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Continuum
Images: Overview: + Show Spoiler + Angled View: + Show Spoiler + Analyzer Image: + Show Spoiler +
Notes: - Continuum is sized at 124x124 playable area. This is a more standard size than my usual offerings (Xel'Naga Caverns is the same size). - The main choke to main choke distance is about 38 seconds. - Experimenting with a flat choke from main to natural. The choke is designed to provide the same wall off as a normal ramp. - First time using the Castanar texture set. Metal is always nice. - The lines are glowing, because Tron is cool...
Please, send replays to BoomStevo (at) gmail (dot) com
My Map Thread
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First thing I thought was Tron lol.
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On December 27 2010 18:27 iGrok wrote: First thing I thought was Tron lol. I tried to not go way overboard with the lines... I almost did. At one point they were everywhere. I also considered changing one side to orange.
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subspace
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On December 27 2010 18:27 iGrok wrote: First thing I thought was Tron lol.
Me too, I like it.
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+ Show Spoiler +On December 27 2010 18:44 BoomStevo wrote:I tried to not go way overboard with the lines... I almost did. At one point they were everywhere. I also considered changing one side to orange. " At one point they were everywhere" You should showcase that!
Nitpicking (cause I really like the feel the map is dishing out): you did not comment about these:
If they were a "patch" of high hp destructible units that'd be soooo cool!
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One side in orange would definately be awesome
Very very nice map, tho im not sure the flat chokes will have alot of fans
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Personally, I prefer the flat chokes at least some of the time. They're just a small change from the standard ramps and they provide a little more protection from storms and force fields.
Awesome map. I like pretty much all of it, especially the clear and evident expansion pathing.
Is the map up on Bnet yet? If so, I'll definitely be dragging my friends in to play on it with me (whether they like it or not).
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I like the positioning of the thirds. The high ground outside it would be a good place for your defending army, because it can easily guard the middle and is capable of moving down to the third if needed. The bright lines are awesome, and it gets across the Tron feel.
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On December 27 2010 19:26 Skytalker wrote:subspace Sorry, I didn't remake SubSpace in SC2. Though, that would be awesome...
On December 27 2010 22:20 baskerville wrote:+ Show Spoiler +On December 27 2010 18:44 BoomStevo wrote:I tried to not go way overboard with the lines... I almost did. At one point they were everywhere. I also considered changing one side to orange. " At one point they were everywhere" You should showcase that! Nitpicking (cause I really like the feel the map is dishing out): you did not comment about these: If they were a "patch" of high hp destructible units that'd be soooo cool! It's a fun idea, but the way they are designed now it would make it difficult to convert into a destructible prop.
On December 27 2010 23:00 ihasaKAROT wrote:One side in orange would definately be awesome Very very nice map, tho im not sure the flat chokes will have alot of fans I tried to design the flat chokes to be as similar to the ramps as possible. I would like people to try it before passing judgement on the feature.
On December 28 2010 01:23 41d3n wrote:Personally, I prefer the flat chokes at least some of the time. They're just a small change from the standard ramps and they provide a little more protection from storms and force fields. Awesome map. I like pretty much all of it, especially the clear and evident expansion pathing. Is the map up on Bnet yet? If so, I'll definitely be dragging my friends in to play on it with me (whether they like it or not). It is published on the NA region. Just search for "Continuum" or "Stevo".
On December 28 2010 02:38 Antares777 wrote:I like the positioning of the thirds. The high ground outside it would be a good place for your defending army, because it can easily guard the middle and is capable of moving down to the third if needed. The bright lines are awesome, and it gets across the Tron feel. Thanks. The high ground areas should be important to control.
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So, I was playing a few games on it and found no major problems. The only one I did see was the top player's main choke appearing to be 1 grid space too large to wall off the same as a normal ramp. Though, this might just have been me being retarded and there might be a way to do it - it just wasn't evident at the time.
Other than that, the two center platforms seemed to work out nicely and were points of contention. I like the main cliffs open to the center. I like how the Xel'Naga Watch Towers functioned and the expansion pathing. I have yet to see it go into longer games, but that's not a fault of the map so much as the players .
I've sent 4 replays to your email for your review.
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"It's a fun idea, but the way they are designed now it would make it difficult to convert into a destructible prop." It's a free great idea so they're doodads?
edit: thanks for answering, it does look nice, and urban is sooo dificult to pull off
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On December 28 2010 12:51 41d3n wrote:So, I was playing a few games on it and found no major problems. The only one I did see was the top player's main choke appearing to be 1 grid space too large to wall off the same as a normal ramp. Though, this might just have been me being retarded and there might be a way to do it - it just wasn't evident at the time. Other than that, the two center platforms seemed to work out nicely and were points of contention. I like the main cliffs open to the center. I like how the Xel'Naga Watch Towers functioned and the expansion pathing. I have yet to see it go into longer games, but that's not a fault of the map so much as the players . I've sent 4 replays to your email for your review. My extreme thanks to you for the replays. Just finished watching them and I thought the third one was pretty good. 26 mins and you almost got to four bases. Definitely helpful.
It didn't look like you had any troubles walling off. And I'm glad the center platforms are playing out the way they were intended. It is great to know that you enjoyed the map and I hope it sees more play.
On December 28 2010 13:22 baskerville wrote: "It's a fun idea, but the way they are designed now it would make it difficult to convert into a destructible prop." It's a free great idea so they're doodads? It's actually about 13 doodads around a raised platform in a hole...
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dezi
Germany1536 Posts
Wow, another sweety. I'm pretty impressed how you managed to made this tileset look nice. I'm just not able to create such kind of maps because i like to mess around with the different textures and this is what you shouldn't do with f.e. Castanar. Keep up the good work and get your newer maps all to Europe ASAP :D
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On December 29 2010 01:47 dezi wrote: Wow, another sweety. I'm pretty impressed how you managed to made this tileset look nice. I'm just not able to create such kind of maps because i like to mess around with the different textures and this is what you shouldn't do with f.e. Castanar. Keep up the good work and get your newer maps all to Europe ASAP :D Thanks dezi! If you or anyone else would like to publish Continuum to the EU servers send me a PM or drop me an e-mail.
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On December 28 2010 17:01 BoomStevo wrote: It didn't look like you had any troubles walling off.
Yeah, you're absolutely right. I just checked and I'm, indeed, just retarded and don't know how to efficiently wall. In my defense, I was focusing on strategizing for the map, at the time. The main chokes work perfectly.
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On December 31 2010 07:42 41d3n wrote:Show nested quote +On December 28 2010 17:01 BoomStevo wrote: It didn't look like you had any troubles walling off. Yeah, you're absolutely right. I just checked and I'm, indeed, just retarded and don't know how to efficiently wall. In my defense, I was focusing on strategizing for the map, at the time. The main chokes work perfectly. LOL. I don't think you're retarded. It's a different choke than normal so I can't blame you for being inefficient. From my tests, the choke seems to work well and I haven't had any problems. I may try to incorporate more flat chokes in my maps. It opens up another cliff layer when the main doesn't need to be high ground.
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yeah I thought u did subspace continuum
But this is good, can you maybe draw the lines from the base to expos? That'll be super nice because you can see clearly the paths to every expo from your main, so you can simply "walk the line" literally to places.
When I saw the large amount of high-grounds I think slow-tank-heavy mech play will be very strong on this map, but then again the map has multiple routes so I dunno
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Oh no, you can just siege up in the center of the map and it really carves the map cleanly in half
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On January 08 2011 10:12 evanthebouncy! wrote:yeah I thought u did subspace continuum But this is good, can you maybe draw the lines from the base to expos? That'll be super nice because you can see clearly the paths to every expo from your main, so you can simply "walk the line" literally to places. When I saw the large amount of high-grounds I think slow-tank-heavy mech play will be very strong on this map, but then again the map has multiple routes so I dunno I seriously love SubSpace Continuum, but I haven't made it for SC2! I should...
When I said the decals were once everywhere, they were exactly as you suggested. Lines connecting base to base. I felt it didn't look as clean and I didn't want the bases to be so "defined".
I miss the big-slow-heavy mech pushes. I wouldn't mind if the map encouraged a little of that. I don't think a long tank line splitting the map would be overpowered. I feel like it would mean splitting your tanks to the two different high grounds near the center. Splitting your forces like that should mean you'll be weaker at some point and could be more easily broken.
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