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[M](2) Polaris Rhapsody

Forum Index > SC2 Maps & Custom Games
Post a Reply
Rafx
Profile Joined July 2010
Poland37 Posts
Last Edited: 2010-08-24 18:11:26
August 22 2010 16:59 GMT
#1
[image loading]
(click on the image to enlage it)

This is my remake of Polaris Rhapsody from starcraft BW. I made it in the Shakuras texture set as the original. I didnot convert the SC1 map but instead started from scratch. The map features all of the new sc2 gameplay aspects: 3 Xel'Naga Towers, 2 Destructible rocks, gold minerals, curtains etc... I did my best working on the textures and the doodads (for example the bridges).

The pathing is simillar to the one from the original map. The two big manmade cliffs are no building zones just as they were in the original. Also, the organic cliffs with the grey "rough rock" texture don't have any ground pathing at all. I had to makes these changes due to the lack of appropriate cliffs in sc2.

Furthermore I added many environmental effects to the map, such as : lightning&thunder in the center, some rain near the lakes, white fog on the bridges and brown fog on the manmade cliffs. There are 4 critters on the map called Karaks, which (I believe) are the critters indigenous to shakuras.

The only big change that sets this map apart from its original is the lack of the two big ramps leading from the manmade cliffs to the center. I made it because a 2-level ramp looks kinda weird and because sc2 maps tend to have less (and smaller) ramps.

Anyway I hope you guys enjoy it ! Any feedback and opinions regarding balance are appreciated.

The map is up on EU and I'd appreciate if somebody could publish it on US and Asia as well.

The Comparison
+ Show Spoiler +
[image loading]
[image loading]

Download Polaris Rhapsody v1.2
Download Polaris Rhapsody v1.2 with ramps

An image of the version with ramps

+ Show Spoiler +
[image loading]
Antares777
Profile Joined June 2010
United States1971 Posts
August 22 2010 21:05 GMT
#2
Nice work remaking the map, it does look a lot like the original.

I dislike the small ramp/pathway between the bridge and natural. I think it may need to be widened.

Good job otherwise!
Retgery
Profile Joined August 2010
Canada1229 Posts
August 22 2010 21:13 GMT
#3
Awsome Job, this was probably my favourite map from BW
Fall down 7 times, stand up 8.
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
August 22 2010 21:36 GMT
#4
Why's the path and ramp leading to the left mineral only (from 5 O clock's perspective) so small? Also, the middle side ramps are too far in. Extend them out a bit. You could do better on the deco, for example, the basillica ground is too straight on the sides and the side paths are also completely straight.

Get a better map picture, I can't see clearly.

Not bad. I'll be able to provide more insight with a better pic.
Rafx
Profile Joined July 2010
Poland37 Posts
Last Edited: 2010-08-22 22:56:13
August 22 2010 22:41 GMT
#5
Yeah I guess the paths leading to gold and the 7 o'clock are too small, unfortunately thats just how it came out. I'll try to make them wider but the 3 o'clock expansion is just so close and I don't have much space to maneuver.

About the large middle ramps: are u suggestion they should be pushed more to the center? That would make the gold expansions more vulnerable but I think they're still fairly protected because of their cliffs facing the center.

Also I remember randomizing terrain height quite abit so I encourage you to download the map and take a closer look on that.
G_Wen
Profile Joined September 2009
Canada525 Posts
August 23 2010 03:48 GMT
#6
Hmm I'm not sure if taking out a two level ramp for aesthetics is a good choice but I haven't had enough practice with the map to tell. Could you release an alternative version that has the ramps added? It seems a ground army on the highground has to take a very long way to the center of the map and could give cliffwalking units a bit too much freedom to hop off and on the cliff.
ESV Mapmaking Team
StormWeapon
Profile Joined July 2010
United States159 Posts
August 23 2010 04:19 GMT
#7
This might sound stupid, but I must ask. How do I use the map once I've downloaded it? I'm not able to find a folder in SCII that contains maps.
Tyrant Potato
Rafx
Profile Joined July 2010
Poland37 Posts
August 23 2010 07:24 GMT
#8
On August 23 2010 12:48 G_Wen wrote: It seems a ground army on the highground has to take a very long way to the center of the map and could give cliffwalking units a bit too much freedom to hop off and on the cliff.


This is a 2-level cliff so cliff walking units can't hop down or up from to it. Nevertheless you have a point and ill try releasing an alternative version asap.
Rafx
Profile Joined July 2010
Poland37 Posts
August 23 2010 07:27 GMT
#9
On August 23 2010 13:19 StormWeapon wrote:
This might sound stupid, but I must ask. How do I use the map once I've downloaded it? I'm not able to find a folder in SCII that contains maps.


You should try looking for it in C:\Users\USERNAME\Downloads and then open the map with Sc2 Galaxy Editor.
TriniMasta
Profile Joined December 2009
United States1323 Posts
August 23 2010 08:45 GMT
#10
(no offense to you)
but my nightmare back in StarCraft 2 >=O
(anyways GJ on making the map that is...)
+ Show Spoiler +
sob...
정명훈 FIGHTING!!! Play both T and P.
EffectS
Profile Joined May 2010
Belgium795 Posts
August 23 2010 11:03 GMT
#11
Cool, this is my favourite map to watch games on.
TEEHEE
Rafx
Profile Joined July 2010
Poland37 Posts
August 23 2010 11:17 GMT
#12
Version 1.2 is out featuring all the changes u have previously suggested. Also, I'd like to ask what do you think about the Xel'naga tower's placement ( only the ones at 1 o'clock and 7 o'clock ) and the destructible rocks placement, could it be improved?
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES51291 Posts
Last Edited: 2010-08-23 14:15:54
August 23 2010 14:13 GMT
#13
On August 23 2010 20:17 Rafx wrote:
Version 1.2 is out featuring all the changes u have previously suggested. Also, I'd like to ask what do you think about the Xel'naga tower's placement ( only the ones at 1 o'clock and 7 o'clock ) and the destructible rocks placement, could it be improved?


I think you should move them like so.

[image loading]

because having them on the high ground gives the attacker too much of an advantage(imagine seige tanks with extra range camping on high ground.)

I believe such a change evens things out on both sides.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
August 23 2010 14:23 GMT
#14
still need the ramp to center regardless of aesthetics imo.
POGGERS
Rafx
Profile Joined July 2010
Poland37 Posts
August 23 2010 14:48 GMT
#15
I think ill move the towers further into the cliff so that they won't give that much vision of the 2 bottom expos. Also a version with ramps has been released.
kXn
Profile Joined August 2010
254 Posts
October 10 2010 13:11 GMT
#16
My favourite map from BW, but this map would be so much better if it was lets say, 25-50% bigger than normal.
Rafx
Profile Joined July 2010
Poland37 Posts
October 29 2010 10:48 GMT
#17
I agree kXn, I wish there was a "stretch up" tool in SC2. Increasing its size manually would demand a lot of patience, which I don't have now ;P
KinosJourney2
Profile Blog Joined July 2009
Sweden1811 Posts
Last Edited: 2010-10-29 10:54:09
October 29 2010 10:53 GMT
#18
Too small map IMO, you should make it bigger as it is too cramped right now.

Good job though, still alot of things isn't done right like some of the expoes and the top-right and bottom-left areas.
ocho wrote: EDIT: NEVERMIND, THIS THING HAS APM TECHNOLOGY OMG
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