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[M] MAPPoVe's Map Thread

Forum Index > SC2 Maps & Custom Games
Post a Reply
MAPPoVe
Profile Joined September 2010
86 Posts
Last Edited: 2011-01-26 23:53:46
October 12 2010 22:52 GMT
#1
Well,
I thought I put all my stuff together in one post to be able to link it better.
I will keep the versions and availability on servers up to date. Check them out by searching the names on bnet play with your friends and post your replay here.

Also when you're interested in loading it on US,SEA servers please feel free to PM me.


  • Final Whistle
  • EU version: 1.2

+ Show Spoiler +


specs:
  • 1v1 map
  • playable 162x150
  • 1 center Xel'Naga Tower
  • high grounds where space is avaiable is passable
  • creep can be spread over all bridges, although they are not buildable and you dont see the creep


[image loading]



analyzer pics
+ Show Spoiler +

[image loading]

[image loading]



changelog
+ Show Spoiler +

  • 1.2
  • doodads!
  • 1.1
  • minimal changes
  • 1.0
  • released






______________________________________________________________________


  • Flux Pavilion
  • EU version: 1.2

+ Show Spoiler +


specs:
  • 1v1 map
  • playable 156x152
  • 2 Xel'Naga Tower at center areas
  • high ground at the Xel'naga Towers are passable
  • all other high grounds are not
  • only 1 gas at gold, because I think 2 gas is overkill at golds
  • creep can be spread over all bridges, although they are not buildable



[image loading]

analyzer pics
+ Show Spoiler +

[image loading]

[image loading]



changelog
+ Show Spoiler +

  • 1.2
  • a few minor changes+adjusted bounds
  • 1.1
  • more doodads!!
  • 1.0
  • released






______________________________________________________________________

  • Riot
  • EU version: 1.2

+ Show Spoiler +


specs:
  • 1v1 map
  • main to main distance is 174 (from map analyzer), that pic didn't work..
  • playable 144x150
  • inspired by BW-map Benzene
  • 2 Xel'Naga Tower to control two areas behind the bridges
  • all the high ground areas without ramps to it (e.g around the main) are _not_ passable
  • only 1 gas at natural to force an earlier third



[image loading]


analyzer pics
+ Show Spoiler +

[image loading]




changelog
+ Show Spoiler +

  • 1.2
  • middle is now flat without additional ramps, it was to narrow before, maybe the whole design is a little bit to narrow..
  • 1.1
  • changed the location of the middle expos onto the highground areas to make them more accessible
  • huge update on the graphics
  • no fly zones added where doodads where too high
  • cant build on the bridges now because it just looks stupid with a creep tumor on it
  • creep does spread "underneath" the bridge though so you can extend creep over the bridges
  • 1.0
  • released






______________________________________________________________________

  • Adrenaline Rush
  • EU version: 1.2

+ Show Spoiler +


specs:
  • 1v1 map
  • playable 162x150
  • rocks blocking gold and ramp to natural
  • 2 Xel'Naga Tower giving vision of the attack paths and naturals dest. rocks
  • 2 islands




[image loading]





changelog
+ Show Spoiler +

  • 1.2
  • some minor changes + critters !!1
  • 1.1
  • added a new expansion + islands
  • 1.0
  • released






______________________________________________________________________





  • Deceiving Haven
  • EU version: 1.0

+ Show Spoiler +



specs:
  • 1v1 map
  • playable 152x122



[image loading]




Map at 40° angle
+ Show Spoiler +

[image loading]





changelog
+ Show Spoiler +

  • 1.0 released on EU





______________________________________________________________________
my maps -> http://www.teamliquid.net/forum/viewmessage.php?topic_id=160218
MAPPoVe
Profile Joined September 2010
86 Posts
October 27 2010 19:34 GMT
#2
Hello
I jsut added a new map, Deceiving Haven.
my maps -> http://www.teamliquid.net/forum/viewmessage.php?topic_id=160218
Antares777
Profile Joined June 2010
United States1971 Posts
October 27 2010 20:52 GMT
#3
Xel'naga Outpost's mains need non-cardinal oriented ramps for walling in to work correctly.

Luna's Heritage is your best map in my opinion, nice job.



Deceiving Heaven looks interesting with the nice aesthetics, but the two different colored waters might be a little too flashy. If I were you, I'd modify the green water's brightness/reflectivity/something so that it doesn't stand out as much as it does at the moment and blends in with the terrain on the map better.
MAPPoVe
Profile Joined September 2010
86 Posts
October 28 2010 15:21 GMT
#4
The ramps on Xel'Naga are already changed I just was too lazy uploading new images.

And I see your problem with the water on Deceiving Haven, I've fooled around with the water modifications a lot but it was very displeasing as it never looked the way I wanted it too.
But I will work on that nevertheless.

Proper lightning and coloring are probably the most difficult things to pull off I found, because you just have to be lucky to make it look good.
my maps -> http://www.teamliquid.net/forum/viewmessage.php?topic_id=160218
MAPPoVe
Profile Joined September 2010
86 Posts
November 12 2010 23:47 GMT
#5
Addad a new map, Adrenaline Rush, sounds like that name is given to an other map but I'll go with it for now.
It's was inspired layoutwise by Stepps of War including the gameplay the middle on Xel'Naga Caverns provides.

Also removed Mesuris B from map list.

greets mappove
my maps -> http://www.teamliquid.net/forum/viewmessage.php?topic_id=160218
MAPPoVe
Profile Joined September 2010
86 Posts
Last Edited: 2010-11-28 04:08:04
November 28 2010 03:58 GMT
#6
And another update to the Mappool. Added map Riot which will get an update with more cosmetic changes soon.
Inspired by BW-map Benzene, I like the layout very much and think it's pretty fitting to sc2 gameplay dynamics although I wanted to add more cliff mechanics but it turned out to be too gimmicky so I left it.
Hf
my maps -> http://www.teamliquid.net/forum/viewmessage.php?topic_id=160218
MAPPoVe
Profile Joined September 2010
86 Posts
December 01 2010 15:31 GMT
#7
So I finished Riot now. A fourth base is now more easily accessible at the center highground. I did a lot of graphics work to make it look as sweet as possible.
Also on a sidenote I added No Flyer Zones where Doodads where too high. Those things make air units act very buggy but I hope I fixed it all.
Also you cant build on the bridges now because it just looks stupid with a creep tumor on it but creep does spread "underneath" the bridge though, so you can extend creep over the bridges.

It's your turn play that damn map !
my maps -> http://www.teamliquid.net/forum/viewmessage.php?topic_id=160218
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
December 01 2010 15:49 GMT
#8
--- Nuked ---
MAPPoVe
Profile Joined September 2010
86 Posts
January 05 2011 15:40 GMT
#9
Huge update incoming!
Added two new maps Flux Pavilion(in motm competition) and Final Whistle. Also updated most maps with analyzer pictures (summary and distances) to allow people to get a better glimpse on rushing distances and map size.
my maps -> http://www.teamliquid.net/forum/viewmessage.php?topic_id=160218
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