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![[image loading]](http://i.imgur.com/7W1EpWN.jpg)
Published: NA EU KR SEA
Version 0.3
![[image loading]](http://i.imgur.com/7uHVhMp.jpg)
Map Info: + Show Spoiler + Playable Bounds: 172x172 Bases: 12x(8m2g) 2x(6g1hyg) 2x(6g1hyg+1hyg) (dual expos) XNT: 0 Placed Object: 1100 Doodads, 4 spawns, 161 Units Distances: 11 Main <-- 69s --> 5 Main 11 Nat <-- 46s --> 5 Nat 7 Main <-- 57s --> 1 Main 7 Nat <-- 39s --> 1 Nat Cross-spawn only
Analyzer: + Show Spoiler +11/5 Spawns: ![[image loading]](http://i.imgur.com/hcnNjUl.png) 7\1 Spawns: ![[image loading]](http://i.imgur.com/M5E8F9m.png)
Concept: + Show Spoiler + Primarily just wanted to have some fun with TLMC and Map-Ximum. In its conception this map is very unsophisticated: I basically just took a bunch of shit that I liked and tried to squeeze them all into one map:
Two-in-One maps King Sejong Station main/natural layout Double gold bases Backdoor expansions + entrances Mereel and Semmo's Broodwar influence Fuck-you-bright colours
Spawns are cross only. The overview makes it look like there's a ton of airspace (and their is) but it has been zoom corrected by 15 I think. It's actually kinda small for a 172x172 Playable. It's also purely accidental that both my latest maps make references to twins in their titles. I tried to avoid it. The heading sez v0.2 but it's basically done but for feedback. That's it I guess. Please let me know what you think.
Bases -- 11/5 Spawns: + Show Spoiler +Main: (backdoor rock visible in top right) ![[image loading]](http://i.imgur.com/HUr2voi.jpg) Natural: ![[image loading]](http://i.imgur.com/LQXfeVf.jpg) Third: ![[image loading]](http://i.imgur.com/IEUErEW.jpg) Bases -- 7\1 Spawns: + Show Spoiler + Golds: + Show Spoiler +Backdoor Gold: ![[image loading]](http://i.imgur.com/NOcdAQi.jpg) Forward Gold: ![[image loading]](http://i.imgur.com/wwdmmfY.jpg)
Aesthetics: (if this isn't image-heavy yet) + Show Spoiler +
Change Log: + Show Spoiler + v0.3 -- Put a leash on the lighting, subsequently tweaked fog and water -- Changed high yield gasses to sets of normal gasses -- Tweaked terrain around the 7\1 spawns to make it slightly worse for blink stalkers. Still looking at this. -- Changed the cliff and texturing around the 7\1 naturals to better reflect the terrain -- Some clean-up on some sloppy texturing
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Oh man, the lighting. Not really pleasant for my eyes.
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I love this map! The lighting adds so much character to it, lending it a cartoony style I have never seen before in SC2 and the way you have combined tile sets is really cool. I don't know about the balance of the map gameplay wise (I am not very skilled at balancing a map), but I think that the idea is very unique.
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Ok, i finally got a TL account just because i wanted to comment on how almost all of the last few season`s maps are dark, unsettling hellholes. No one likes to spend time in a cold and dark environment and whle i get the argument that dark colors are good for the eyes i absolutely think that we need more bright maps that aren`t made with the generic Protoss style like Overgrowth.
TL:DR yey for bright maps, such beauty
edit: deleted some stupidity
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I actually fucking love that map. So different, so unique. Great job.
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woah, feels like a Mario game
I like it
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that sand to orange dirt transition is gorgeous
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Oh man, you can protect the forward gold with tanks at the natural cliff. That is just disgustingly cool. I want to see some games on this map.
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looks amazing but at the same time I can't look it for longer than 5 seconds without my eyes hurting, not even joking.
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On February 10 2015 23:35 Meavis wrote: looks amazing but at the same time I can't look it for longer than 5 seconds without my eyes hurting, not even joking. In-game on Low settings it isn't hard on the eyes at all tbh. Clear but not aggressive colors. edit : on higher settings the lightning makes it a bit harsh though.
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I love the title set and the textures, but I think the lighting is a little too bright. It doesn't have to be dark, it just has to be a little less bright.
You put a lot of different ideas into the layout, which is really cool. I think the middle should be a little more open, and the top left and bottom right mains need more space behind the mineral line since there's dead space in that corner where air units could harass.
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Thanks for the feedback guys, much appreciated. I've been having this problem with my work monitor where I love bright colours and it's kinda desaturated. I'm going to go double check them at home and tweak accordingly a bit later. I expected people to complain about it but certainly a map that goes out hurting people's eyes has gotta be put on some kind of leash.
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idk what it is with people doing this stupid Nintendo looking terraining to fill in unpathable space. It's a lazy solution.
I like it here, it actually feels like something straight outta a Nintendo game. It's done right here, now everyone can stop doing it.
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On February 10 2015 19:00 NobleNyne wrote: Ok, i finally got a TL account just because i wanted to comment on how almost all of the last few season`s maps are dark, unsettling hellholes. No one likes to spend time in a cold and dark environment and whle i get the argument that dark colors are good for the eyes i absolutely think that we need more bright maps that aren`t made with the generic Protoss style like Overgrowth.
TL:DR yey for bright maps, such beauty
edit: deleted some stupidity Cold, dark, unsettling hellholes are pretty much the atmosphere du jour for the Starcraft universe, idk why this comes as a shock to people.
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Okay, rebalanced the lighting. It's very colourful, but the brightness has been toned down quite a bit and the colour's shifted a tad to compensate.
Comparison (top old, bottom new): + Show Spoiler +
What do you guys think, better?
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Actually I like the old one better d: It seems less hazy and more defined.
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Aotearoa39261 Posts
Seeing as you're submitting this to TLMC I'll drop a few lines here. While this map is really pretty with a unique aesthetic concept, you should think about how likely this map will do well in the contest. For starters, you're using high yield geysers at gold bases, that's a no-no in our rule set. Your N2N distance between 7 and 1 is less than 40s, we'd really like that above 40s as shorter rush distances are known to cause problems. Also in the 7-1 positions, it looks like Blink would be really powerful (coming from behind the rocks on the natural ramp) which could cause problems. Some of those mineral lines look a little bit suspect for cannon rushes, but I don't have the map file to check
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The lighting is better now.
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OtherWorld: Agreed; I tweaked it again. Still not 100% final, there are some fog settings to be meddled with but:
![[image loading]](http://i.imgur.com/9sRNC1F.jpg)
Plexa: Aw but so 'no-no' as in auto-DQ or 'no-no' as in typing 'pppp' but you can still win the game? Cuz for two of those bases I'm not crazy about the double gasses and ideally they should all be the same. I'll see what I can do. As for the rush distance -- yeah that's freaking short, but I couldn't find an elegant solution to it and avoided designing delays into the map, which just the idea skeeves me out. As for the blink -- valid that you bring that up too. I was worried about it, especially cuz the area lends itself to hidden pylons, and so made the terrain around that nat and main wall a little more irregular, so it would be tough to blink huge groups of stalkers at once and reliably get them all in/out. That coupled with the short rush distances facilitating those marine and zergling backstabs vs what would be a critically mispositioned Protoss army I guess made me figure it would be okay. I'll see what I can do about it for sure though.
Honestly I never do well in these competitions and so I don't particularly expect to do so here. This time I just wanted to have fun with making a map. That said, thanks a ton for your post. I really appreciate the heads up.
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Very pretty.
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