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[M] (2) Heights

Forum Index > SC2 Maps & Custom Games
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1 2 Next All
Lioness
Profile Joined January 2010
Canada35 Posts
Last Edited: 2011-01-11 23:47:38
December 21 2010 00:28 GMT
#1
[image loading]

[image loading]

*Updated Jan 11: Eliminated excessive use of the height tool.


Map is on NA server. Let me know what you guys think.

The natural has rocks on the ramp but it's pretty easily attacked. The ramp leading into the main goes up twice so its easier to defend. Either of the other regular expansions could be potential thirds. There are gold minerals in the middle with rocks.


Large Overview:

+ Show Spoiler +
http://img801.imageshack.us/img801/1904/overviewlarge.jpg



Map Analyzer:

+ Show Spoiler +
[image loading]


Additional Screenshots:
+ Show Spoiler +


[image loading]

[image loading]

SiCkO_
Profile Joined September 2010
United States481 Posts
December 21 2010 01:10 GMT
#2
looks awesome

wish blizzard would add more maps to the map pool like this
SKT Toss line Fighting! | Bisu, BeSt, By.Sun! |
No0n
Profile Joined March 2010
United States355 Posts
December 21 2010 01:15 GMT
#3
Do I see 2 ramps into the main both accessible from the middle of the map? I would think that would be quite hard to defend. If it isnt 2 ramps into the main, then I think that the map is OK. I would have to say though that getting a 3rd on this looks quite hard, since you have to like move your whole army away from your nat to the third allowing your nat to get killed quite easily.
Park Sang Woo(Sea.Really) Fighting! E-STRO forever.
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2010-12-21 01:38:31
December 21 2010 01:37 GMT
#4
The map seems rather large for the amount of expansions it contains. I think that either more expansions can be added or the overall map size can be decreased, or the space can be used more efficiently. Right now, the middle is really large, which makes the map look large (it is large, as shown my the map analyzer). Maybe of the sizes of the bases were increased, this problem would fix itself, but the bases are already well sized given their type of base and its location on the map.

I strongly believe that the double ramp into the main is unnecessary. You can raise the ground up a level, including the third, and place a ramp that connects that level with the middle. That would appear more aesthetically pleasing.

I like the idea of the in base natural, I used it to a similar effect on Demolisher.

I must say that your texturing and doodads make this one of the more beautiful maps on TL. The bounds are also amazingly well created, with trees around them, and the fog on the ground. I'd love to see more maps as beautiful as this created by you, but your gameplay needs just a tiny tiny bit of work.

41d3n
Profile Joined November 2010
United States44 Posts
December 21 2010 01:40 GMT
#5
I'm not sure why the third on that peninsula is so far from the main. I also am not a fan of that double-ramp main choke. It seems like, as the map is now, it will have the same problems as Jungle Basin in that it has a guaranteed natural and a very difficult third.

I think both problems could be solved, and map flow improved, if you were to move that peninsula in and connect the third to the main choke's first level. In this way, it would be more like Delta Quadrant in that there is a riskier natural right outside of the choke and a safer choke protected by rocks. It would also help map flow into the fourth.

If this is exactly what you're trying to avoid, then you can disregard my opinions. I just think that one of the most appealing things to players - as far as maps are concerned - is a clear expansion path. Working off of the theory that not having to make decisions about where to expand and dealing with far expansions allows more space for more fun strategy.
"I'm not supply blocked. It's a timing push." -Myself
Lioness
Profile Joined January 2010
Canada35 Posts
December 22 2010 17:15 GMT
#6
thanks for the comments guys. The reason the third is so far away is that it makes it more of a commitment to attack it by ground. It's a much easier third than jungle basin.

@SiCkO_ : There are two ramps in but the one to the natural has destructible rocks. This is why i think the double ramp on the other side is important, as the rocks into the natural will almost always be broken down and players will want the other entrance to be easily defendable. I think because of this there needs to be an easier to take third on the bottom-right and top-left.
Lioness
Profile Joined January 2010
Canada35 Posts
December 22 2010 19:47 GMT
#7
Just updated it. Seperated the middle-side expansions into two, making expanding out your natural expansion much more viable. I also brought the former third a bit closer and gave it a fatter ramp, also got rid of the double ramp.
Whiplash
Profile Blog Joined October 2008
United States2929 Posts
Last Edited: 2010-12-22 20:16:02
December 22 2010 19:58 GMT
#8
Wow, this looks like a really nice map! I'm going to test it out and post a replay sometime soon


edit: while testing this map I found that small units such as probes can pass by the rock back entrance, you need to make those rocks bigger
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
SilverJohnny
Profile Blog Joined October 2010
United States885 Posts
December 22 2010 20:39 GMT
#9
looks great, would love to play it!
also i think you should be able to combine like 5 archons to make a really really shitty oliver stone film - Keanu_Reaver, bw balance genius
Lioness
Profile Joined January 2010
Canada35 Posts
December 24 2010 14:36 GMT
#10
Thanks! fixed it. Seems you can't block a ramp with the 4x4 destructible rocks no matter how big you make them, had to use the 6x6 ones.
Antares777
Profile Joined June 2010
United States1971 Posts
December 24 2010 14:52 GMT
#11
This map looks much better after you made those changes. The DRs letting small units pass through was a glitch, but raising the ground in between the main and third, and adding an expansion at each of the corners was a good idea. Nice job.

baskerville
Profile Blog Joined April 2010
541 Posts
December 24 2010 15:12 GMT
#12
On December 24 2010 23:36 hostilepig wrote:
Thanks! fixed it. Seems you can't block a ramp with the 4x4 destructible rocks no matter how big you make them, had to use the 6x6 ones.


the unit and it's actor both need to be tweeked in order for it to work properly (both graphic and pathing radiuses), otherwise your "new" unit is dependent on the old "pathing blocker" size

in any case pathing is often anathema to graphics in sc2, the player perspective is misleading and only thorough testing irons these "glitches" out
http://www.teamliquid.net/mirror/smilies/random-big.gif
Lioness
Profile Joined January 2010
Canada35 Posts
December 26 2010 20:13 GMT
#13
On December 25 2010 00:12 baskerville wrote:

the unit and it's actor both need to be tweeked in order for it to work properly (both graphic and pathing radiuses), otherwise your "new" unit is dependent on the old "pathing blocker" size

in any case pathing is often anathema to graphics in sc2, the player perspective is misleading and only thorough testing irons these "glitches" out




Where would i go to edit the pathing radius?
baskerville
Profile Blog Joined April 2010
541 Posts
Last Edited: 2010-12-26 21:58:39
December 26 2010 21:41 GMT
#14
Correction, you need to worry about 3 things in conjunction, the unit, the actor in correlation with said unit and the footprints "template" to get it all up to your nerdgasum level.
First open up the data editor (duh)...
When "visiting", you can access anything here (the different types of objects are all accessible but only a few can be accessed at once through the "quick list" you have underneath at all times)

[image loading]

From a clean galaxy, you should always be able to find related "objects" through this method:

[image loading]

(here I've selected the unit dr 6x6, so it showcases actors and footprints involved underneath, do click on "view linked object" to reach what needs to be)...
Do note that the search function isn't worth spit if what you are looking for is down a folder.
http://www.teamliquid.net/mirror/smilies/random-big.gif
forelmashi
Profile Blog Joined August 2007
421 Posts
December 28 2010 18:20 GMT
#15
which tileset is this?
TheRealPaciFist
Profile Blog Joined August 2010
United States1049 Posts
January 05 2011 04:54 GMT
#16
Wish I had more feedback than this, but... looks awesome!
Second favorite strategy game of all time: Starcraft. First: Go (aka Wei Qi, Paduk, or Igo)
Tiazi
Profile Joined February 2010
Netherlands761 Posts
January 05 2011 06:13 GMT
#17
Looks great well done!
"A brilliant yet deluded man once said, 'Introduce a little anarchy. Upset the established order, and everything becomes chaos.' Gumiho is that agent of chaos." -monk
lovablemikey
Profile Joined October 2010
264 Posts
January 05 2011 07:55 GMT
#18
Well done! I like the layout for the most part. It looks like every has a purpose. The overview picture looks very dark, but from what I can see it looks nice.

I'm not a fan of the expansions at the east and west edges of the map. I'd like to see each of them brought closer to the center. Right now they look too far out of the way. Even if that was your intention, I think you may have exaggerated it a tad. Other than that, it's a super cool map!
Lioness
Profile Joined January 2010
Canada35 Posts
Last Edited: 2011-01-05 14:38:26
January 05 2011 14:36 GMT
#19
Thanks guys, anyone played it? Feeedback?

The tileset is Aiur (urban), hence the creep marks on the cliffs and wrecked protoss stuff.

@lovablemikey: The expansions your referring to would probably be a players 5/6th expansion so it makes sense that they are a little out of the way.
Lioness
Profile Joined January 2010
Canada35 Posts
January 11 2011 23:47 GMT
#20
Ok, i've evened out all the extremely low areas and created a similar effect with the fog editor to eliminate the ability to hide units in the pits the map previously had.
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