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[M] (2) Dash and Terminal

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
SeinGalton
Profile Blog Joined April 2011
South Africa387 Posts
Last Edited: 2015-05-10 08:55:05
April 22 2015 22:44 GMT
#1
[image loading]

Published:
NA EU KR SEA

Version 1.3



[image loading]


Map Info:
+ Show Spoiler +
Playable Bounds: 156x156
Bases:
11x(8m2g)
3x(6g2g)
XNT: 2
Placed Objects: 1230 Doodads, 2 spawns, 143 Units
Distances:
Main <-- 62.3s --> Main
Nat <-- 40.3s --> Nat


Analyzer:
+ Show Spoiler +
[image loading]

[image loading]



Concept
+ Show Spoiler +
TLMC 6 entry. I saw Scorp's Rao Mesa and I really liked the main-nat-third layout for a map with the mains close to one another but the thirds far away. I thought I'd do a 45d mirror map and channel Alien and Deus Ex while I'm at it. Homage to Day[9] accidental but happily so. Tried to play it safe beyond that three base layout and let the map dictate its own shape. I don't really see the island base being of much significance but so then much more interesting the games that do involve it. The name's cuz I liked how it sounded. The map could use a little more polish. Not sure if it works yet. Love to know your thoughts.




Bases
+ Show Spoiler +
Main:
[image loading]

Natural:
[image loading]

Third:
[image loading]

Proxy Gold:
[image loading]

Distal Gold:
[image loading]

Island:
[image loading]



Aesthetics
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]



Changelog
+ Show Spoiler +
v0.2:
-- Minor aesthetics tweaks
-- Pathing fixes

v0.3
-- Less saturated lighting scheme
-- Minor texturing clean-ups

v1.0
- Fixed untakable gas on eastern proxy_gold base
- Added destructible plates beneath main ramps
- Fixed a particularly abusive bunker rush position
- Improved symmetry of doodads and pathing
- Much-needed texture polishing
- Yet more lighting tweaks

v1.2
-- removed destructible cooling tower from natural
-- narrowed backdoor nat entrance
-- narrowed bridge into natural, blocked it with rocks
-- widened bridge into the third/nat area
-- repositioned and -orientated highground 4th bases
-- Widened ramp into high ground fourth from mid map
-- narrowed ramps into distal gold
-- tweaked low-ground 4th/5th base resource layout
-- moved distal gold tad further away from the ramps
-- capitalized on some ways to better accommodate Protoss proxies
-- north eastern watchtower now accessible to reapers via overhanging high ground
-- bisected long center-most ramps, removed rocks
-- more pathing fixes, tweaks and optimizations.
-- cleaner doodad usage, added doodads to certain unpathable zones.
-- cleaned up after symmetry tool

v1.3
-- opened the center back up again
-- replaced doodads bottlenecking backdoor nat entrances with 2x2 destructible debris
-- moved 4th bases further away from 3rds, closer to SW XNT
-- liberated some space in the mains
-- tweaked mineral lines
-- new white floor texture
-- aesthetic polishing
-- lighting adjustments
-- better symmetry and pathing
They're coming to get you, Barbara.
NinjaDuckBob
Profile Joined March 2014
177 Posts
April 23 2015 03:32 GMT
#2
The aesthetics seem quite original and detailed, though the brightness almost hurts my eyes.
NinjaDuckBob ~ Fear the fuzzy!
wargirl
Profile Joined October 2013
Azerbaijan109 Posts
April 23 2015 12:41 GMT
#3
I will say it looks good over all, aesthetics wise but the yellow light has to be tone down its good on screenshots but in game it will distract the players.
Any piece of knowledge I acquire today has a value at this moment exactly proportional to my skill to deal with it. Tomorrow, when I know more, I recall that piece of knowledge and use it better. ”
eTcetRa
Profile Joined November 2010
Australia822 Posts
April 23 2015 12:45 GMT
#4
Fix the lighting and I will absolutely love this. I also liked Rao Mesa.

Totally stealing textures one day.
Retired Mapmaker™
SeinGalton
Profile Blog Joined April 2011
South Africa387 Posts
Last Edited: 2015-04-23 15:14:34
April 23 2015 14:58 GMT
#5
Well I had to see what I could get away with first didn't I haha. Nonetheless had a toned-down scheme ready for if people complained and v0.3 is being uploaded right now. Unfortunately it might be a little while before I can update the screens in here but you guys are welcome to check it out on bnet.

Thanks for the feedback guys.

EDIT: In the meantime, to give you guys an idea of the new scheme:

[image loading]

I've also changed the overview in the OP, but none of the others.
They're coming to get you, Barbara.
Skobe
Profile Joined April 2015
8 Posts
April 23 2015 22:27 GMT
#6
Love the aesthetics for this map, you nailed the combined Alien and Deus Ex concept.
Fatam
Profile Joined June 2012
1986 Posts
April 24 2015 00:14 GMT
#7
On April 23 2015 21:45 eTcetRa wrote:
Fix the lighting and I will absolutely love this. I also liked Rao Mesa.


er I'm confused, isn't rao mesa scorp's map? :-P
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
eTcetRa
Profile Joined November 2010
Australia822 Posts
April 24 2015 00:37 GMT
#8
On April 24 2015 09:14 Fatam wrote:
Show nested quote +
On April 23 2015 21:45 eTcetRa wrote:
Fix the lighting and I will absolutely love this. I also liked Rao Mesa.


er I'm confused, isn't rao mesa scorp's map? :-P



Yes it is but this maps third was inspired by it.


Lighting looks much better now, good stuff.
Retired Mapmaker™
SeinGalton
Profile Blog Joined April 2011
South Africa387 Posts
April 24 2015 09:08 GMT
#9
Hope Scorp doesn't mind I ripped him off.
Replaced all the screens. Looks a tad dull to me right now but I think it maintains as much vim as could possibly have survived the photic dilutions. I appreciate the feedback guys.
They're coming to get you, Barbara.
Zodijackyl
Profile Joined October 2013
United States15 Posts
April 24 2015 09:38 GMT
#10
This map looks amazing, i cant stop looking at it. It seems like you are expanding away from your opponent, which you hardly ever see. This map is so original. Great job.
SwedenTheKid
Profile Joined July 2014
567 Posts
April 25 2015 01:12 GMT
#11
Great look, and love mirror symmetry.
Casual Mapmaker
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
April 25 2015 09:01 GMT
#12
On April 24 2015 18:08 SeinGalton wrote:
Hope Scorp doesn't mind I ripped him off.

Rip me off all you want, I just want to see good maps!
I really believe in the base setup that Rao Mesa has, and I think you nailed it past 3 bases as well. The map appears a bit too chokey at first glance, but is overall really great looking layout-wise - you've got a lot of things going on.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
SeinGalton
Profile Blog Joined April 2011
South Africa387 Posts
April 26 2015 09:48 GMT
#13
Thanks guys.

Scorp -- cheers dude, I'm very happy you approve. It's definitely on the chokier side -- one early title candidate was 'Claustrophobia' -- but my gut tells me it's just barely okay. I really enjoyed using your setup and I also hope to see some more maps use it.

Right now I'm play-testing it a little more. I have an unpublished version here that fixes some bugs and corrects some flaws -- most importantly the lack destructible plates beneath the main ramps -- but I'm going to wait a little for any more fixes to trickle in then and then have them all fixed for a v1.0 release. If anyone finds anything please let me know!
They're coming to get you, Barbara.
TelecoM
Profile Blog Joined January 2010
United States10668 Posts
April 26 2015 10:54 GMT
#14
SICK Map dude! This is the best map I have seen in awhile, I love the color scheme.
AKA: TelecoM[WHITE] Protoss fighting
And G
Profile Joined May 2012
Germany491 Posts
Last Edited: 2015-04-26 14:02:43
April 26 2015 14:02 GMT
#15
My first reaction when seeing the overview was "why not simply rotate the entire map 45°" but of course that would lead to huge problem with the ramps.

The only thing I don't like about this map is that the third behind the natural is the only third that can reliably be taken, so even though at first glance this map looks like it has ambiguous third I don't think it actually does. Maybe push the NE base further into the corner though; I see no reason why it should be that close to the golds.

Overall a great map, I like the concept of reflectional symmetry with two golds between the mains and a third gold on the other side of the map.
not a community mapmaker
NinjaDuckBob
Profile Joined March 2014
177 Posts
April 26 2015 18:05 GMT
#16
On April 23 2015 23:58 SeinGalton wrote:
Well I had to see what I could get away with first didn't I haha. Nonetheless had a toned-down scheme ready for if people complained and v0.3 is being uploaded right now. Unfortunately it might be a little while before I can update the screens in here but you guys are welcome to check it out on bnet.

Much more reasonable lighting now. I would personally work this out before submitting to a TLMC, though, based upon this comment from a judge of TLMC5 concerning a rather bright map:

On February 22 2015 11:10 Thaniri wrote:
Color Crush
Though this might be taken as rude, I skipped over this map because it hurt my eyes to look at with the vibrant colours.
NinjaDuckBob ~ Fear the fuzzy!
FlaShFTW
Profile Blog Joined February 2010
United States10141 Posts
April 27 2015 05:28 GMT
#17
reminds me of paranoid android. seems like a cool map.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
ilovegroov
Profile Joined January 2015
357 Posts
April 27 2015 10:12 GMT
#18
lovely aesthetics
SeinGalton
Profile Blog Joined April 2011
South Africa387 Posts
April 28 2015 09:13 GMT
#19
Thanks all.

And G -- you're right about that being the only really safe third, but the map would lose from trying to shoehorn another reasonable third in there and alternative options do exist for risky/unorthodox strategies. So I think that's an okay bullet to bite. Re the proximity of the island base: okay so the naturals are kinda open, so P and T need buildings to wall off efficiently, except those buildings would ordinarily be spotter buildings in the main, so the mains had to shrink, making them more defensible vs drops, but backstabs are very important because of the short rush distance so to make drops just a little better again I moved the island in close so drops can make easier getaways and lurk closer to the mains. That plus if Skymech and Skytoss ever make big returns to the metagame I think this is slightly better than a distal island. Thanks for your thoughts!

NinjaDuckBob -- Wouldn't concern myself too much with a comment like that. Even if that's all a judge had to say about my map -- which if I recall the comment that's not the whole thing -- then that's still more than I care to take seriously.

Flash -- Wow I didn't see that, you're right. Surprised nobody's mentioned Scrap Station. Maybe it's too obvious. Thanks dood.

I've just uploaded v1.0, which includes a bunch of fixes and some much needed polish, and updated the OP. It should look and play a little better now. Thanks for all the support and feedback everyone, I really appreciate it.
They're coming to get you, Barbara.
SeinGalton
Profile Blog Joined April 2011
South Africa387 Posts
May 10 2015 10:01 GMT
#20
Okay so since I last posted in here the map has changed substantially, mostly thanks to feedback from Plexa, Teoita and Templar. It's a slightly smoother, more ironed-out variation, curbing some of the features and attitude in favour of stability and balance. Rather than sweeping changes their improvements have mostly been more subtle tweaks that play the dynamics of the map very smartly off of one another. It's been a big help. Other than that there's been a ton of changes and polish since 1.0 -- full details in the changelog. You can find the latest version on bnet now by searching "TLMC". Should anyone care to play Dash and Terminal and chance upon bugs/errors, please let me know!
They're coming to get you, Barbara.
1 2 Next All
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