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[M] (2) Janakkala

Forum Index > SC2 Maps & Custom Games
Post a Reply
Elche
Profile Joined June 2011
Finland170 Posts
Last Edited: 2014-11-23 17:25:04
November 18 2014 20:48 GMT
#1
Mapbounds:144x148
Nat to Nat: 40s
Bases:12x8m2g
Published:EU,NA
Overview:[image loading]
60 Degree: + Show Spoiler +
[image loading]

Analyzer: + Show Spoiler +
[image loading]


Closeups:
Main+ Show Spoiler +
[image loading]

Nat+ Show Spoiler +
[image loading]

Lowthird+ Show Spoiler +
[image loading]

Forward+ Show Spoiler +
[image loading]

Rockbase+ Show Spoiler +
[image loading]

Platformbase+ Show Spoiler +
[image loading]

Midmap+ Show Spoiler +
[image loading]



Old version:
Overview
+ Show Spoiler +
[image loading]

60 Degree:
+ Show Spoiler +
[image loading]
zelevin
Profile Joined January 2012
United States330 Posts
November 18 2014 21:02 GMT
#2
It's maps like these that make me wish I was a mapmaker, because if I was, then I would say something like, "Let's get married and make great maps together. <3"

TRANSLATION: I like the map.
"You're the idiot, idiot. That's why your fuckin' name is Idiot." - Artosis to CSG
FlaShFTW
Profile Blog Joined February 2010
United States10579 Posts
November 18 2014 21:20 GMT
#3
in theory there's like 3 chokes for you to defend to take 5 bases. coupled with the lack of air space around for players to drop it seems like a very turtley map. i guess the shorter rush distances help with that problem. i would like to see more bases being harder to take//more contestable. for example move the top left and the bottom right bases closer to the 3/9 positions. otherwise though its a pretty good map.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
SwedenTheKid
Profile Joined July 2014
567 Posts
November 18 2014 22:14 GMT
#4
4 bases seem really easy. Actually 5 bases as well. Not that makes a map by definition "bad", but you might want to alter that. Hard to tell from the overview but the grass texture to sand texture seems rushed and not very natural. But yeah it would be nice to have some close-ups. I do like the 3rd base options, as well as the short rush distance and middle of the map (the close proximity of the forward 3rds is nice).
Casual Mapmaker
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
November 18 2014 22:40 GMT
#5
Disagree with bases being to easy, what's really giving me doubts about this map, is the huge walking distance trying to get around the forward base

As for aesthetics, cliff edges look a bit weird in some places, where they either break the mold or are to continous, also textures are seperated to cleanly imo, could use a better transition or more textures blend in
"Not you."
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
November 18 2014 23:35 GMT
#6
Agreeing with Meavis here. Those air spaces in the center seem unnecessary.
I really like the choice of third bases, and I don't think 5 bases are way too easy or anything.
ModeratorI am still alive, somehow
TL+ Member
Kitsunesama21
Profile Joined June 2014
United States21 Posts
November 19 2014 01:24 GMT
#7
I feel like this might be the direction that Legacy of the Void maps will take (assuming nothing changes). I'll give it a play and see how it feels when the LoTV mod comes out. In general I like this map though.
Xenotolerance
Profile Joined November 2012
United States464 Posts
Last Edited: 2014-11-19 05:24:49
November 19 2014 05:23 GMT
#8
NO PARKING

Taking the air space buffer off the forward base will make it easier to attack, which I assume is why you put them there in the first place. I agree with Meavis and Templar that it's better without the space, and the base being easier to harass would be fine. It could be the fifth after all.

oh yeah and can we get an analyzer or some close-ups? It's lookin' real good but I want some details
www.alonetone.com/xenotolerance
Elche
Profile Joined June 2011
Finland170 Posts
November 19 2014 16:15 GMT
#9
Thanks a lot for the comments.
I agree that the airspace around the forward base was a bad idea and have removed them.
I also added small high ground pods near the middle ramps and los blockers to the sidepaths.

Updated opening post with new images and an analyzer image, I'm a bit concerned weather the pathways are a bit too open, but that is easily remedied if that is the case.
I'm also wondering if I should add Xel'naga towers to the 11/5 o'clock openings, I generally don't like them in maps but it might actually help with the map not being that turtley (which it might not be in the first place) because they could be used to give high ground vision.

I'll try to add some closeups later tonight, drop a message if you want something specific to be shown. (Walloffs, Range etc.)

Also, if anybody happens to play this map, I would love to get my hands on some replays.
Thanks.
CycoDude
Profile Joined November 2010
United States326 Posts
November 20 2014 01:50 GMT
#10
looks like a nice 1v1 map to me.
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
November 20 2014 04:35 GMT
#11
not bad, very standard, but well done imo
10%
EJK
Profile Blog Joined September 2013
United States1302 Posts
November 21 2014 06:39 GMT
#12
is this available on NA?
Sc2 Terran Coach, top 16GM NA - interested in coaching? Message me on teamliquid!
Elche
Profile Joined June 2011
Finland170 Posts
November 21 2014 12:33 GMT
#13
Yes.

Updated OP with publish info.
jeekqing
Profile Joined November 2014
Albania3 Posts
November 22 2014 10:36 GMT
#14
--- Nuked ---
Elche
Profile Joined June 2011
Finland170 Posts
November 23 2014 17:27 GMT
#15
Updated Overview pictures in the op. Only aestethical changes.
Added closeups to op.
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