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[M] (4) Deck 16

Forum Index > SC2 Maps & Custom Games
Post a Reply
Ferisii
Profile Joined February 2011
Denmark199 Posts
Last Edited: 2015-03-24 18:36:53
March 20 2015 21:19 GMT
#1

"People on the low ground should suit up to protect themselves from hazardous environments"
Released on: Global - UNLOCKED

Eyy, back with a new map! With acid. Looots of acid. Surging acid that nearly insta-gibs any poor soul who'd stand on the low ground.
Anyhow! Welcome to Deck 16, a map made in the spirit of New Polaris Rhapsody, but, instead of lava, there's acid instead. And instead of it being a 1v1 map, it's a 2v2 map instead! What a twist.

I would like to thank Scorp for helping me out with changing the lava texture into acid and the trigger work. And I would like to thank Uvantak for helping out adjusting the map layout.
Without their help the map wouldn't have existed!

A map video preview will eventually be made, but for now you may have this small preview instead.

Map Decription:
* Deck 16 is a 172x172 playable map.
* The map contain 16 normal- and 2 high yield expansions. (18 total)
* Acid surge fully covers the low ground, with the first surge happening at the 2 minute mark, followed by a surge every 4 minutes after.
* Built Creep Tumors are immune to the acid surge.
* An additional entrance to the main bases can be found on the middle path lowground. It's blocked by a buffed up debris chunk. (2000 hp -> 5000 hp)
* Timing is everything. Always keep in mind when the next acid surge will happen when moving about!

Update Log:
~1.2
Minor doodad fixes.
~1.1
Fixed some LoS issues caused by trees.
Minor detail changes.
Moved League Logo's to better positions.
~1.0
Map release.


Overview, Analyser and Screenshots:
Overview:
[image loading] [image loading]
Top side
[image loading] [image loading]
[image loading] [image loading]
[image loading]



Fun times ahead! ~
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
Ferisii
Profile Joined February 2011
Denmark199 Posts
March 20 2015 22:35 GMT
#2
Obv. first now I realise I used the wrong (old) name for the map thread. The map is called Deck 16, not Sector 16!
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
Zweck
Profile Joined February 2015
Germany211 Posts
March 20 2015 22:51 GMT
#3
I Love the Mapname :D
https://www.instagram.com/instazweck/ ____ behance.net/brachert _____ https://zweckthings.tumblr.com/
Ferisii
Profile Joined February 2011
Denmark199 Posts
Last Edited: 2015-03-24 18:40:42
March 21 2015 23:20 GMT
#4
On March 21 2015 07:51 Zweck wrote:
I Love the Mapname :D



Finally got around to make a video preview! Took some time make the triggers work together(well, most of them anyway. Missing an alarm sound here and there) but it's here in 1080p60 now.

Edit: Replaced the old preview video with a new, short, experimental one. Would love to hear what you think of it!
Another thing I would really love to hear about, is the current 4min acid surge timer on the map. Currently I think it's okay, in terms of excitement for viewers, but would like to hear what you people think!
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
SwedenTheKid
Profile Joined July 2014
567 Posts
March 30 2015 20:37 GMT
#5
Epic map! I also dig any map with radical texture swaps.
Casual Mapmaker
FlaShFTW
Profile Blog Joined February 2010
United States10154 Posts
March 30 2015 23:04 GMT
#6
seems way too chokey especially for a 2v2 map which should be more focused on wide areas to fight.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Fatam
Profile Joined June 2012
1986 Posts
March 31 2015 04:21 GMT
#7
I think it's slightly less chokey than it appears b/c of the places where the textures change on the same terrain level, but I still agree. Then again, maybe chokey is somewhat ok in 2v2 since it's more casual and people off-race a lot. No one is forcing zerg on you.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
ApocAlypsE007
Profile Blog Joined January 2011
Israel1007 Posts
March 31 2015 12:04 GMT
#8
The name of the map is a massive click bait for Unreal Tournament fans
I'm playing the game, the one that will take me to my end, i'm waiting for the rain, TO WASH-- WHO I AM!!!
Superouman
Profile Blog Joined August 2007
France2195 Posts
Last Edited: 2015-03-31 14:36:20
March 31 2015 14:35 GMT
#9
What kind of death of death animation do you use for units in acid?
I experimented with this feature in 2012 by using the burning animation from lava. I wanted to use the acid death from the baneling but i never managed to do it.

(I sadly couldn't come up with an interesting map with this lava/acid rising )
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
Ferisii
Profile Joined February 2011
Denmark199 Posts
Last Edited: 2015-03-31 18:24:22
March 31 2015 18:22 GMT
#10
On March 31 2015 08:04 FlaShFTW wrote:
seems way too chokey especially for a 2v2 map which should be more focused on wide areas to fight.

Personally the only chokey spot I got issues with, is the entrance to the gold base for the attacking side. A possible upcoming fix I got in mind is this. [Example 1]

On March 31 2015 23:35 Superouman wrote:
What kind of death of death animation do you use for units in acid?
I experimented with this feature in 2012 by using the burning animation from lava. I wanted to use the acid death from the baneling but i never managed to do it.

(I sadly couldn't come up with an interesting map with this lava/acid rising )

I use the Disintegrate death effect to make units die a gruesome acid death. [Example 2]
(I renamed 'Lava Damage' to 'Acid Damage')
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
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