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[M] (2) Paralda

Forum Index > SC2 Maps & Custom Games
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ScorpSCII
Profile Joined April 2012
Denmark499 Posts
Last Edited: 2015-02-10 20:43:20
February 06 2015 20:41 GMT
#1
Paralda
Published to: [NA] [EU]

Created by Scorp

[image loading]


Paralda, the last of my three TLMC5 submissions, is a fairly standard rotational map with 4 spawns. I tried to keep all of the spawn distances as even as possible, while allowing for alternate attack routes throughout the map - no matter the spawn scenario. One of the key identifiers of the map is the use of openness vs. chokes, which (hopefully) will result in interesting games.

Bounds: 152x152
Bases: 16x 8m2g
Main to Main: 54s (close), 63s (cross)
Natural to Natural: 33s (close), 40s (cross)

Close-ups
+ Show Spoiler [Show Images] +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


Previous Version
+ Show Spoiler [Show Changes] +


Feedback is, as always, welcome and well appreciated.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
IeZaeL
Profile Joined July 2012
Italy991 Posts
February 06 2015 20:48 GMT
#2
This gotta be one of the best mixed tilesets i have seen in a long time. Extremely good job on that ! Love the low doodads count and the terran textures.
As for the layout , try expanding the highground third chokes by 1-2 tiles each. Just a thought
Author of Coda and Eastwatch.
Ej_
Profile Blog Joined January 2013
47656 Posts
February 06 2015 20:53 GMT
#3
This looks cool. 4p rotational maps always welcomed.
"Technically the dictionary has zero authority on the meaning or words" - Rodya
Phaenoman
Profile Joined February 2013
568 Posts
February 06 2015 21:14 GMT
#4
Beautiful. (A little bit choky at first glance)
Random is hard work dude...
[PkF] Wire
Profile Joined March 2013
France24238 Posts
February 06 2015 22:22 GMT
#5
On February 07 2015 05:48 IeZaeL wrote:
This gotta be one of the best mixed tilesets i have seen in a long time. Extremely good job on that !

I most definitely have to agree. Gorgeous !

Though 4 bases seem a bit easy to hold, the map looks really good to me. The openness vs chokes duality you highlight in your description is indeed very interesting and I hope the map gets some love.
Blizzkrieg
Profile Joined March 2014
95 Posts
Last Edited: 2015-02-06 22:46:47
February 06 2015 22:45 GMT
#6
Excellent use of color... without the green of the grass texture to dull it down the sand would just be blinding. It all comes together well.
Man is equally incapable of seeing the nothingness from which he emerges and the infinity in which he is engulfed. -Blaise Pascal
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 07 2015 00:53 GMT
#7
You can full wall with room for multiple cannons with 2 pylons behind the nat mins. Beautiful map though.
Comprehensive strategic intention: DNE
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2015-02-07 01:30:00
February 07 2015 01:29 GMT
#8
On February 07 2015 09:53 EatThePath wrote:
You can full wall with room for multiple cannons with 2 pylons behind the nat mins. Beautiful map though.

Here right?
+ Show Spoiler +
[image loading]


I quite like the aestethics of the map and the layout of it, i feel that it might be a tad too chocked up in the highground around the center but that shouldn't be too much of an issue imo.

Also a very small thing, to move the vespene geyser, as i said a small thing but that would help PvP and ZvX.

+ Show Spoiler +
[image loading]
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
JaredStarr
Profile Joined June 2013
Canada115 Posts
February 07 2015 01:48 GMT
#9
Looks like forcefeilds might own on this map.
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
February 07 2015 23:45 GMT
#10
On February 07 2015 09:53 EatThePath wrote:
You can full wall with room for multiple cannons with 2 pylons behind the nat mins. Beautiful map though.

Thanks for notifying me, I will do something about that.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
February 10 2015 18:39 GMT
#11
Update 1.1
[image loading]


Changes:
  • Moved main gas to opposite site
  • Slightly increased CW third's choke size
  • Prevented abusable cannon spot at naturals
  • Geyser models now match the terrain
Mapmaker | Author of Atlas, Rao Mesa & Paralda
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
June 07 2015 21:12 GMT
#12
In case anyone missed the pretty awesome, 42-minute long game on Paralda in the HTC: Best of 69 Bunny vs Snute, here it is:

Mapmaker | Author of Atlas, Rao Mesa & Paralda
JCoto
Profile Joined October 2014
Spain574 Posts
June 07 2015 21:48 GMT
#13
I love the summer-like maps that are incoming! Keep working and submit it to next contests man!
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
June 08 2015 01:28 GMT
#14
Very nice, this looks great!
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