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Active: 6369 users

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

Forum Index > SC2 Maps & Custom Games
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Semmo
Profile Joined June 2011
Korea (South)627 Posts
Last Edited: 2014-10-08 12:47:18
October 08 2014 12:08 GMT
#1
[image loading]


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]

- 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


[image loading]


[image loading]


[image loading]







CruX Road Kill
Mineral-Wall Edition


[image loading]

- 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


[image loading]


[image loading]







CruX Road Kill
Standard Edition


[image loading]

- Horizontal positions are disabled
- Standard 4p map
- Center contains LOS Blockers and bridges to allow positional play
- Textures inspired by Brood War Desert Tileset


[image loading]
Mapmaker of Frost, Fruitland and Bridgehead
starslayer
Profile Joined August 2011
United States696 Posts
October 08 2014 12:28 GMT
#2
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
i came here to kickass and chew bubblegum and i'm all out of bubble gum
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
October 08 2014 12:30 GMT
#3
Road Kill really looks like a very cool map.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Rescawen
Profile Joined April 2010
Finland1028 Posts
October 08 2014 12:42 GMT
#4
bridgeedge could be rly fun, road kill looks like terran will win very easily
Musicus
Profile Joined August 2011
Germany23579 Posts
October 08 2014 12:45 GMT
#5
Wow, those maps look really cool. They have a completely different feel to them compared to what we have now.
Maru and Serral are probably top 5.
Semmo
Profile Joined June 2011
Korea (South)627 Posts
October 08 2014 12:47 GMT
#6
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!
Mapmaker of Frost, Fruitland and Bridgehead
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
October 08 2014 12:50 GMT
#7
authors aren't mentioned? or are both by you semmo?
"Not you."
Semmo
Profile Joined June 2011
Korea (South)627 Posts
October 08 2014 13:07 GMT
#8
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...
Mapmaker of Frost, Fruitland and Bridgehead
FrozenProbe
Profile Joined March 2012
Italy276 Posts
October 08 2014 13:28 GMT
#9
Sick maps, well done Semmo!
IeZaeL
Profile Joined July 2012
Italy991 Posts
October 08 2014 14:01 GMT
#10
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.
Author of Coda and Eastwatch.
gophario
Profile Joined July 2011
United States169 Posts
October 08 2014 14:14 GMT
#11
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
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
October 08 2014 14:18 GMT
#12
The texturing of Bridgehead is just superb. Good job on that.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
October 08 2014 14:28 GMT
#13
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.
~ ~ <°)))><~ ~ ~
[PkF] Wire
Profile Joined March 2013
France24239 Posts
October 08 2014 15:43 GMT
#14
I must be stupid, but... where do you spawn on Bridgehead ? I can't seem to figure it out.
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
October 08 2014 15:47 GMT
#15
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.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Ej_
Profile Blog Joined January 2013
47656 Posts
October 08 2014 16:14 GMT
#16
Bridgehead kind of reminds me of HBR.
"Technically the dictionary has zero authority on the meaning or words" - Rodya
Arceus
Profile Blog Joined February 2008
Vietnam8333 Posts
October 08 2014 16:23 GMT
#17
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
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
October 08 2014 16:51 GMT
#18
So BW and sooo cooool!!
10%
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
October 08 2014 17:00 GMT
#19
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
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
MasterSmurf
Profile Joined January 2013
Germany30 Posts
October 08 2014 17:12 GMT
#20
pretty maps! but i dont like the gold minerals wall
@xchamper
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 Country52798 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.
ModeratorI am still alive, somehow
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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