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Active: 824 users

(4)Bloom, (2)Bome, (4)Shade

Forum Index > SC2 General
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CagedMind
Profile Joined February 2010
United States506 Posts
Last Edited: 2010-07-09 03:27:46
April 25 2010 02:58 GMT
#1
Click on pics to get bigger image.

Bloom Update 3
Please do leave comments. You may not be able to play it but better then one person looking at it.

[image loading]
Medium shader
[image loading]
How come changing shaders makes such a drastic difference now.

Side expos have been redone.

Main/natural have been worked on again.

Path with destructible rocks widened.

At center point you can no longer get to middle from side ramps now.



Bloom Update 2

+ Show Spoiler +

[image loading]

[image loading]

[image loading]



Middle is bigger and more open room. The outer ring of mid has been pushed out to sides slightly. I took map and copy pasted two sections to make map bigger vertically and create more space in ring. Main ramp to the ring has been widened. Added a ramp on both sides of center to provide more attack paths. You can walk ramp to ramp the center doesn't block.
I think my perspective of size was bit off when I originally made map.

Nat terrain has been changed a bit and min gas position moved. Mostly to provide more room for army behind choke.

Los blockers have been added near the side expos.

Bunch of deco work.

Size changed to 128x136

Plus some stuff I probably forgot to mention


Bloom Update
+ Show Spoiler +
[image loading]

The middle has been opened up. Some of the highest ground lvl has been cut off and a wider ramp has been made on outside of it. The main ramp to get to outer ring of middle from based has been pushed out slightly. Do you think middle provides good enough breathing room now?

The side expos now have 2 regular vespene and I've edited in some cliffs to protect expo a little more. 5 now instead of 4 mineral patches at gold expos. Xel naga were move one place away from vespene. Kept doing this annoying thing if it was right on top of gas it keep shutting on and off from workers.

Nat /choke has been changed a bit. Easier to defend the sidepath. Tanks now can't shoot from behind cliff into nat mineral line.

Map is changed to 124x132. A little deco work.

Two gold expos are rich vespene.

Thank you blizz for letting it change map dimensions once you started. If not I would of gone crazy. Originally did most the work in 144x144 which equals 124x116 in game play bounds.

Old pics
+ Show Spoiler +
+ Show Spoiler +
[image loading]

Pictures with lighting turned off in spoiler. Makes it easier to see layout.
+ Show Spoiler +
[image loading]
[image loading]



Bome+ Show Spoiler +

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

Concept stage at this point. I'm kinda liking it more then when I first did it maybe some day I will do playing version.

Shade

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

Map is 132x132

For some reason blizz angled the opposite rock destructibles different so the bottom left and top right destructibles at choke are made bigger to block.

This map needs a bit of a overhaul =/
your micro has been depleted
Pablols
Profile Joined August 2009
Chile517 Posts
April 25 2010 03:01 GMT
#2
very cool man, but in the middle of bloom i would put an expo, there is no reason for anyone to go in there, and in shade why not put a watchtower in the middle as well? just ideas they are all sexy
sob3k
Profile Blog Joined August 2009
United States7572 Posts
April 25 2010 03:03 GMT
#3
On April 25 2010 12:01 Pablols wrote:
very cool man, but in the middle of bloom i would put an expo, there is no reason for anyone to go in there, and in shade why not put a watchtower in the middle as well? just ideas they are all sexy


Can you edit the radius of watchtowers? It would be really cool if there was a watchtower in the center of Bloom that revealed most of the middle of the map...something worth fighting over.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
GreggSauce
Profile Blog Joined March 2010
United States566 Posts
April 25 2010 03:09 GMT
#4
bloom is purdy lol
Must not sleep, must warn others
Hrrrrm
Profile Joined March 2010
United States2081 Posts
April 25 2010 03:09 GMT
#5
On April 25 2010 12:03 sob3k wrote:
Show nested quote +
On April 25 2010 12:01 Pablols wrote:
very cool man, but in the middle of bloom i would put an expo, there is no reason for anyone to go in there, and in shade why not put a watchtower in the middle as well? just ideas they are all sexy


Can you edit the radius of watchtowers? It would be really cool if there was a watchtower in the center of Bloom that revealed most of the middle of the map...something worth fighting over.


Yup you can edit the radius of the towers.
alot = a lot (TWO WORDS)
Retsukage
Profile Blog Joined February 2008
United States1002 Posts
April 25 2010 03:25 GMT
#6
these new maps make me so exited
To change is to improve, to change often is to be perfect - Winston Chruchill
tyCe
Profile Joined March 2010
Australia2542 Posts
April 25 2010 03:28 GMT
#7
Woah, I love Bloom. It looks like a very battle-orientated map with a lot of flanking and micro. Plus, expansions aren't so hard to take either. The middle of the map is very technical, but I think it would encourage a lot of nice skirmishes. If you were tempted to add something, you could have a sensor tower in the middle that is held by a "King of the Hill" type principle (only for ground units).

Bome has a lot of ledges, but it seems that the nat is quite vulnerable except for a Terran with siege tanks. I like the semi-blocking rocks at the ramp. With the nat relatively difficult to take, at least the main is more protected.

Shade is quite interesting too. However, with the rocks blocking the entrance to the nat, I suspect there will be a lot BO-based games. It would probably be down to either taking the nat or going for some type of cheesy drop/rush due to the lack of scouting.
Betrayed by EG.BuK
Zlasher
Profile Blog Joined February 2010
United States9129 Posts
April 25 2010 03:28 GMT
#8
Wow I'm very impressed, obviously these maps will need testing, but those first two maps look great. The 3rd map I'm not too huge on just because the destructable rocks are the only entrance into the naturals, which means its a very FE/turtle happy map. Bloom is probably my favorite map of the three, Bome couldbe intriguing. I think the first two maps have great potential after some testing and seeing how balanced they are.
Follow me: www.twitter.com/zlasher
WorkersOfTheWorld
Profile Joined April 2010
United States619 Posts
April 25 2010 03:28 GMT
#9
Nice lookin maps. Makes me wish i had any skill with the map editor. I spent about 4 hours playing around with it when bnet was down the other night and I'm still totally clueless. >D
Samwise: You don't want to play Dustin [Browder]. He can't even beat the UI, let alone the AI. -
Alou
Profile Blog Joined March 2010
United States3748 Posts
April 25 2010 03:31 GMT
#10
Bloom looks great. I really like that one. The others I'm not to big on. Great to see people already coming with big stuff though
Life is Good.
Setz3R
Profile Blog Joined March 2010
United States455 Posts
April 25 2010 03:34 GMT
#11
Bloom looks fantastic, but I would not like to play on Bome lol. It'll be a pain for my slow moving protoss ground forces, I can already tell!
twitch.tv/setz3r
CagedMind
Profile Joined February 2010
United States506 Posts
April 25 2010 17:34 GMT
#12
On April 25 2010 12:01 Pablols wrote:
very cool man, but in the middle of bloom i would put an expo, there is no reason for anyone to go in there, and in shade why not put a watchtower in the middle as well? just ideas they are all sexy

The middle of map should see a fair amount of action. It's the direct path for diagonal spawns and horizontal/vertical will get use out of it with some positioning and flanking stuff. Later on in game it could be a direct path with players spreading out.

I thought of putting in a xel naga tower on shade but wanted to resist the knee jerk reaction of putting down a tower. I think I will most likely put a tower there.

On April 25 2010 12:09 Hrrrrm wrote:
Show nested quote +
On April 25 2010 12:03 sob3k wrote:

Can you edit the radius of watchtowers? It would be really cool if there was a watchtower in the center of Bloom that revealed most of the middle of the map...something worth fighting over.


Yup you can edit the radius of the towers.


I was wondering about this before the editor was out and kinda forgot about it. I looked and can't find option where is it?

your micro has been depleted
CagedMind
Profile Joined February 2010
United States506 Posts
April 26 2010 00:00 GMT
#13
On April 25 2010 12:28 ZlaSHeR wrote:
Wow I'm very impressed, obviously these maps will need testing, but those first two maps look great. The 3rd map I'm not too huge on just because the destructable rocks are the only entrance into the naturals, which means its a very FE/turtle happy map. Bloom is probably my favorite map of the three, Bome couldbe intriguing. I think the first two maps have great potential after some testing and seeing how balanced they are.


Some rushes can happen on shade. Once you do get fe your gonna want to break out in a timely matter to get third. I myself prefer more of a micro style of map but the more kinds of maps you have the more variety you see in game. This map can potentially create some interesting gameplay.

On April 25 2010 12:28 tyCe wrote:
Woah, I love Bloom. It looks like a very battle-orientated map with a lot of flanking and micro. Plus, expansions aren't so hard to take either. The middle of the map is very technical, but I think it would encourage a lot of nice skirmishes. If you were tempted to add something, you could have a sensor tower in the middle that is held by a "King of the Hill" type principle (only for ground units).

Bome has a lot of ledges, but it seems that the nat is quite vulnerable except for a Terran with siege tanks. I like the semi-blocking rocks at the ramp. With the nat relatively difficult to take, at least the main is more protected.

Shade is quite interesting too. However, with the rocks blocking the entrance to the nat, I suspect there will be a lot BO-based games. It would probably be down to either taking the nat or going for some type of cheesy drop/rush due to the lack of scouting.


For shade type of map it's not known how it will be played out and needs to be tested. There are some things that can be done by editing. I'm thinking of perhaps adding a min wall for worker jumps and maybe a xel naga tower near expos so you can take a peep in and get idea on bo. On bloom you can see min line from xel naga tower. Everyones thoughts on this?
your micro has been depleted
gearvOsh
Profile Joined April 2010
United States1 Post
April 27 2010 04:08 GMT
#14
I really like bloom. However, the middle looks like it would be extremely terrible to play on. Way too many chokes.
Skee
Profile Joined March 2010
Canada702 Posts
Last Edited: 2010-04-27 04:34:36
April 27 2010 04:34 GMT
#15
sorry, I like clean and simple maps such as Python, Medusa and Bluestorm
Wi)nD
Profile Joined April 2010
Canada719 Posts
April 27 2010 05:14 GMT
#16
cool maps
VTArlock
Profile Blog Joined December 2009
United States1763 Posts
April 27 2010 05:15 GMT
#17
You did a great job on these maps. They look amazingly professional. Very good job sir.
Why?
FarbrorAbavna
Profile Joined July 2009
Sweden4856 Posts
April 27 2010 06:38 GMT
#18
Looks like some quality maps at a glance. Some playtesting to iron out the uneven stuff and they hopefully are gold. good job!
Do you really want chat rooms?
Weedman
Profile Joined April 2010
United States65 Posts
April 27 2010 08:07 GMT
#19
Nice maps, I like bloom also, I really like green maps :D
Smoke it!
CagedMind
Profile Joined February 2010
United States506 Posts
April 27 2010 15:58 GMT
#20
On April 27 2010 13:08 gearvOsh wrote:
I really like bloom. However, the middle looks like it would be extremely terrible to play on. Way too many chokes.

I have been worrying about the middle being too choked. In the current state at least it's not as bad as kulas. I'm currently working on some ways to open up middle a bit.
your micro has been depleted
CagedMind
Profile Joined February 2010
United States506 Posts
Last Edited: 2010-04-29 23:58:07
April 27 2010 17:43 GMT
#21
Here are some of possible changes to mid. For the first one I took out a little bit of the 2nd lvl high and made ramp bigger. In 2nd pic I took out 2nd lvl high ground and just made just made a high to low ground ramp.

There was some editing I tried to do and the editor didn't want to do it and let's just say that me and the editor are not on good terms now. Is there like a tile editor anywhere in this or some sort of way to edit stuff the editor normally doesn't want to do.

Map is currently 124x132 Do I actually need mains to be that big? I doubt it. So ill either bring it down to 124x124 or maybe use some that extra space in middle of map.


+ Show Spoiler +
[image loading]
[image loading]
your micro has been depleted
SuperKiller
Profile Joined December 2004
United States97 Posts
April 28 2010 02:48 GMT
#22
these maps are sweet! wish we could play them
CagedMind
Profile Joined February 2010
United States506 Posts
April 29 2010 22:31 GMT
#23
Updated Bloom
Go read op.
your micro has been depleted
FortuneSyn
Profile Blog Joined July 2008
1826 Posts
April 29 2010 23:33 GMT
#24
Sweet maps man!
CagedMind
Profile Joined February 2010
United States506 Posts
Last Edited: 2010-06-13 12:49:21
May 22 2010 00:23 GMT
#25
Bloom Update 2
Some good size changes.
your micro has been depleted
CagedMind
Profile Joined February 2010
United States506 Posts
July 04 2010 17:30 GMT
#26
I have new version but won't upload pics cause it's ugly cause the damn rocks changed color. They are now more of a brown color for whatever reason I don't know how they got that way or how to fix. Someone tell me how to solve or I will sacrifice a kitten every hour until this is fixed .
your micro has been depleted
CagedMind
Profile Joined February 2010
United States506 Posts
July 06 2010 21:11 GMT
#27
Bloom Updated
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