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Broken Promises
by OtherWorld
Map Size (playable) : 132x124 Published on : [EU] [NA] [KR] [SEA]
Overview :
Analyzer :
Bases/pretty pics (Note : some pics may show outdated terrain) : + Show Spoiler +
The goal here was to make a standard, solid, balanced map, which probably lacks in originality/meta-pushing potential. I know the aesthetics suck (yay Protoss decals bleeding on cliffs), but as I will start to study very hard again soon I had to either rush them, or not finish the map. Since I started it in August and TLMC happened, I really wanted to finish it.
Hope you enjoy it, and don't hesitate to comment and criticize it
Changelog : + Show Spoiler +Changelog : v1.4, 29/01/2015 - Changed water's properties
- Added some doodads here and here + minor pathing improvements
v1.3, 28/01/2015 - Users on Low settings can now behold the might of Daaleam Ark cliffs that do NOT have black holes (or crappy doodads covering these holes) underneath. Sexy, right?
- Glowing orange decals in the main replaced with golden Protoss rails.
- Now published on KR and SEA as well !
v1.2, 25/01/2015 : - Removed rebellious zealots
- Fixed random plants levitating above the ground instead of being firmly rooted in it
- Quick and dirty fix of the "black holes" issue. Added Umojan walls to fill up the holes + Forcefield Walls to make it more Protoss-y
- Added sky
- I realized the decals I put in the main, which are sober and discreet, don't appear on Low setting -.-'
v1.1, 25/01/2015 : - Aesthetics upgrade
- Pathing bugs fixed
- Less holes
- Moar crystals, plants and Protoss decals
- The map gains a (small and dirty) beach !
- Parts of a Protoss city randomly appeared
- The mains are a bit larger, it should be possible to put pylon+gateway behind the minerals now
v1, 24/01/2015 :
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Protoss Decals syndrome : The map
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First impression: Very nice map layout! Although I play random atm, I'm a bit terran biased. - I like the distances (at first I thought it's a bit too short for zergs, but it's okay with the third on the low ground) - the highground areas are great - the sizes of the ramps are perfect, imo - lots of air space around the main is good for mutas and drops (so I like that as well) - possible blink allin in PvT are "holdable" for terrans I think. Still a thread though - Protoss can take a third base (doesn't have to 2 base)
seems (after spending like 15min with the map) like a fairly balanced map, regarding the races.
I didn't like the very bright decals in the mains. Feel like that's a bit too much. Although that's simply my taste. After checking the high grounds I even found a little bug
I usuall play on low graphic settings. In this case the shades aren't looking great behind the main. Dunno how much u can do about it...
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On January 24 2015 20:29 algue wrote: Protoss Decals syndrome : The map Yeah I know, I already whipped myself several times in repentance. Aside from that though, any other feedback?^^
On January 24 2015 21:35 helius788 wrote:First impression: Very nice map layout! Although I play random atm, I'm a bit terran biased. - I like the distances (at first I thought it's a bit too short for zergs, but it's okay with the third on the low ground) - the highground areas are great - the sizes of the ramps are perfect, imo - lots of air space around the main is good for mutas and drops (so I like that as well) - possible blink allin in PvT are "holdable" for terrans I think. Still a thread though - Protoss can take a third base (doesn't have to 2 base) seems (after spending like 15min with the map) like a fairly balanced map, regarding the races. I didn't like the very bright decals in the mains. Feel like that's a bit too much. Although that's simply my taste. After checking the high grounds I even found a little bug + Show Spoiler +I usuall play on low graphic settings. In this case the shades aren't looking great behind the main. Dunno how much u can do about it... Thanks for feedback and for playing the map ! Yeah Blink is strong on this map but not imba I feel. I'm also a bit unsatisfied with the mains' aesthetics (well with the aesthetics of the whole map, but especially the main). I'll check the cliff pathing too.
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I like the flow of the map, kind of standard and reminds a bit of Polar Night the way the thirds work out. Nice work.
What I don't like is the amount of tiny holes in the ground, in particular the one with the small debris at the low ground third and the lowground outer paths into said third base. Also the ones in front of the natural.
The first one I named feels like a little unnecessarily fancy experiment that doesn't really fit the particular layout of the base and gets in the way of walking down the big ramp. The one in the outpath makes a small path even more awkward to walk through and probably causes problems with bigger units, in particular ultralisks. The 4 ones in the front seem like 1-2 too much from a first glance around the map, very abuseable with forcefields, very hard to position any bigger army against Protoss and again, might cause problems when you maneuver multiple Colossi (think PvP positioning) or ultralisks through those points.
Also could use a little more aesthetical work in the playable water areas. Like little crystal/plant islands (unpathable of course) left of the bottom (right of the upper) main base.
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Like the look, reminds me of the BW shakuras texture set. I guess I agree with feedback for the most part. Good map though.
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your Country52796 Posts
On January 24 2015 20:29 algue wrote: Protoss Decals syndrome : The map I literally made a map called Protoss Decal once. This map has more.
+ Show Spoiler +
I don't like any of the holes in this map, it's tight enough without them. Can't really complain about the design though, pretty standard.
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I like the decals, protoss shit is pretty
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I agree with the hole tweaks mentioned by big j.
I also think the bases at 2 & 8 can be brought down to low ground - pretty much putting the mineral line where the holes are now.
I think helius mention something about blink all in. I'm a little worried about that too, if it is a problem I would just pull that base in a little bit.
I like the textures used. Like you said the doodads need to be tuned up and I think this map would be worth it when you got the time.
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Such an awesome map and a name!
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Great map, same with the holes. Id suggest removing most and combining the ones in the center and making then a cover a bit less ares
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Thank you everyone for your feedback ! I'll try to do an aesthetic upgrade and work on the holes a bit tomorrow.
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Map updated ! Changelog : v1.1, 25/01/2015 :
- Aesthetics upgrade
- Pathing bugs fixed
- Less holes
- Moar crystals, plants and Protoss decals
- Moar islands
- The map gains a (small and dirty) beach !
- Parts of a Protoss city randomly appeared
- The mains are a bit larger, it should be possible to put pylon+gateway behind the minerals now (or hide your dark shrine from those dirty overlord eyes)
edit : actually the most recent version is not uploaded yet, my Inet is giving me troubles. Nevermind it's ok now, even uploaded on NA.
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Might want to try fix this issue here (and other places): Screenshot example No, the water can't hide everything on every graphic setting. ;-) There are also a bunch of plants levitating above ground. And for last, there's 2 random neutral zealots standing in the buttom left corner of the map.
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On January 25 2015 21:01 Ferisii wrote:Might want to try fix this issue here (and other places): Screenshot exampleNo, the water can't hide everything on every graphic setting. ;-) There are also a bunch of plants levitating above ground. And for last, there's 2 random neutral zealots standing in the buttom left corner of the map. Any idea on how to fix this? As you guessed the dark water was used to hide this because I didn't manage to fix it >< Thanks for pointing these things out, looks like I did things a bit too fast.
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Well, for a quick solution I just came up with, would be closing off the holes with Umojan Lab Walls like shown Here. I'm sure there's better aesthetic looking solutions though.
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On January 25 2015 22:12 Ferisii wrote:Well, for a quick solution I just came up with, would be closing off the holes with Umojan Lab Walls like shown Here.I'm sure there's better aesthetic looking solutions though. Hmm yeah I think I can do something with that. I'm trying to copy/paste what I can into a new map file to see if it works out better, if I fail I'll try your solution. Thanks for the help ! Do you have any other feedback regarding the map, how it plays out, etc? edit : yeah copy/pasting def. not working. I think the most reasonable and time-saving solution is yours + 'ShipForceFieldWalls' in front of the Umojan Walls to make it look less awkward
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the "Aiur Chef" Doodads increased in size could be fitting to fill that gap, or possibly their backside. Maybe need a custom color though.
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Ok I'm not happy with it but I have no more time. This'll be the final version unless major bug is found. Atm I am experiencing lag when testing the map on every settings (even Low), but since I experience it on Expedition Lost as well I think it comes from my Internet/PC/SC2. But I'm still afraid about potential lag, because the quick fix I did added a lot of doodads, I don't even want to know how many.
Changelog : v1.2, 25/01/2015 :
- Removed rebellious zealots
- Fixed random plants levitating above the ground instead of being firmly rooted in it
- Quick and dirty fix of the "black holes" issue. Added Umojan walls to fill up the holes + Forcefield Walls to make it more Protoss-y
- Added sky
- I realized the decals I put in the main, which are sober and discreet, don't appear on Low setting -.-'
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I really love the aesthetics here! It feels that this happens less and less as most of the easy good things have already been done, but this map has really nice atmosphere while being different enough.
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