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Active: 1617 users

(2) Primordial Temple

Forum Index > SC2 Maps & Custom Games
Post a Reply
Orion-TF
Profile Joined April 2010
Sweden114 Posts
Last Edited: 2019-06-04 10:05:01
May 29 2019 14:56 GMT
#1
Hi,

Feel free to look at this map and give me feedback.
If anyone wants to test it in 1v1 please let me know, I'd be happy to play or observe.

(Name Changed to Triassic Temple)

The idea is to refine the map until it is dynamic and great fun.
I wanted to make a great jungle map that plays well and looks nice and I think I am almost there with this one.

Please tell me what you think.

Size:164x128

M2M:45sec - R2R:37sec - N2N:34sec

Servers: EU, NA,

Version: 2.25

(OLD pics) New pics at the bottom of the post

HD Image:
[image loading]

Low res:
[image loading]
[image loading]
[image loading]
[image loading]


|SC2 Mapmaker|
Pklixian
Profile Joined October 2017
Canada81 Posts
May 29 2019 17:01 GMT
#2
So, from what I can see, there is some... concepts, not exactly good practices but they exist.
Let me point out what my eye can spot easily.

Xel'naga Watchtowers: You have them on the highest ground with 1 ramp blocked by debris leading to it.
Best is to lower it to the same lvl as the midground and open, to the lowest ground and open as well.

Bases: The main poses a problem with me, it looks like it has a nasty cannon rush spot.
Besides that, the nat does have a nasty cannon rush spot. Also avoid a cardnial ramp leading out of the main and nat, it poses problems via camera angle. And makes walling a bit strange, too strange.
Mineral lines look nonstandard, from a close up they do not look standard, which poses problems for balance in the main.
And also the nat.

You also have a part of the map that goes up to the mid level, but keeps the same textures as the level below this.
This isn't exactly a problem, but it doesn't exactly look good, and also visibility of what lvl you are on in that part is not exactly clear due to this.

Besides all of that, the deco can hide overlords. and if nofly zones are in use. Yeah you don't want to do that.
It is the best option to lower deco/reduce size and remove nofly zones. As if it can hide overlords.
It can hide most air units. Which isn't good for those who don't always have health bars on.

TLMC11 5th place finalist, Team TLMC2 3x finalist, aspiring mapmaker with dreams of success.
insitelol
Profile Joined August 2012
845 Posts
Last Edited: 2019-05-31 13:48:23
May 31 2019 13:46 GMT
#3
Man, this is beautiful! Remove xelnaga towers and submit it to TLMC. I wish we have more such clean straightforward maps with decent and balanced palett on the ladder. But instead we are forced to play on trash like turbo cruise. I'm gonna test it tonight.
Less is more.
Orion-TF
Profile Joined April 2010
Sweden114 Posts
Last Edited: 2019-06-01 14:16:39
June 01 2019 08:47 GMT
#4
On May 31 2019 22:46 insitelol wrote:
Man, this is beautiful! Remove xelnaga towers and submit it to TLMC. I wish we have more such clean straightforward maps with decent and balanced palett on the ladder. But instead we are forced to play on trash like turbo cruise. I'm gonna test it tonight.


Thanks a lot mate!

It has been updated a lot since I uploaded this post.
But it's very nice to hear u like it considering all the hours I spent on it.

I am thinking about the low hp rocks locking the Xel'Naga Towers and that whole thing. Maybe I redesign that part..
3rd Picture you can see the 3rd and a (reaper ONLY) path, no tanks lol.

Updated Screenshots here:

[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
|SC2 Mapmaker|
Orion-TF
Profile Joined April 2010
Sweden114 Posts
Last Edited: 2019-06-01 08:59:37
June 01 2019 08:57 GMT
#5
HD pic of update

[image loading]
|SC2 Mapmaker|
Orion-TF
Profile Joined April 2010
Sweden114 Posts
Last Edited: 2019-06-01 10:31:36
June 01 2019 09:22 GMT
#6
[image loading]

Overlord Locations
[image loading]

Wall off at natural expansion
[image loading]
[image loading]
|SC2 Mapmaker|
insitelol
Profile Joined August 2012
845 Posts
Last Edited: 2019-06-03 10:47:01
June 03 2019 10:30 GMT
#7
I actually tested it. Feedback:

1. Overall - a decent color palett (as i expected).
2. Towers must go (at least rocks blocking them for sure, seems counter-intuitive and i don't see any reasons for that anyways, guess i'm just not a fan of destructible rocks/path blocking etc).
3. I guess that ground "bumpiness" at 6 base (7, 8?) locations and somewhere else (i don't remember for sure) is out of context. Could be interesting in campaigns etc, but not suitable for melee design. All surfaces should be flattened.
4. And the main complaint: it's actually very small. Rush distance is too short. Please consider stretching it (in width) by 20/30%.

p.s. Design is really nice, need some layout issues fixed though.

edit: Just as an idea: stretch it by adding a high-ground layer inside that mid-ground part (in a form of a line going from low-left to upper-right) or something like that. May be with some air blockers right in the middle. Or a low ground cross-line somewhere in a similar fashion. But i guess you know better.
Less is more.
Orion-TF
Profile Joined April 2010
Sweden114 Posts
Last Edited: 2019-06-03 10:42:48
June 03 2019 10:34 GMT
#8
Hi, Thanks for the feedback!

The towers are blocked by original 100HP rocks, easy for lings or marines to break but hard for workers which was my whole idea. I have been experimenting with it a lot but cant really get a better idea.

Do you mean the expos at 12 and 6 o clock? The bumpiness is just texture the map is flat.

Rush distance is 45 sec - Main to Main with a worker which is very common in maps. Maybe not the best for heavy macro play I agree.

If you have more feedback pls let me know as I want to make an original and different map for the sc2 community but also as balanced as I can.

Many thanks
|SC2 Mapmaker|
Orion-TF
Profile Joined April 2010
Sweden114 Posts
Last Edited: 2019-06-03 11:20:49
June 03 2019 10:36 GMT
#9
[image loading]

Is this something you mean?
|SC2 Mapmaker|
insitelol
Profile Joined August 2012
845 Posts
Last Edited: 2019-06-03 11:05:32
June 03 2019 11:01 GMT
#10
Well, i'll try again tonight, i'm almost sure i saw my units "bumping" while walking somewhere. Gonna doublecheck.
About the towers: may be replace them with ramps to the low ground? There is a lot of dead spaces in the center, pathing is very limited already, this could add few alternative routes. And towers are just "meh" design overall, definetely not something that makes map unique.
About the size. I dunno. I was just feeling "something's off" in terms of distances. In comparison to ladder maps.
Less is more.
insitelol
Profile Joined August 2012
845 Posts
Last Edited: 2019-06-03 11:39:29
June 03 2019 11:36 GMT
#11
On June 03 2019 19:36 Orion-TF wrote:
Is this something you mean?

Yes, but 90 degree flipped, wider and longer ; ) (i see it as bigger redesign). But again, it's just a random idea to make the map a little bit wider.
p.s. actually your variation looks good as well.
Less is more.
Orion-TF
Profile Joined April 2010
Sweden114 Posts
Last Edited: 2019-06-03 15:01:41
June 03 2019 13:42 GMT
#12
Yes I made some changes.

[image loading]
[image loading]
[image loading]

[image loading]



NEW



[image loading]
|SC2 Mapmaker|
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