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My first map that isn't a conversion of a SC:BW, SCII or WoW map.
Download the map here
Description
A long time ago this world was a florishing and important colony of the Terran forces. It was a major point for the transition of weapons and other war material until the Zerg invaded the planet. They wiped over the whole world in only a few days and left no survivers. The Terran had to evacuate and leave the planet to the swarm.
Many years later the Zerg have weakend their focus on that colony and moved along with the biggest part of their forces to conquer new worlds. This didn't stay undiscovered by the Terran and so they are trying to torn their old colony off the vicious grasp of the swarm. The Terrans however are not the only ones eager to get into control of the planet..
And so the war between the three races ignites once more in the
(2) Forgotten Paradise
![[image loading]](http://img153.imageshack.us/img153/4286/forgottenparadiseh.jpg)
Features
Players: 2 Size: 138 x 106 Starting Locations: Top Left / Bottom Right Rush Distance (Worker): 36 sec Expansions: 11 (1 high yield blocked by 2 destructible rocks)
Pictures + Show Spoiler +![[image loading]](http://img20.imageshack.us/img20/5391/forgottenparadise2.jpg) Overview ![[image loading]](http://img413.imageshack.us/img413/6168/forgottenparadise3.jpg) Top Left Main Base with Natural and 3rd Expansion ![[image loading]](http://img62.imageshack.us/img62/9674/forgottenparadise4.jpg) 12 o'clock Expansion ![[image loading]](http://img145.imageshack.us/img145/3613/forgottenparadise5.jpg) Top Right Expansion ![[image loading]](http://img697.imageshack.us/img697/1759/forgottenparadise6.jpg) Center platform accessible by 6 ramps ![[image loading]](http://img15.imageshack.us/img15/2858/forgottenparadise7.jpg) Remains of the Zerg invasion ![[image loading]](http://img689.imageshack.us/img689/9195/mapskizze.jpg) Sketch I made beforehand
I'm always happy for feedback that helps me to improve tha map.
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I love the details such as the destruction of the Terran scum on the side and the glowing water. One thing I want to say though is that I believe this map allows Terrans to turtle and expand at the same time because the siege tank is able to reach the bridge. It could just be me but all those ramps and choke points make me nauseous.
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Mh true, it was a bit far out there. Changed it and added the sketch I draw first in MSPaint^^
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This map looks awesome
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the rush distance seems a bit long.
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Looks pretty Good. I dont think it favors T at all with double bridges and the wide open 3rd.
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eh..I'm not too much of maps with only one gold expansion. Partly because I like to take them early and usually get punished for that. However, it looks to me that whoever does control the gold first probably would win considering that he has gold AND the watch towers AND probably be expanding to six or 12 oclock because of the watchtowers.
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I don't usually comment on these things but I really like this map. It looks very clean.
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One question, how long did it take you to texture this map? This, god omg xD fell in love with the texturing on this map looks amazing.
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I really like the idea and layout of this map, but there are a few things I want to mention that come to mind when I think about playing on it.
The watchtowers don't see anything that your units wouldn't already see if your units were at the ledges.
Also, the bridge into the opponents natural is an extremely abusive position. (I'm a Terran player) You can simultaneously hold both watch towers, the gold expansion, and the main choke to your opponents base with a ground army.
I know there is an alternate route around that bridge, but even following that path you have to run straight into that wide black ramp which can just as easily be covered.
Picturing a Terran with this kind of upper hand on this map seems to give the game away right there. He would be covering his natural, his third, the far corner base, the gold, practically keeping the opponent from expanding at 12 or 6 too, and containing them to their main, nat, and 3rd.
Just seems like too powerful of a position for Terran. There is no open ground to fight on. It's all bridges and ramps.
Again, I really like the map, but it seems that it would get exploited very easily. I know I would if I played on it.
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@CatfooD
Which map ISN'T terran favored...I think when we see ledges we automatically think: terran op. end of discussion.
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+ Show Spoiler +On July 04 2010 13:27 zhul4nder wrote: @CatfooD
Which map ISN'T terran favored...I think when we see ledges we automatically think: terran op. end of discussion.
I didn't say ledges. I said bridges and ramps. They are tactical choke points that Terran can try to abuse since every single unit in their arsenal is ranged.
It isn't the fact that there just happen to be bridges and ramps on this map that make Terran powerful. If you read my post thoroughly, I explained why on this particular map Terran seem to be at an advantage because of HOW the bridges and ramps are positioned in relation to the rest of the map.
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looks nice! and i really like the name.
but i agree that its to t friendly and i play t ^^ but t friendly or not there is no open area in the hole map. so just a suggestion there are 4 exp for each player. you could cut 1 for each and build more free space for it.
oh and 1 think the watchtowers are not on a very strategie place in my opinion.
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On July 04 2010 12:29 Aletheia wrote: the rush distance seems a bit long. I don't think 36sec. is a very long time. In fact, Scrap Station and Blistering Sands both have a rush distance of about 40sec.
On July 04 2010 12:37 Merikh wrote: One question, how long did it take you to texture this map? This, god omg xD fell in love with the texturing on this map looks amazing. Well thank you very much^^ Always nice to hear that because I spent a looot of time with the textures. Actualy it's hard to say the exact time because - and this may sound a bit stupid - I don't make everything first and the textures last. I start with the general layout and already then make the first textures. Then I change something and I do textures. I add something new and I do textures. I place some doodads and I do textures. So I'm working with textues pretty much throug the whole process. Maybe just because I like to work on something that already looks good^^
And thank you for all the feedback so far. I changed the center plateau and made it smaller which also gives some room around it for fights. I updated the pictures, but additionally so you see the new space:
+ Show Spoiler +
So now I got 2 things where I don't know what exactly to do and where I need your help^^
1. Where should I place the Watchtowers? Definitly not on the center plateau anymore. First I wanted to place them just in the middle of that new wide area, but I don't want it to get sight on the 12/6 o'clock expansion because I think it's already hard enough to hold. I'm not sure if they should grant sight on the center plateau either :/
2. Do you think I should change the high yield expansion to the 12 & 6 o'clock position?
Cheers
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1) I would say create a couple nooks on the sides of the center platform, tuck the watchtowers in there, and maybe surround it with LOS blockers for a little protection for the scout.
I think the bridge next to the 3rd could be widened maybe one space, since there are a lot of chokes in general on the map.
Overall a pretty good map. I think the texturing could use a bit more work using the noise brush with a low increment (like 60), and medium speed. Use the noise brush to kinda break up the outlines a bit between texture transitions, and create a bit of variation on some of the large blocks of single textures. But good job overall. I like it.
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This map looks incredibly fun to play. Just a few pieces of advice however...
Your texture choices are really excellent, but the way you textured the map is sort of "blockish" if that makes sense (especially with the black charcoal type texture you used in the center). Blend the terrain a little bit more, it really will make the map look more realistic.
On top of the cliffs you placed a LOT of what looks like little rock pillars and cacti. I'd try to cut down on those, as well as all the scrapyard stuff you placed at the bottom of the map.
The only other thing I can really think of off the top of my head is maybe add a little bit of debris and rocks just all around the map in general... around the paths and maybe even the naturals. The map just seems a little too bare.
Also what doodad did you use to make the cliffs at the NE side? I've yet to figure out how to make such realistic rock formations, good job.
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*Updated*
- Widened the underwater access to the 3rd a bit - Added Watch Towers and widened area around it a little - Few tiny changes
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any dl link for we can test ?
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I added a link in the first post.
@Aaronator it's Rock Towers.
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Awsome map FlopTurnReaver! Thanks for sharing it with everyone. (Props on making a storyline behind it as well)
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