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[M] (2) Blood Moon (revamped)

Forum Index > SC2 Maps & Custom Games
Post a Reply
Invalid99
Profile Joined May 2018
Canada37 Posts
Last Edited: 2019-09-20 04:25:30
September 18 2019 05:44 GMT
#1
This was a map I made over a year ago and then retextured, redoodaded, redone and updated about 6? months ago.
I was going to make a thread with updated version because I'd made a thread for the last one and then I never did, but i am now, so there ya go.

Overview
[image loading]

Uploaded as [INV] Blood Moon
NA, EU, KR
hopefully i uploaded the right version because i have a bunch of similar looking save as files and it's been a while

original
for comparison purposes
+ Show Spoiler +
[image loading]

it is quite a bit different from the original

Details

+ Show Spoiler +

14 bases
138x134
Main to Main: 43 seconds
Ramp to Ramp: 36 Seconds
Nat to Nat: 32 Seconds



Art
+ Show Spoiler +
Moopies don't like trespassers, you have been warned
+ Show Spoiler +
[image loading]


You won't be able to see this unless you fly a medivac out to the corner. Spoiler alert: It ends in moopies feasting on marines getting blasted out of the sky by stalkers
+ Show Spoiler +
[image loading]


More blood for the blood god!
+ Show Spoiler +
[image loading]



It's not without it's flaws but I'm probably just going to move on from it
at this point.

glhf!


I'm unlikely to know what I'm talking about
KillerSmile
Profile Joined November 2018
Germany96 Posts
September 19 2019 19:21 GMT
#2
I really like the new layout and especially artstyle. Everything feels like it has been touched by a red and dry sticky mist, like after a mystical plague.

As for gameplay I think the rock in front of the highground third is misplaced. It looks like you cannot use it to wall off, because it is too low on the ramp. Have you thought about completely blocking that ramp with a rock? Cause then it would be easier for a defender to use it as a setup space. If the attacker wanted to prevent a setup they'd have to then use the long way and can't just decide to slip by the rock and beat the defender to the punch when it comes to controlling the highground third. Maybe to make up for that a little you could turn the pair of rocks in the middle into rock towers like on Dreamcatcher instead of just being a pathing trap.

If you don't want to do that I believe you'd have to elevate the space in front of the natural to have a porper place to stack an army.

Just my 2 cents. I hope you submit this map to the next TLMC. I don't think it's as flawed as you maybe think. It's fantastically unique in layout and aesthetics.
Mapmaker, author of Mothership LE, 10000 Feet LE, Data-C, Solaris, Ley Lines, Torches and Reclamation LE
Invalid99
Profile Joined May 2018
Canada37 Posts
Last Edited: 2019-09-20 03:37:09
September 20 2019 03:32 GMT
#3
Oh thank you i didn't even notice! as for submitting it to tlmc, this was the version I'd submitted to tlmc 13 and it didn't make the cut, and since i expect others submissions would obviously be no worse in quality, there wouldn't be too much point to resubmitting it. then again, I probably will if I don't have a better standard map to submit. On the other hand maybe the judges will favor it more, who knows.

Originally the space in front of the natural was elevated, but the feedback i got told me to make the natural ramped so ¯\_(ツ)_/¯
I'm unlikely to know what I'm talking about
Invalid99
Profile Joined May 2018
Canada37 Posts
Last Edited: 2019-09-20 03:44:06
September 20 2019 03:36 GMT
#4
I guess it's also a little barren behind one of the thirds so I could doodad it up a little. It's not likely I'll will though unless i resubmit it, but I will fix the rocks.

side note: I'm kinda sad turning the height maps off made the main lose the effect it had, but it was the only way to make the rest of the map have the look i wanted.
I'm unlikely to know what I'm talking about
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