road Kill ME and Crux Road Kill SE.
CruX Bridgehead
![[image loading]](http://i.imgur.com/n7adSaE.jpg)
- Texturing is inspired by Brood War Jungle Tileset. - Features an outer path that can be used for counterattacks - Bridges provide strategic points - Features a backdoor expansion
CruX Road Kill Mineral-Wall Edition
![[image loading]](http://i.imgur.com/F6ouAlV.jpg)
- Mineral walls can be used for strategic value, and can also enable all spawn positions - Center contains LOS Blockers and bridges to allow positional play - Textures inspired by Brood War Desert Tileset
CruX Road Kill Standard Edition
![[image loading]](http://i.imgur.com/IwJIGwJ.jpg)
- Horizontal positions are disabled - Standard 4p map - Center contains LOS Blockers and bridges to allow positional play - Textures inspired by Brood War Desert Tileset
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wow just love these maps, love the BW feel/looks. very sick will have to try these once there out. good job keep it up
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Road Kill really looks like a very cool map.
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bridgeedge could be rly fun, road kill looks like terran will win very easily
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Wow, those maps look really cool. They have a completely different feel to them compared to what we have now.
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On October 08 2014 21:28 starslayer wrote: wow just love these maps, love the BW feel/looks. very sick will have to try these once there out. good job keep it up
Hello, they are now published!
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authors aren't mentioned? or are both by you semmo?
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On October 08 2014 21:50 Meavis wrote: authors aren't mentioned? or are both by you semmo?
They are both by me.. Why would I post maps by other people...
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Sick maps, well done Semmo!
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Bridgehead is gorgeous from a first look , really dig the textures. Its like 10x times better than Mereel's tileset. Second map however i would try to blend the 2 sand textures just a little , so you dont see the rectangular shapes but you still get that feel.
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Bridgehead looks really awesome, road kill looks like it could go either way.
I really dig the tilesets for both especially bridge and the mineral walls could potentially be really cool
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The texturing of Bridgehead is just superb. Good job on that.
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Very nice, great to have that bw feel.
And interesting main wall off on bridgehead. I guess thats viable now since gaining top of the ramp vision in pvp is no longer the primary concern for holding a blink all in.
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I must be stupid, but... where do you spawn on Bridgehead ? I can't seem to figure it out.
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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.
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Bridgehead kind of reminds me of HBR.
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both layout and tileset definitely have some BW feel to them, not to mention that they look way more interesting than all of the current map pool hope both of them make to the 2015 pool. gj
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Also looking at it more closely Bridgehead looks like a really interesting map with innovative but not broken features. Would love to see it in a tournament map pool
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pretty maps! but i dont like the gold minerals wall
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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.
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Aotearoa39261 Posts
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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
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Beautiful work. Moments like these I really wish I had friends who play this game so could try Bridgehead with someone :D :D
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what ridge did u use for the bridges?
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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.
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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
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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.
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I love it, the textures look just like how the Brood war editor would texture
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Someone likes Brood War textures (:
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your Country52797 Posts
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.
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Aotearoa39261 Posts
The second map is actually the classic desert texture from BW
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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.
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Sweden33719 Posts
Bridgehead is the prettiest map I've ever seen :o
Feels like Heartbreak Ridge meets Katrina?
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i hope bridgehead makes it to the ladder. That's one of the prettiest map i've ever seen. Love the broodwar style
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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.
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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.
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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.
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