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[Map] CloverField

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-06-28 07:02:14
June 22 2010 15:48 GMT
#1
[image loading]
Worked on this all day yesterday. Seems mostly complete, with possible minor adjustments and details to be added.

Angle View:
[image loading]
[image loading]

Top View:
[image loading]
(the white shit is the unbuildable doodads dunno how to take them away from the picture)

A Few Bldg Placements:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]


Celtic Decals:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]


In-Game Screens:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]


Analyzer Images:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]


Map Specifics:
  • Xil' Wasteland
  • 2 players (12 v 6)
  • Easily Wallable main ramp, as well as semi wallable nats.
  • Linear base layout, Option of more minerals or gas for 3rd/4th depending on strategy.
  • 12 bases total. Mains & Nats have 8 minerals and 2 gas each.
  • 3rds have 6 minerals and 1 gas.
  • 3 & 9 o'Clock have 9 minerals 2 gas.
  • 2 Pseudo-Island bases with lucky xel'naga watchtowers. 8 minerals and 2 gas. You must drop or break 7 large rocks to reach them.
  • 2 Semi-High yield bases. They are mineral only bases with 5 yellow, 2 blue.
  • 1x1 very long backdoor path after mining a crystal + Show Spoiler +
    unbuildable rock path with LoS blocker into back of main minerals. Easily wallable.

  • Unbuildable pyramid in the center.
  • 2 LoS blocker lines to the North and South of pyramid.
  • 2 LoS blocker forests to the East and West of pyramid.
  • 2 more lucky Xel'Naga Watchtowers on the center 4 leaf clovers.


Download:
http://www.mediafire.com/?wjyznwymnm2

+ Show Spoiler [Rough Draft lol] +

[image loading]

I noticed a few bugs with the editor while making this map. + Show Spoiler +
Namely when you press undo, it tends to change things very slightly (doesn't put them back exactly). Same with saving the map. Also noticed similarly when drawing things with very intimate detail, it will backtrack and effect other places slightly. These were very very annoying when drawing the small intricate celtic designs. And the designs are left looking unlike how they look above in the actual map (no matter how many times I corrected it and saved).
Another bug I noticed is that low ground/water near a ramp will cause black squares to form and be unremovable.
..and then I would, ya know, check em'. (Aka SpoR)
FlamingTurd
Profile Joined April 2010
United States1059 Posts
June 22 2010 15:52 GMT
#2
Really like it dude
Nerf MMMT!!! Liquid`Ret Hwaiting!!!
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
June 22 2010 15:52 GMT
#3
On June 23 2010 00:52 FlamingTurd wrote:
Really like it dude

can you see all the pics? They aren't working for me for some reason.
..and then I would, ya know, check em'. (Aka SpoR)
eSen1a
Profile Blog Joined March 2010
Australia1058 Posts
Last Edited: 2010-06-22 15:56:52
June 22 2010 15:55 GMT
#4
On June 23 2010 00:52 CharlieMurphy wrote:
Show nested quote +
On June 23 2010 00:52 FlamingTurd wrote:
Really like it dude

can you see all the pics? They aren't working for me for some reason.

cool map, cannot see the pics except the first 2
edit for clarity - i.e. cannot see
A Few Bldg Placements
Celtic Decals
zekie
Profile Blog Joined April 2008
Canada380 Posts
June 22 2010 15:59 GMT
#5
i can only see the first 2 pics too.
nosliw
Profile Blog Joined December 2008
United States2716 Posts
June 22 2010 16:01 GMT
#6
same here, but I like it so far
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
June 22 2010 16:02 GMT
#7
Yea, the links worked if you manually typed in the URL, but they wouldn't embed for some reason. Reuploaded. Should be fine now.
..and then I would, ya know, check em'. (Aka SpoR)
Tristan
Profile Blog Joined December 2009
Canada566 Posts
June 22 2010 16:04 GMT
#8
is there a pot of gold minerals at the end of the rainbow?
http://Zangano431.tumblr.com/
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
June 22 2010 16:04 GMT
#9
On June 23 2010 01:04 TheElitists wrote:
is there a pot of gold minerals at the end of the rainbow?

Is there a rainbow doodad? Perhaps waterfalls behind the gold min bases :D
..and then I would, ya know, check em'. (Aka SpoR)
SoL[9]
Profile Blog Joined December 2009
Portugal1370 Posts
June 22 2010 16:08 GMT
#10
Even tho i hate the movie i like the map :d
Gj
I Can Fly...
Illva
Profile Joined May 2010
Sweden137 Posts
June 22 2010 16:11 GMT
#11
Cool idea, any rocks at the gold? looks like terran can float a cc there pretty easily. Also you should take some time to replace the minerals, I dont think its the correct distances
Anxiety
Profile Blog Joined May 2010
United States650 Posts
June 22 2010 16:11 GMT
#12
I like the idea of mixing gold and regular mineral patches.
FlamingTurd
Profile Joined April 2010
United States1059 Posts
June 22 2010 16:26 GMT
#13
Yes, I can see the first 2 pics but after that i have to click on the "hide spoiler" and they work fine.
Nerf MMMT!!! Liquid`Ret Hwaiting!!!
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
June 22 2010 16:26 GMT
#14
On June 23 2010 01:08 SoL[9] wrote:
Even tho i hate the movie i like the map :d
Gj

agreed lol.

On June 23 2010 01:11 Illva wrote:
Cool idea, any rocks at the gold? looks like terran can float a cc there pretty easily. Also you should take some time to replace the minerals, I dont think its the correct distances

the gold is a land base, if you meant the island, no. Just the 7 on the path.

On June 23 2010 01:11 AnxietE wrote:
I like the idea of mixing gold and regular mineral patches.

yea, thinking I should put the blues on the inside though because the way they will mine out.
..and then I would, ya know, check em'. (Aka SpoR)
LunarC
Profile Blog Joined October 2009
United States1186 Posts
June 22 2010 16:30 GMT
#15
Terran could simply lift to the corner expansions for a well-defended, resource-rich base.
REEBUH!!!
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-06-22 16:38:03
June 22 2010 16:32 GMT
#16
On June 23 2010 01:30 LunarC wrote:
Terran could simply lift to the corner expansions for a well-defended, resource-rich base.

Terrans can also do this on LT, DO, KR, IZ, SoW and SS.
..and then I would, ya know, check em'. (Aka SpoR)
just_nick
Profile Joined August 2009
Canada35 Posts
Last Edited: 2010-06-22 16:55:46
June 22 2010 16:47 GMT
#17
You can use the pathing layer and the brush "no building" to make an area not build-able, I found it worked a lot better then using the no building doodad.

Just go into the pathing layer, hit control + shift + H and then go into wireframe mode (at least this is what I had to do but it may have been due to me making a shallow watered area not build-able as control + shift + H didn't reveal all path able areas on the map :/), and use the brush to paint the area not build-able (which shows up goldish).

Awesome map :D
Roggay
Profile Joined April 2010
Switzerland6320 Posts
June 22 2010 17:01 GMT
#18
On June 23 2010 01:30 LunarC wrote:
Terran could simply lift to the corner expansions for a well-defended, resource-rich base.


But then they can't expand safely at all.

Great map, really look forward to play on it.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-06-27 05:06:39
June 22 2010 17:24 GMT
#19
Couple fixes I'm going to make
-Smaller island (it's fuckin huge)
-Some doodads and detail in around the water and island.
-Double high ground ridge on large sections of the mains to prevent reapers, collosus, and blink stalkers from too many angles.
-Also, want the backdoor path to only fit small units like lings/workers/marines but almost everything can fit there.
-Dark colored ridges unwalkable. (can't drop/blink/jump/walk up with anything)
-Fix backdoor walling equality
-Possibly extend the middle ridges down/up next to the 4 leaf clovers
-Possibly reduce 1/3 of the forest to East and West of pyramid to only be LoS blocker.
-create low ground for entire 4 leaf areas, ramps from all sides.
-fix unequal 4 leaf clover sizes

-edit- some more in game pics too.
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
..and then I would, ya know, check em'. (Aka SpoR)
Tenks
Profile Joined April 2010
United States3104 Posts
June 22 2010 17:30 GMT
#20
On June 23 2010 01:32 CharlieMurphy wrote:
Show nested quote +
On June 23 2010 01:30 LunarC wrote:
Terran could simply lift to the corner expansions for a well-defended, resource-rich base.

Terrans can also do this on LT, DO, KR, IZ, SoW and SS.



But islands on official blizzard maps have fewer patches than mains and naturals. It is kind of hard to tell but don't these islands have the same mineral richness as the standard bases?
Wat
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