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[P] RQM map compilation

Forum Index > SC2 Maps & Custom Games
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RQM
Profile Blog Joined May 2016
Korea (South)104 Posts
Last Edited: 2017-12-10 15:35:12
September 28 2016 08:29 GMT
#1
◇ RQM map compilation ◇

Hello! This is the second time I post a new topic on TL. I wanted to introduce some of my newest maps.

After completing Judgement, I looked at many maps here on TL and Korean sites to learn more about mapping. I realized that I still had to improve. I have many remaining short points even now so I'm trying to fix them slightly by time.

My maps are usually dull and seems not interesting. This is because I prefer easy, safe ways to make paths. I'm trying to put more features and intended warfields to differentiate my maps these days...

I arranged the maps by chronological order.

◇ Judgement ◇

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Size - 160 * 160 (176 * 184)
Number of players - 2
Tileset - Aiur City (+ Shakuras City, Slayn)
Spawn Positions - 2, 5, 8, 11
Base Count - 20
Uploaded on - NA, EU, SEA, KR

◇ Overview
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◇ Details
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◇ Description
- A 4 player point symmetry map with back expansions just like 'Dusk Towers'. Encourages a prolonged macro games.
- Entrance of the Natural is wide as 'Dusk Towers', but it is narrowed by two 4 * 4 destructible rocks somewhat like 'Nimbus'. Players can adjust the width by their needs.
- Players can select the fourth base by considering the opponents' location. By destroying the rock on high places on the center, they can shorten the rush path.


◇ Great Kyungsung ◇

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Size - 164 * 164 (184 * 192)
Number of players - 4
Tileset - Korhal City (+Tarsonis City, Aiur Temple, Phaeton)
Spawn Positions - 1, 2, 7, 8
Base Count - 16
Uploaded on - NA, EU, SEA, KR

◇ Overview
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◇ Details
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◇ Description
- A 4 player horizontally symmetry map. I tried to make a map without Judgement's short points. Unreachable space is reduced, and rotational unbalance is reduced. But yes, it's just another simple standard map. Only the diagonal starting locations are spawned. (1 and 7, 2 and 8) Players can take bases on center(with blockable rock) to take abnormal decisions. Push hard with hatchery or rolling the rock to make them safer.
- Kyungsung is an old word for Seoul. I designed the map as a city where the old and the new coexist.


◇ Nexon Arena ◇

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Size - 148 * 148 (168 * 176)
Number of players - 2
Tileset - Korhal City Ex2 (+ Korhal, Elsecaro, TarsonisInterior)
Spawn Positions - 1, 8
Base Count - 15
Uploaded on - NA, EU, SEA, KR

◇ Overview
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◇ Details
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◇ Description
This map was unintentionally made into a melee map. I just designed e-sports stadium 'Nexon Arena' on the center, then someone wanted it to be a playable map. I brang features of New Gettysburg's bases structure and back-naturals. Bottomright space of the map is like a tactical space, which can be used to turnabout the game. It's a simple map with fixed rush route and bases' order.
- I designed the map as a modern, realistic city this time.


◇ Carnival Night ◇

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Size - 148 * 148 (176 * 184)
Number of players - 2
Tileset - Korhal City Ex2 (+ Elsecaro, Moebius Lab)
Spawn Positions - 5, 11
Base Count - 14
Uploaded on - NA, EU, SEA, KR

◇ Overview
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◇ Details
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◇ Description
- This map was not like this before, but I revamped it to make it better. I intended to give varying choices when getting triple bases. The one with rock-blocked path would be better for Zerg players. Sight blockers are placed to make attacks from side easier.
- Sonic 3’s stage ‘Carnival Night’ was the motif. I used dazzling doodads to depict night scenery.
- Edit on 2017.02.02: Updated the visual design. Main is now wider.


◇ Eversong Woods ◇

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Size - 148 * 148 (168 * 176)
Number of players - 2
Tileset - Aiur Temple (+ JarbanMinor, Endion, ElsecaroCity, BelShirEx2)
Spawn Positions - 2, 5
Base Count - 14
Uploaded on - NA, EU, SEA, KR

◇ Overview
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◇ Details
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◇ Description
- I gathered features of my old maps to make this map. The blockable, narrow path on center and two wide hills next to it. I wanted a map where rush and macro can both be planned. But players should get bases in a fixed order if not considering gold base. I couldn't fix this so I decided to leave this as a feature..
- Edit on 2017.02.02: Triple base was placed on upper lands and became more defensive. Sight blockers were placed to encourage tactical movements.
- I designed the map with red maple trees, then couldn’t decided the title. Jacky recommended a wow related title so I went for it. For Lord Theron!


◇ The Four Seasons ◇

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Size - 148 * 148 (184 * 192)
Number of players - 4
Tileset - BelShir (+ JarbanMinor, Endion, TarsonisInterior, IceWorldEx2, ElsecaroCity)
Spawn Positions - 2, 5, 8, 11
Base Count - 20
Uploaded on - NA, EU, SEA, KR

◇ Overview
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◇ Details
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◇ Description
- Natural and triple bases of rotational 4 player map lead to unbalance for different players. I tried to reduce it by putting triple bases connected to naturals. They are technically similar to naturals on back. Further bases are placed just to fit in circular balance. Those further bases’ spaces are too wide, but whenever I try to fix them it leads to much bigger disorder..
- This map simply started from an idea to put four seasons into one map. Spring part was greatly inspired by Namaste.
- Edit on 2017.02.02: Main became wider. Natural became narrow enough to wall. (Thx to -NegativeZero-.)


◇ Dulle-gil ◇

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Size - 164 * 132 (184 * 160)
Number of players - 2
Tileset - Badlands (Mixed)
Spawn Positions - 2, 5
Base Count - 14
Uploaded on - not yet

◇ Overview
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◇ Description
- Another simple map just with many paths. I just wanted to make a map with many rush-routes. Now I can say this map is really boring map..
- I tried to make badlands tileset in SC2. Dulle-gil is a Korean word for surrounding path in mountains.


◇ Broken Shore ◇

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Size - 136 * 160 (152 * 184)
Number of players - 2
Tileset - Char (+ Slayn)
Spawn Positions - 2, 8
Base Count - 16
Uploaded on - NA, EU, SEA, KR


◇ Overview
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◇ Details
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◇ Description
- This time I wanted to be different from my dull style. Triple bases were placed similar to King Sejong station's naturals. After triple bases, players can choose different paths and bases. I tried to make a map with diverse circumstances.
- I designed the map while playing Legion’s Broken Shore event. I wanted to reproduce feelings of Burning Legion.
- Edit on 2017.02.02: Layout were heavily edited.


◇ Uldum ◇

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Size - 148 * 148 (184 * 192)
Number of players - 2
Tileset - Mar Sara, Phaeton (+ Elsecaro)
Spawn Positions - 11, 5
Base Count - 16
Uploaded on - NA, EU, SEA, KR


◇ Overview
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◇ Details
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◇ Description
- Varying rush routes. Narrow and short route can be easily blocked. Once it is disabled, players can use wider and longer routes next to it.
- I just felt like making a desert map.


◇ Stormwind ◇

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Size - 164 * 164 (176 * 184)
Number of players - 4
Tileset - CompoundSewers, CompoundMansion
Spawn Positions - 1, 5, 7, 11
Base Count - 24
Uploaded on - NA, EU, SEA, KR


◇ Overview
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◇ Details
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◇ Description
- At first, this map was a shape of advanced Great Kyungsung. But as diagonally symmetric mains are vulnerable to air harass from every directions, the whole map was revamped. (Thanks to Jacky's comments)
- Intended to encourage an extreme macro games. All bases except two ones on center are relatively safe.
- Rock between natural and 3rd provides an extra defense-route for defenders.
- Two entrances to highlands can be chosen to defend/attack main-natural-3rd. The wider and the narrower.
- Two islands with air blockers make horizontal distances farther.
- Base on center becomes safer when the rock on defenders' side is destroyed.
- Designed as a city of Stormwind.


◇ Orgrimmar ◇

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Size - 164 * 164 (176 * 184)
Number of players - 4
Tileset - MarSaraEx2
Spawn Positions - 1, 5, 7, 11
Base Count - 24
Uploaded on - NA, EU, SEA, KR


◇ Overview
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◇ Details
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◇ Description
- A macro map with a distinct natural/3rd layout.
- The safer 3rd becomes highly vulnerable after early games. Inspired by Crux Terminus.
- Much more dangerous gold is placed in front of natural. It can be easily defended after the surrounding bases are acquired.
- Breaking rock and taking the base beyond it provides defender the safest defense line.
- Designed to portray Orgrimmar.


◇ Geumgangsan ◇

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Size - 156 * 156 (176 * 184)
Number of players - 2
Tileset - ElsecaroCity, BelshirEx2
Spawn Positions - 11, 5
Base Count - 16
Uploaded on - NA, EU, SEA, KR


◇ Overview
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◇ Details
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◇ Description
- A macro map with an unusual feature.
- Force fields are blocking the way to pocket island. Breaking these leads to faster third, but requires fixed tech. The 4x4 rock is placed to prevent lifting command centers. It has 1 armor and 1200 hp.
- The pocket base can be also acquired later by breaking huge rock on natural.
- 4x4 rock helps wall-ins of natural. As the entrance covers three bases at most, I designed it to be wider in later games.
- Lots of rush routes are available. The shortest route can be easily defended by triple ramps. Breaking huge rocks on middle gives attacker a wider ramp to attack.
- Two Xel'Naga towers were placed to help spotting drops by outer portions.


◇ Court of Owls ◇

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Size - 156 * 156 (176* 184)
Number of players - 2
Tileset - CompoundMansion, CompoundSewer, Elsecaro
Spawn Positions - 11, 5
Base Count - 16
Uploaded on - NA, EU, SEA, KR


◇ Overview
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◇ Details
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◇ Description
- A 2 player point symmetry map with new features.
- More details are avaliable at here.



◇ Midnight(Twilight Princess) ◇

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Size - 148 * 164 (168 * 196)
Number of players - 2
Tileset - ShakurasTemple, ShakurasCity
Spawn Positions - 1, 7
Base Count - 16
Uploaded on - NA, EU, SEA, KR

◇ Overview
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◇ Details
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◇ Description
- A 2 player point symmetry map. Very standard map like a 2 player Judgement.
- More details are avaliable at here.



◇ Void Piercer ◇

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Size - 148 * 148 (168 * 176)
Number of players - 2
Tileset - ShakurasCity, Cybros, Xel'Naga Cavern
Spawn Positions - 2, 8
Base Count - 16
Uploaded on - NA, EU, SEA, KR

◇ Overview
+ Show Spoiler +
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◇ Details
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◇ Description
- A 2 player point symmetry map. Standard map with a little variation.
- More details are avaliable at here.



◇ Gardens by the Bay ◇

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Size - 156 * 156 (168 * 176)

Number of players - 2
Tileset - AiurEx2, CompoundMansion, TarsonisEx2
Spawn Positions - 11, 5
Base Count - 16
Uploaded on - NA, EU, SEA, KR

◇ Overview
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◇ Details
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◇ Description
- Gardens by the Bay is a large macro map with lots of expansion choices and strategic points. Long platforms are wrapping up two of three choices for third. Its most passages have average width while some are much wider. \
- - More details are avaliable at here.








Any feedbacks are welcome! Thank you.

:D



# 1.01: Modified and added some description of maps. I will slowly start updating other old maps after a month. - 2016 09/29

# 1.10: Major update. Carnival Night, Eversong Woods, the Four Seasons and Broken Shore were editted. A new map - Uldum - was added. - 2017 02/02

# 1.20: Three new maps were added: Stormwind, Orgrimmar and Geumgangsan. - 2017 03/03

# 1.30: Detailed introduction for Geumgangsan was added. - 2017 03/12

# 1.40: Newest maps were added: Court of Owls and Twilight Princess(Midnight) - 2017 04/01

# 2.00: 2.0! Removed custom stuff of Void Piercer and Midnight, for TLMC. Added brief stuff about Gardens. - 2017 08/20

# 3.00: Added TLMC9 submissions and more. - 2017 12/11
Fatam
Profile Joined June 2012
1986 Posts
September 28 2016 19:10 GMT
#2
Some of these are pretty cool, good job. You've got a solid aesthetic style and I like some of the layouts
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
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
September 28 2016 20:16 GMT
#3
Here's my first impressions broken down by map:

Great Kyungsung
Not sure why this is a 4 player map instead of a 2 player map considering it's cross only. Making it a 2 player would constrain the design less. The centre bases won't ever be taken as thirds--it's kinda far from the natural, close to the opponent, defending drops bouncing between the main and it looks very difficult, and the rocks can be taken down by the opponent to cut you off from it. This map is a more sprawling version of Overgrowth, but Overgrowth does everything this map does better.

Nexon Arena
I like the main/nat/third setup. It's interesting, and gives choices on where to walloff and how to defend the rocks. The rest of the map is extremely open much like New Gettysburg, but New Gettysburg at least has the narrow passage to allow for early game action. Personally I think it's too open, and lacks meaningful terrain, but my read on New Gettysburg before seeing it play was pretty wrong, so I'm not quite sure about this map.

Carnival Night
I really like Carnival Night. The different expansion patterns and paths are intriguing, and the sight blockers are well used. The rocks near the main ramp look like they can create cool gameplay, KSS-like tank pushes etc. My favourite map of the bunch.

Eversong Woods
This map's aesthetics and colour scheme are very appealing.Securing a third on this map looks worrisome, and I don't think the collapsible rock towers do much--the paths along the hills are almost as short, have the high ground, and lead to the thirds. This map feels very rush prone. Also I'm not sure why the destructible rocks are there. They don't protect the thirds much, and the base on the other side is already a difficult enough fourth without them.

The Four Seasons
I like the looks of this map too. The main/nat/third fills me with misgivings however. A zerg can easily take them both, but what does a Protoss or Terran do? Walling off looks impossible. As to the rest of the map, I question the need for all the rocks. They just make the early game more focused on the center path, and don't really help protecting the bases later on. I also felt that way about the centre rocks on Judgement.

Dulle-gil
The natural and to a lesser extent the third are shaped very much like those of Lerilak Crest. Lerilak Crest had a lot of problems with walling off and defending the natural. The island bases are very random (and retro). They don't serve any purpose at all. The centre paths are interesting in themselves, but with the way the bases are placed there isn't much of a reason for using them until late in the game.

Broken Shore
All the other maps had better aesthetics than this one. This one's very dull. All the sinuous passages and bases on the map make a very nice layout. It could be a bit too constrained though especially around the centre. Maybe getting rid of the two centre bases and adding more paths could make the map a bit more open, and less dominated by the centre.
RQM
Profile Blog Joined May 2016
Korea (South)104 Posts
September 28 2016 23:50 GMT
#4
Fatam// Thanks for the compliment. Thanks to you, I can say my past days of learning maps were not useless.

ZigguratOfUr// Wow.. Thanks for such long comments for each map. I can decide directions to edit and what's bad for each one.. I'll also put your comments in mind to make new maps too.

I guess I should remove center bases of Great Kyungsung and so on. I'll have to admit that it's a minor version of Overgrowth.. with striking resemblance. I think I should adjust it to not spawn only the closest two locations.

By the time I made Nexon Arena, I was trying to make wide roads to boost zerg because they were the weakest in Korea. Now I'm not doing it and by your comment I can change center to be more intended.

Thanks for comment to Carnival Night, it was the map I took the most time.

Maybe I should put triple bases to much safer places. Jacky said this too but I think I was not modifying it right.. I'll try to put rolling rocks better regarding your comments.

I'll have to admit that I put rocks to make it a slightly different from Judgement.. I will make walling possible then think of better ways to put center bases.

Major revamp would be required to make Dulle-gil as a good map I guess.. I think I should be modifying it in the very last moment.

I tried to make a better map this time8l but Broken Shore became another dull map.. So I can't fix my characteristic so soon. Too bad. I'll edit as you say, after seeing your comment I think so as it too.

As the call of duty stops me doing anything, I will edit those maps after it. Thanks to my health problem I only have to wait for 4 weeks. See you soon~
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
Last Edited: 2016-09-29 00:24:52
September 29 2016 00:16 GMT
#5
i disagree that great kyungsung is similar to overgrowth, sure they're both standard maps but this one is significantly larger and more macro heavy.

i don't think the 3rd on dulle-gil will be a problem - the reason it was bad on lerilak crest was that both nat entrances were initially open (which was eventually fixed), and the ridiculous asymmetrical close positions. the 3rd in its current layout is more similar to galactic process, which is fine imo.

for four seasons, try narrowing the terrain next to the ramp so you can wall the nat right here (you'll also have to move the unbuildable plates to the other side of the main ramp):
+ Show Spoiler +
[image loading]

don't change it so you can wall the large ramp, that would encourage turtling, it's already plenty turtle-heavy with 3 bases behind 1 entrance.

i like carnival night best too - the nat reminds me a lot of foxtrot labs
vibeo gane,
RQM
Profile Blog Joined May 2016
Korea (South)104 Posts
Last Edited: 2016-09-29 01:07:43
September 29 2016 00:59 GMT
#6
-NegativeZero-// I intended a heavy macro map, yes! I thought Great Kyungsung's layout of main-natural-triple base was almost same as that of Overgrowth.. But I guess that doesn't leads to overall similarity between them. That's a relief.

If that's the case then I should modify the center of Dulle-gil greatly instead. I guess bases until triples are ok now..

Oh I got it. Narrowing ramps would make triple bases too easy.. I'll edit as you said.

I think I should regard Carnival Night's features as a basic concept to make new maps. I'm feeling nice to hear much compliment.

////
If you post reviews for remaining 2-3 hours I can reply to them. I'll be really grateful if you post your comments soon. :D



RQM
Profile Blog Joined May 2016
Korea (South)104 Posts
Last Edited: 2017-03-03 06:34:28
March 03 2017 06:14 GMT
#7
I made four new maps. Three non-TLMC participants and one TLMC participant. Yes. It's the force field map! You can check three maps in OP. The infamous one will be showcased here.

I know why you hate this map.. I was so surprised when I saw this map in the BTTV broadcast. I was so glad to see my map.. but this one?

Geumgangsan was designed as a macro map with an extremely imbalanced feature. I intended to give more strength to Zerg in ZvT, as I designed the layout after watching 3 seasons of GSL. I overdid it.

I know this map is hated so much, but I got an opportunity to fix it. So why won't I try? I struggled to change many features to get this map right. I'll explain the whole changes with screenshots.

- Overview:
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1: The infamous force field on base-site was changed into a rock. This rock has a 1 armor and 1200 hp, which can be destroyed by zerglings too.This was inspired by Maze's rock usage. Originally, force field prevented the fastest expansion of Terran. The rock still prevents it as 5 SCVs would have hard time to break the rock.

2: I could not delete those force fields. After all, this map was chosen because of those force fields. These gives the safe natural to Zerg player, only when the player is in Roach tech.

3: A major change. All races can break the rock and get safer 3rd. So now this pocket island is not exclusive to each tech(Roach warren, Mech with Thor, and Robotics/Templars). Only the timing of expansion is varied. Faster expansions means the fixed tech and units. This rock is just an ordinary rock with 3 armor and 2000 hp.

4: Main's resources were moved to be safer to air harrass.

5: Reaper roads were added, since the map was too tight for Terran.


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1: Natural's resource nodes were placed again to prevent unnecesarry blockings.

2: This ramp was moved to make natural's vespenes safer.


+ Show Spoiler +
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Force fields on center were removed to prevent AI problems. Those rocks are same as ones in pocket islands.

And that's all. I tried my best, so I would be really grateful to get your comments. I just wanted to do my best even if the original map sucked. Thank you.





ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
March 03 2017 07:03 GMT
#8
I'd like the map better if there weren't any forcefields at all, but since that's why the judges chose it (╬ ಠ益ಠ) I suppose you can't... I think the middle would be more interesting if the places where there used to be forcefields were fully walled-off with rocks. I suppose the forcefields that are left are now visible through the Fog of War and on the minimap?
RQM
Profile Blog Joined May 2016
Korea (South)104 Posts
Last Edited: 2017-03-03 07:17:10
March 03 2017 07:11 GMT
#9
Haha...yes. I suppose the force fields were 'charming points'.. I too considered to block them completely but I was afraid to see Zerg units choked up by ranged units(tanks, liberators, etc.) on highlands. There were comments about too strong double highlands on center.

No, they are still invisible. Maybe I can do that by creating new type of force fields with data module. I'm not sure I can do that in TLMC. hmm.. But I'll try first.

Thanks for the comment!

EDIT: I'm reconsidering to block the ramps fully thanks to your comments.. I can put rocks with lower hp so..
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
March 03 2017 08:33 GMT
#10
should be a good map now. nat entrance looks kind of wide though, how many buildings does it take to wall it?
vibeo gane,
RQM
Profile Blog Joined May 2016
Korea (South)104 Posts
Last Edited: 2017-03-03 10:23:08
March 03 2017 09:41 GMT
#11
Thanks for the comment!

It can be fully blocked with 3 barracks and 1 supply depot or 2 barracks and 3 supply depots. Protoss can block with 1 pylon and 3 gateways with 1 zealot space. I made it relatively wide since it can cover 3 bases in case of rock-breaking. Should I narrow it a bit?

EDIT:
+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]

I made a new force field unit. It shows up in the minimap and can be seen out of your sight. I will erase the red color in the final version.
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
March 03 2017 11:38 GMT
#12
imo it should be a little narrower since p and t will both be taking that base as the nat, and they have to wall it as normal.

maybe keep the wide choke but add rocks on one side to make it narrower initially?
vibeo gane,
RQM
Profile Blog Joined May 2016
Korea (South)104 Posts
Last Edited: 2017-03-06 05:07:46
March 03 2017 12:35 GMT
#13
I see... Adding rocks on side seems to be a great solution, thank you. It can help walling at early games and allow wider entrances later. I added a same 4x4 rock with less hp at each entrances.

This is the final submission.
+ Show Spoiler +
[image loading]
MaLay
Profile Joined March 2017
1 Post
March 28 2017 05:05 GMT
#14
I registered here beacause I wanted to comment about your map sooooooo much. I think you are a great designer. For maps like eversongwood Uldom Duliegill? And broken shore looks much better than the one we use in this season ladder. I expect to see these kind of maps in game. Thanks for making these wonderful mapps really. I will try tese with my friend. Happy to see places in my country and WOW.
olirsvp
Profile Joined February 2017
10 Posts
March 28 2017 15:55 GMT
#15
Carnival Night is a Beauty ! Stormwind is a close runner up for me. Love your work man keep doing it
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
March 28 2017 16:40 GMT
#16
Really like your orgrimmar aesthetics, looks great
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
TiberiusA
Profile Joined February 2017
United States39 Posts
March 28 2017 21:27 GMT
#17
I also really like Carnival Night, Stormwind and Orgrimmar. Really great work here.
RQM
Profile Blog Joined May 2016
Korea (South)104 Posts
April 01 2017 04:06 GMT
#18
wow.. I was not expecting these many replies.. Thanks!

MaLay// I'm really happy to see your comment. Thank you. I still have to improve more in designing layouts or balancing between different races, and so on. I'll be so grateful if you play games in my maps!

I love to make maps based on WoW and.. you mean your country=Korea?

olirsvp// Thank you, Carnival is one of my favourite ones too. I will continue to make more maps!

IronManSC// Thanks! I tried many methods to realize scenes of Orgrimmar.

TiberiusA// Thank you. Those are the maps with my hardest efforts.

Also I will update OP as I found many grammar errors.. hehe
RQM
Profile Blog Joined May 2016
Korea (South)104 Posts
August 20 2017 12:55 GMT
#19
Working for TLMC! Removed custom textures from Midnight and Void Piercer.

+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]


And a brand new one!
+ Show Spoiler +
[image loading]
[image loading]


I'll add details after upgrading the map more.
Fatam
Profile Joined June 2012
1986 Posts
August 20 2017 18:32 GMT
#20
aesthetics are pretty interesting on that new one
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
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