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[M] (2) Twilight Princess

Forum Index > SC2 Maps & Custom Games
Post a Reply
RQM
Profile Blog Joined May 2016
Korea (South)104 Posts
Last Edited: 2017-08-20 12:52:46
March 21 2017 13:40 GMT
#1
◇ Twilight Princess ◇
a.k.a. Midnight

[image loading]

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
+ Show Spoiler +
[image loading]


◇ Backstory
- Yeah. The Twilight Princess. Decided to give this name after I saw Windwaker winning the 1st place. Congrats!
- Now is the time to make some standard map.. I tried something unusual before this, right?
- I modified textures to make BW-style twilight tileset.

◇ Description
- A 2 player point symmetry map. Very standard map like a 2 player Judgement.

[image loading]
- Main's reaper paths are restricted.

- Each player can choose different chokes to wall-in. You need more buildings to defend both natural and the third.

- The shortest rush path is blocked with four 6x6 rocks. Players should go around to reach opponents' bases.

- Breaking the rock next to the third gives more choices for expansions.

- Two XNTs give sight of the ramps on middle and help detecting drops using outer portions of map.

◇ Patch Notes
- Reduced the width of main, natural, and the third.

- Distances between three bases are shortened.

- Put rocks on middle.

- Put two XNTs on the hills.

- Narrowed the wider ramps to middle.

- Upgraded the textures on the hills.

- Removed custom stuff. - 2017 08 20

◇ Etc.

◇ Details
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]







Avexyli
Profile Blog Joined April 2014
United States704 Posts
March 22 2017 01:01 GMT
#2
Interesting you used the tiles for Crushed Ground - I've been trying to use a recolored white Void texture (the cracked stone) for it. LOOVE how you did the high level cliffs, been struggling with that myself. Little curious about the distances with your nat/third, how many creep tumors does it take to connect between the main and either base? Seems like they could be pulled just a tad closer.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
Solstice245
Profile Joined September 2015
United States145 Posts
March 22 2017 01:16 GMT
#3
An amazing map, very impressed.

For your first thought, I personally think rocks would be good, perhaps placing them in the indicated areas in this picture. And if not there, perhaps the ramp to the 3rd, behind the indicated area.
+ Show Spoiler +
[image loading]


For your second thought, I don't have any particular feelings about it, I personally don't think it would be necessary, as I can't see any issues with it's current iteration.

And the third thought, I think it could work, but I don't think it's necessary. With XNT's, how I see it is it really just depends on how you want the games to play-out, and not generally a question of if they should exist or not, but what you want them to accomplish, and if it works in a good way. If I were to add them though, I personally would put them to watch the path between the horizontal 5th/6th. and the ramps nearby.
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2017-03-22 02:00:19
March 22 2017 01:59 GMT
#4
Pretty solid

The tiling in the 2nd to last picture is a bit jarring to me (next to the gold), but I like the rest of the aesthetics.

I think solstice is on the right track with the rocks. Although if you did that it might make sense to switch the sizes of the ramps so that the one you can access early on is smaller than the one you can get to once you kill the rocks.

I think the main has a few problems that can all be fixed easily. a) probably too much surface area for reapers b) the main is a little too big c) main to nat distance is too long
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
RQM
Profile Blog Joined May 2016
Korea (South)104 Posts
Last Edited: 2017-03-22 02:08:49
March 22 2017 02:00 GMT
#5
Avexyli// I tried several textures and decided to use MarSaraEx one. I used LotV-style cracked rock(the one you mentioned) before in other maps, but just chose different one this time. I felt like altering tileset from Desert to Twilight. Thank you! I also tried WoL tiles(the ones in Frost) but it was too difficult to make them look good in edges.

Main-Natural : 2 tumors, Main-Third : 3 tumors, and Natural-Third : 3 tumors. I will put both nat and the third slightly close to the main.

Thank you for the comment.


Solstice245// Thank you very much. It'll be much better after receiving nice feedbacks.
For your first feedback, your positions were definitely same as mine. I once put two 4x4 rocks there and have been thinking about them. Thanks, now I can decide to block there. I will put them there in next updates.

In that case I'll just leave the ramps. Your feedback is same as what I heard from other person before.. I think I should abandon the idea.

I see. I think I should consider more about the XNT issues. Your choices seem good, I'll put them in mind.

Thank you for the comment.


Fatam// Thank you!
In fact, I think so too.. But I wanted to reproduce BW style and could not make them better. I'll think about more to make them better.

Along with the rock issue, I'll check the rush path to adjust ramp sizes.

Maybe I can block the vertical cliff to weaken reapers. In that case, I'll adjust the main and put bases close to each other.

Thank you for the comment.


* Editted to put another reply *
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 24 2017 08:06 GMT
#6
This map is straight awesome, I love the 3 curving S pathways with the rocks in the middle. I usually don't like middle rocks but it works so well here with the restrictively narrow gold ramp route.
Comprehensive strategic intention: DNE
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
March 24 2017 08:28 GMT
#7
No custom Twilight Sparkle walking around as a criter?

Just embarasing
@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.
RQM
Profile Blog Joined May 2016
Korea (South)104 Posts
March 24 2017 14:08 GMT
#8
EatThePath//
Thank you! I could put the rocks thanks to the nice feedbacks. :D It just became a neat rush path.

Uvantak//
Nice. If I can get pony models from Heroes that can happen.
Blizzkrieg
Profile Joined March 2014
95 Posts
March 24 2017 16:23 GMT
#9
I know this seems like a nit-pic... but I only mention it because this seems like a high quality map that could get somewhere:

The name might end up having to be changed since it's the subtitle of a Zelda game. Wasn't that the case for the recent TLMC8 winner formerly known as wind waker?
Man is equally incapable of seeing the nothingness from which he emerges and the infinity in which he is engulfed. -Blaise Pascal
RQM
Profile Blog Joined May 2016
Korea (South)104 Posts
Last Edited: 2017-03-25 11:58:15
March 25 2017 11:58 GMT
#10
I see, Windwaker became Odyssey. I have not experienced such dilemma of changing the title.. But at least I can still dream of my map being a ladder map, right?

So... I decided its subtitle: Midnight. This name could be used 'if' this map goes higher stage one day.
Superbanana
Profile Joined May 2014
2369 Posts
Last Edited: 2017-03-25 22:45:02
March 25 2017 22:38 GMT
#11
+ Show Spoiler +
No custom Twilight Sparkle walking around as a criter?

Just embarasing


+ Show Spoiler +
I know this seems like a nit-pic... but I only mention it because this seems like a high quality map that could get somewhere:

The name might end up having to be changed since it's the subtitle of a Zelda game. Wasn't that the case for the recent TLMC8 winner formerly known as wind waker?


Obviously a pony reference, why would nintendo care about it?

Lovely base setup, relatively easy to secure bases but with multiple attack paths.
Good standard map!
In PvZ the zerg can make the situation spire out of control but protoss can adept to the situation.
RQM
Profile Blog Joined May 2016
Korea (South)104 Posts
April 01 2017 03:49 GMT
#12
A hybrid of pony and zelda.

Thank you! I wanted to make a gentle standard map and it seems I made it.
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