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Forum Index > SC2 Maps & Custom Games
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Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2015-02-06 07:27:08
February 06 2015 06:56 GMT
#1
Published as Hyperlink Tt on
NA EU KR SEA
By Timetwister22
v1.2


[image loading]

Playable: 124x156

Concept and Thoughts
+ Show Spoiler +

This map started off as an aesthetic experiment, hence the extensive amount of aesthetic detail. I suspect the graphical performance might not be great, so I do plan on creating a lighter version that will use significantly less doodads. As of current, this map has about 3.6k doodads.

Concept wise, I looked to keep things pretty standard. I did not want to promote passive play whatsoever, so I offered several attack paths, a third vulnerable to harass, and a narrow map width that forces late game players to expand toward one another. These features should promote more aggressive play styles over passive play, thus leading to more faster paced and action packed games....hopefully.


Tileset
+ Show Spoiler +

Korhal Platform Panels Small Dark
Skygeirr Platform Grid Medium
Castanar Small Tiles
Skygeirr Lab Inner Grid Medium
Skygeirr Lab Inner Grid Small
Umoja Grid Small

Skygeirr Lab Manmade Cliffs


Aesthetic Shots
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


Change Log
+ Show Spoiler +

None yet!



As always, feedback is more than welcome
Former ESV Mapmaker | @Timetwister22
LComteVarauG
Profile Joined January 2015
Australia158 Posts
February 06 2015 07:25 GMT
#2
This map looks amazing! The amount of doodads and details are huge. It might lag a bit though, but still, great job. I think it might be a bit too hard to get a third base, but other than that, really cool in my opinion.
Author of "[LCV]" maps on SEA and NA. Don't Panic. Member of the clan: JRB (Just Really Bad)
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
February 06 2015 08:05 GMT
#3
On February 06 2015 16:25 LComteVarauG wrote:
This map looks amazing! The amount of doodads and details are huge. It might lag a bit though, but still, great job. I think it might be a bit too hard to get a third base, but other than that, really cool in my opinion.

I think the 3rd is significantly easier than it looks - the nat points directly at it, so the distance from nat choke to 3rd seems very normal/reasonable to me, about the same as Overgrowth maybe. It's a very interesting setup.

All in all this is one of the most solid maps I've seen in a long time, both in layout and decoration. The 4th seems a little close to the 3rd, but with the cliff vulnerability that's probably ok.
vibeo gane,
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
February 06 2015 09:45 GMT
#4
The map is really nice. Although all my instincts are telling me that the high ground should be lighter in color than the low ground every time I look at the map I get them confused and have to work it out.
Administrator~ Spirit will set you free ~
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
February 06 2015 09:55 GMT
#5
On February 06 2015 18:45 Plexa wrote:
The map is really nice. Although all my instincts are telling me that the high ground should be lighter in color than the low ground every time I look at the map I get them confused and have to work it out.

I had the same reaction d: The map very cool though, in both layout and aesthetics.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
February 06 2015 10:26 GMT
#6
Drops in TvP are gonna be really nasty here. Don't think I can see Polt ever losing a game on this map. :p
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 06 2015 17:33 GMT
#7
Digging these aesthetics. I agree the 3rd is easy to take. Not necessarily easy to defend as the game goes on. However, the 4th base covers the 3rd pretty well. I actually see this as being a fairly standard macro map for that reason. A little worried about zerg because you're forced to expand towards. But the distances are good. And most important looks fun to play! Nice one.
Comprehensive strategic intention: DNE
SidianTheBard
Profile Joined October 2010
United States2474 Posts
February 06 2015 17:49 GMT
#8
Surprised nobody has mentioned Blink or Elevator plays from the forward 3rd into the main. That seems like it would be extremely scary especially if you put a low ground tank by the forward 3rd gas, it'd be able to shell from across the gap, covering the ramp.

Could a sentry actually FF off the main ramp from that forward third as well, it looks like it.

I also think you should move the 6th bases (the ones at 3 & 9 o clock) closer to their respective sides of the map. For instance, the 9 o clock base would move south, possibly closer to the LoSB and the 3 o clock would move north. Right now, those are strictly 6th bases because of how far out of the way you'd have to move yourself to defend if you took it. If you moved it closer to the LoSB on their respective sides, you then would have it be an option to take it as a 4th, 5th or 6th base.

Either way, awesome tileset, awesome map, awesome timetwister! gj!
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 06 2015 18:08 GMT
#9
On February 07 2015 02:49 SidianTheBard wrote:
Could a sentry actually FF off the main ramp from that forward third as well, it looks like it.

That's a great point. Should be addressed.
Comprehensive strategic intention: DNE
Timetwister22
Profile Joined March 2011
United States538 Posts
February 06 2015 22:10 GMT
#10
On February 07 2015 02:49 SidianTheBard wrote:
Could a sentry actually FF off the main ramp from that forward third as well, it looks like it.


Oops. The published version now has that issue fixed. I'll update the thread with the details of that change, among other changes, in the next day or two.

Thanks for all the feedback thus far everyone!
Former ESV Mapmaker | @Timetwister22
Blizzkrieg
Profile Joined March 2014
95 Posts
February 06 2015 22:43 GMT
#11
Classic feel... lovin' it.

Maybe the red will inspire aggressive games
Man is equally incapable of seeing the nothingness from which he emerges and the infinity in which he is engulfed. -Blaise Pascal
JaredStarr
Profile Joined June 2013
Canada115 Posts
February 07 2015 01:57 GMT
#12
I feel like the center high ground pods could have been designed a bit more efficiently to promote expanding up there as a third as well. Visualizing both players taking their 3rd and 4th on the high ground looks like some potentially cool games.
Timetwister22
Profile Joined March 2011
United States538 Posts
February 07 2015 04:07 GMT
#13
On February 07 2015 10:57 JaredStarr wrote:
I feel like the center high ground pods could have been designed a bit more efficiently to promote expanding up there as a third as well. Visualizing both players taking their 3rd and 4th on the high ground looks like some potentially cool games.


This comment seriously confuses me. The thirds are the high ground thirds. What other base could possibly be the third? All the other bases are either too far or super open.
Former ESV Mapmaker | @Timetwister22
SidianTheBard
Profile Joined October 2010
United States2474 Posts
February 07 2015 05:06 GMT
#14
Is there anyway you can make the Red outline as well as the...light red/orangish on the ramps a little more dim? When actually playing on the map everything is just so dark besides those things, it's a little stressful on the eyes imo.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
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