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[M] (2) Urban Jungle

Forum Index > SC2 Maps & Custom Games
Post a Reply
BoomStevo
Profile Joined August 2010
United States332 Posts
October 10 2010 14:42 GMT
#1
[image loading]

Urban Jungle

Version: 0.1
Players: 2
Size (Playable): 172x180
Spawn Positions: 6 & 12

Features:
- Slightly large map with wide attack paths
- Watchtowers overlooking the gold expansions
- Big center ramp things...
- Awesome Korhal texture set

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

Angled View: + Show Spoiler +
[image loading]

Detail: + Show Spoiler +
[image loading]

Analyzer Images: + Show Spoiler +

[image loading]
[image loading]

[image loading]

[image loading]



Notes:
I approached this map differently than I usually do when making maps. I normally start with the mains and work inwards from there, but this time I started in the center and worked my way outwards. I believe this produced an interesting design which is unlike my previous maps.

The Korhal texture set is actually my favorite. I've been avoiding using it because I've seen a quite a few maps using it, but I decided to use it for this one. I didn't want to texture it exactly like Metalopolis with a road and decals on the ramps, so I wanted to use as much green as possible. This meant grass and trees. Once I started working on the textures and visuals it started to look like a posh, upper class section of Korhal and I ran with that idea. I love the way it turned out.

I would enjoy hearing feedback on all aspects of the map. Please leave comments, suggestions and questions. Thanks in advance for looking it over.

My Map Thread
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
dezi
Profile Blog Joined April 2010
Germany1536 Posts
October 10 2010 14:48 GMT
#2
You absolutely got better when it comes to textures but you are still making (in my opinion) way to big maps.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Gaahl
Profile Joined October 2010
Germany7 Posts
October 10 2010 14:53 GMT
#3
The Idea with the sport fields is genius.
Not sure about the double entrance nat, but other than that i really like this
BoomStevo
Profile Joined August 2010
United States332 Posts
October 10 2010 16:18 GMT
#4
@dezi: What exactly do you mean by too big? Rush distances, openness or just general playable area is too much? What would be ideal? My map Crimson Crater is much smaller. Do you think that's still too big?

@Gaahl: Thanks. I started with a tennis court and it snowballed from there. As for the double entrance nat, I don't think it's too big a deal since the rush distances are long. If it proves to be a problem, then I can throw some destructible rocks on one of them.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
October 10 2010 17:23 GMT
#5
The map is pretty big for two players. Everything is too spaced out imo. The fourth's placement is fairly awkward, given that it's far from everything and not particularly defensible. I dunno if it's a good idea to have watchtowers cover all ground paths. The nat layout seems like it makes FE builds fairly difficult, which seems to not fit the rest of the map's concept, which seems to strongly encourage turtle-oriented play. The main's shape is very awkward, most of the space on the side of the main opposite the ramp is just annoying, you can't effectively use it but you have to watch it in case of proxies and drops.
aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
dezi
Profile Blog Joined April 2010
Germany1536 Posts
October 10 2010 17:34 GMT
#6
Base 2 Base is pretty big for a 2 spawn map. That's what i wanted to say. But there are for sure many players that also like big maps but just do some more of them
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
BoomStevo
Profile Joined August 2010
United States332 Posts
October 11 2010 19:17 GMT
#7
@Nightmarjoo: Some of what you say is true, but I don't think they are all detractors. I could write a whole article on my philosophy with respect to map design (and I will if you want) but I won't go into it now. Suffice it to say, I think that if a game progress to the later stages where a fourth base is being taken, then I would like the player to be required to over extend themselves. I don't actually enjoy long turtle-oriented play, but I don't think people should easily die in the first five minutes.

I admit that I don't know every Fast Expansion build possible, but I am aware that Zerg players need to take their natural early. So concerning Zerg doing a FE, I don't feel it would be difficult. The main and natural can be connected with 1-2 creep tumors, the natural Hatchery is actually quite close to the main ramp, and the natural is tighter around the edges than Xel'Naga Caverns or Metalopolis, which I have seen good Zerg players FE on. Going Hatchery-first might be difficult, but I don't think that should be viable on every map.

The main is exactly as you say and is intentionally so.

@dezi: Yeah, it's impossible to satisfy everyone. Some people say they want bigger maps, but you don't seem to be one of them. Although, be careful when you say something is too big. Remember, Steppes of War and Xel'Naga caverns are the exact same size, yet the main-to-main distance is quite different. Sorry, if I'm a stickler for terminology.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
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