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[M] (2) Engines of War

Forum Index > SC2 Maps & Custom Games
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1 2 3 Next All
IeZaeL
Profile Joined July 2012
Italy991 Posts
Last Edited: 2015-03-28 16:34:23
March 07 2015 14:12 GMT
#1
[image loading]

Engines of War 1.0
140x136
by IeZaeL
ShoutCraft 2.0 Edition


[image loading]

Explanation

The map features 3 huge turrets , which can be found in the middle and in the corners of the map. You can take them by having a unit near them ( same as XelNaga towers). Once captured , you will be able to use them to attack the enemy. Beware though , they can be destroyed !

Turret stats
HP: 3000
Armor : 2
Damage : 150damage on 6sec cooldown
Range : 50 ( center turret can hit natural , others cannot)

And thats about it I think , Im gonna wait until i can make the custom stuff as smooth as a delphin. This is gonna be one of my Shoutcraft submissions , so please make sure to comment here if you want to see the map played.

Aesthetics
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]



Tileset
+ Show Spoiler +
Kaldir - Korhal platform - Skygeirr lab


Changelog
+ Show Spoiler +
1.0 Updated to support the shoutcraft version
Author of Coda and Eastwatch.
Phaenoman
Profile Joined February 2013
568 Posts
Last Edited: 2015-03-07 18:04:38
March 07 2015 17:49 GMT
#2
Neo Neo-Planet S :D

Edit: Wait, the center paths are blocked?
2ndEdit: Never mind. I am just blind -.-
Random is hard work dude...
lefix
Profile Joined February 2011
Germany1082 Posts
March 07 2015 18:50 GMT
#3
I think it turned out nicely. Good job as usual
Map of the Month | The Planetary Workshop | SC2Melee.net
Gwavajuice
Profile Joined June 2014
France1810 Posts
Last Edited: 2015-03-07 19:31:28
March 07 2015 19:29 GMT
#4
It looks very nice good job! (btw it's not neo planet S at all :D)

The main is nice vs blink I think you make it possible but not OP and reaper can go in and out easily enough butnot too much I think it's great.

That said isn't the upper right base spawning point easier to drop than the lower left one? it seems that you have a space between the base and the border of the map in upper right taht doesn't exist in the lower left, or is it just the image that give this impression?

Natural is cool although I like it better when there is just a bit more space between the mineral line and the cliff so dropping stuff is easier to do, but maybe that's just me?

Can't to wait to see it online or to have the analyser run on it to know the exact travelling time with and without the rocks and to compare the 2 pathes : through center vs to the side into the opponent's thrid...


edit : btw thanks for putting the 5th and 6th toward the center of the map
Dear INno and all the former STX boys.
algue
Profile Joined July 2011
France1436 Posts
March 07 2015 19:33 GMT
#5
On March 08 2015 04:29 Gwavajuice wrote:
That said isn't the upper right base spawning point easier to drop than the lower left one? it seems that you have a space between the base and the border of the map in upper right taht doesn't exist in the lower left, or is it just the image that give this impression?


It's the image. This isn't a 90 degree angled overview.
rly ?
IeZaeL
Profile Joined July 2012
Italy991 Posts
March 07 2015 19:57 GMT
#6
On March 08 2015 04:29 Gwavajuice wrote:
It looks very nice good job! (btw it's not neo planet S at all :D)

The main is nice vs blink I think you make it possible but not OP and reaper can go in and out easily enough butnot too much I think it's great.

That said isn't the upper right base spawning point easier to drop than the lower left one? it seems that you have a space between the base and the border of the map in upper right taht doesn't exist in the lower left, or is it just the image that give this impression?

Natural is cool although I like it better when there is just a bit more space between the mineral line and the cliff so dropping stuff is easier to do, but maybe that's just me?

Can't to wait to see it online or to have the analyser run on it to know the exact travelling time with and without the rocks and to compare the 2 pathes : through center vs to the side into the opponent's thrid...


edit : btw thanks for putting the 5th and 6th toward the center of the map

Thanks for the feedback. However , you gotta wait a bit for me to update the map thread as I rushed the entire map and im not overloaded with real life stuff. Everything should be updated in the next couple of days though.
Author of Coda and Eastwatch.
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
March 07 2015 19:58 GMT
#7
Am I blind or is there no destructible plates at the bottom of the main's ramp?
Apart from that very sweet map, I hope it'll get some ladder love before LotV comes out.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
IeZaeL
Profile Joined July 2012
Italy991 Posts
March 07 2015 20:16 GMT
#8
On March 08 2015 04:58 OtherWorld wrote:
Am I blind or is there no destructible plates at the bottom of the main's ramp?
Apart from that very sweet map, I hope it'll get some ladder love before LotV comes out.

Ah! Never added destructible plates in the main ramps :D
Author of Coda and Eastwatch.
Antares777
Profile Joined June 2010
United States1971 Posts
March 09 2015 17:58 GMT
#9
I really liked Neo Planet S and therefore I also like Edge of Insanity. You took NPS and increased its size and modified the middle. I love the destructible rock placement and the forward expansions. Honestly this map is a lot better than NPS in several ways.

IeZaeL
Profile Joined July 2012
Italy991 Posts
Last Edited: 2015-03-12 20:26:33
March 12 2015 20:18 GMT
#10
Map updated to support my first ShoutCraft 2.0 idea. Make sure to comment if you like it :D

EDIT : aaaaand one rock is missing in the middle. I fucking knew it yet i didnt do anything.
Author of Coda and Eastwatch.
Pontius Pirate
Profile Blog Joined August 2013
United States1557 Posts
March 12 2015 22:20 GMT
#11
Letting them attack absolutely anywhere seems a bit much. What if they only controlled the area around them to a similar range as XNT? Maybe even further, but ideally not the entire map.
"I had to close the door so my parents wouldn't judge me." - ZombieGrub during the ShitfaceTradeTV stream
NobleNyne
Profile Joined February 2015
Germany39 Posts
March 13 2015 13:31 GMT
#12
i agree with pontius. it`s easy to just hold one of these towers, especially with a few tanks. the turret`s range should be adjusted so that the main and nat are not hittable.
I love the idea tho, everything fresh is welcome.
i luv u
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
March 13 2015 15:59 GMT
#13
I'm not a fan of the 3 turrets approach, I consider that there should be beacons/generators in the corners instead of two other turrets, you control the generators and you get to control the turrent. In ZvP P would be at a disadvantage, but that can be more or less fixed by allowing zealots to get around the edges of the generator
+ Show Spoiler +
[image loading]


Other than that and maybe making the central rocks a tad stronger you have a pretty nice map in your hands Iez
@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.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 13 2015 16:44 GMT
#14
You should put a delay timer on the availability of turret function. Like 3-4 minutes minimum gametime before they are accessible. Otherwise the game devolves into a silly worker fight. Either that or reduce the range so they can't hit the main.

I love the idea though, if the execution is smooth this will be super fun :D
Comprehensive strategic intention: DNE
Deathstar
Profile Blog Joined May 2010
9150 Posts
March 26 2015 19:22 GMT
#15
I love the idea of a controllable laser. So excited to see this map in action in shoutcraft
rip passion
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
March 27 2015 02:16 GMT
#16
For the turret I would say somewhere from 11-15 range. I would also suggest a range actor to make that distance visible to the players.
~ ~ <°)))><~ ~ ~
whrqh123
Profile Joined September 2014
Korea (South)63 Posts
March 27 2015 04:19 GMT
#17
That is cool map. I haven't seen this masterpiece map!! I'm glad to see it!
The Good Map making let Progamer dancing
FrozenProbe
Profile Joined March 2012
Italy276 Posts
March 27 2015 11:07 GMT
#18
Good map, and so much Blur
Solar424
Profile Blog Joined June 2013
United States4001 Posts
March 28 2015 14:55 GMT
#19
I'm not sure how Terran is supposed to lose on this map. If you take 2 of the turrets and scan any base twice it dies if it isn't a nexus/lair/hive.
IeZaeL
Profile Joined July 2012
Italy991 Posts
March 28 2015 16:34 GMT
#20
shoutcraft update!
Author of Coda and Eastwatch.
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