|
Jackknife 0.4 up on EU & soon on SEA (thanks to WarChimp)
Specifications + Show Spoiler +- New Folsom tileset - playable: 156x120 - Mains at 2ish and 10ish - Nats at 3 and 9 - 1 gold expo at 12 - Short air rush distance - 2 Watchtowers that oversee the middel of the map - After your natural you can expand either up or down
More images + Show Spoiler +
Map analyzer + Show Spoiler +
Changelog (current version: 0.4) + Show Spoiler + version 0.4 - map size changed to 156x120 playable - Move the mains outward, so a siege/scan combo isn't as anoying - added a place for overlords to chill just above the destructable rocks - various cosmetic changes
version 0.3 - removed 1 gold mineral field (from 7 to 6) - Made ramp at the natural a bit smaller - Put destructable rocks in so that there are now initialy only 2 paths in and out of the natural - Redesigned the (lower) center of the map - Cut down on the number of doodads - Made the map a little brighter
Version 0.3 + Show Spoiler +
Version 0.1 + Show Spoiler +
The map is currently up on EU & SEA (thanks to WarChimp) (just search for Jackknife).
If anyone would like to host it on NA or SEA or where ever, here's the download link:
http://episode4.nl/sc2/Jackknife.zip
Please tell me if you put it online (and on what server) so I can update this post
|
You might wanna fix your post since nothing works. No need for <img scr=>, just;
[ img]ENTER URL HERE[/img]
[ url=ENTER URL HERE]Click me[/url]
[ list]ENTER1 ENTER2 ENTER3[/list]
Without any space after [
EDIT: Hehe, never mind. You beat me to it
I gotta try this map, it looks like the underworld of Hades in God of War 1.
|
I like this map! Ling run-bys are now possible again. Yay!
On a more serious note there is an extra mineral field at the top high yield base (they are only supposed to have 6 mineral fields if they are high yield. There is also no defined center of the map, like a large area for zerg to flank, and there seems to be too many chokes.
|
@Onwgeldt: Yeah I really screwed that up Hit post instead of preview and was just using HTML on auto pilot.
@Antares777 Oh man, your right! Can't believe I missed the extra gold mineral patch. And maybe I should move the southern watchtower inc its "base" down so the area just above it opens up a bit.
|
dezi
Germany1536 Posts
The map looks good but i got lags on it (i don't have a superb pc but i never had lags on a melee map before).
|
I see the map very darkness but i like it. Put a moon with project more light :D
|
On September 11 2010 22:12 dezi wrote: The map looks good but i got lags on it (i don't have a superb pc but i never had lags on a melee map before).
Hm, maybe I went a little overboard with the doodads. Is it all over the map or only in specific places? And has anyone else experienced this?
|
Pretty, just curious how long did it take you to make it in the editor (bar planning and balancing)
|
This map looks seriously badass. I've not got in and looked super closely at it, but visually it looks incredible. I'd love to play on it.
From what I can see, the only gripe I have is that the naturals look EXTREMELY difficult to defend.
|
looks good so far, I'd remove a path to the nat (3 is too many) and also move the 3rd and 4th bases down and outwards to open up some paths and move that 4th cliff more away from the main path.
Also, the main cliff that overlooks the main path should be receded back towards the minerals. Tanks and turrets there would make any kind of attack very difficult on the nat and main at the same time and simultaneously controlling that map space well outside on the main path.
I also think the watchtowers should be just low grounded with ridges or soemthing around. Tanks there would be very hard to handle as well.
|
Upload to US or let me d/l it plz very cool looking map i wanna try it out!!
|
Wow, possibly the first map I actually like and seems balanced.
|
I like this map, is it on NA yet?
|
First off: Thanks for all the replies.
I've just uploaded version 0.3 with some changes based on your posts:
- removed 1 gold mineral field (from 7 to 6) - Made ramp at the natural a bit smaller - Put destructable rocks in so that there are now initialy only 2 paths in and out of the natural - Redesigned the (lower) center of the map - Cut down on the number of doodads - Made the map a little brighter
Also there's a download link in the first post now, so it can be uploaded to NA and other servers.
@Jakalo: I think it was probably somewhere around 6 hours or so, kinda hard to tell
I hope the changes in the lower-middle area make it a more solid map. There's now only 2 paths into your natural in the beginning due to the rocks (I didn't want to remove a path completly) and I hope the smaller ramp makes it a bit easier to defend.
I'm also very curious if you think the new southern-watchtower placement and it's surroundings is an improvement over the old set-up.
|
I do like this map. The artistics and look and feel just seems great. I would love to know if you can shell the main from the path that splits them in half. If so, you prolly need to change that. But otherwise, its got good chokes and openess so it looks very balanced. Only thing next is tested it by playing. =]
|
I've downloaded it and taken a close look, and I like it! Easily one of the better maps posted on TL.
|
v 0.3 Good work man, one of the best I've seen so far
|
This new version is sweet! Nice job!
|
I love every thing about this map
please suggest for it to be used in tourneys
|
I dig it. It is like a mix of a couple of tourney maps like Scrap Station and Desert Oasis. I love a good 2 player map. Keep it up!
|
|
|
|