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Forum Index > SC2 Maps & Custom Games
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WniO
Profile Blog Joined April 2010
United States2706 Posts
Last Edited: 2010-12-31 19:55:59
December 30 2010 09:07 GMT
#1
(2)Hybrid Station
[image loading]
EDIT: Changed Name, Added D Rocks on top of D Debri so now its 4000hp for one base. Removed garages and placed 3 cannons instead. Revamped textures/doodads.
I wanted to make a map that felt like you were in a starwars environment. (picture awesome jedi battles or something taking place
[image loading]
[image loading]
Two paths
+ Show Spoiler +
-Debris (2000hp)
[image loading]
-Garages (400hp)
[image loading]

Overview
+ Show Spoiler +
[image loading]

Basic Info: - Playable zone is 79x82
- 1 Gold base.
- 2 Natural expos.
- 2 Entrances into main.
- No watchtowers.
- Its not symmetrical
Other info:
+ Show Spoiler +
-Long path has 2 garages (800hp) in the way.
-Short path has 2 debris(4000hp) in the way.
-Virus is a very small map, however due to the destructible objects in-between bases you still have the option to macro up in the beginning. (6pooling is quite hard)
-Theres one known imbalance so far, the top spawn while having the same distance from garage-garage, the distance from garage-debris is a little bit longer.


-Im not going to publish the map publicly yet but would still like suggestions/comments.
vileChAnCe
Profile Blog Joined May 2010
Canada525 Posts
Last Edited: 2010-12-30 09:35:35
December 30 2010 09:31 GMT
#2
I like the tileset but dude that is the shortest pathing ever on those back rocks. you really need to stretch this map out a bit

I'm not entirely sure if you meant this map to be a No Zergs allowed map but how is one suppose to FE when you have rocks to your nat?
Day[9] i've broken 6 mice, 5 keyboards, 3 pairs of headphones, and a mousepad, all from raging after starcraft losing streaks
freestalker
Profile Joined March 2010
469 Posts
Last Edited: 2010-12-30 10:26:52
December 30 2010 10:25 GMT
#3
I don't want to be bad and stuff, I like creativity, but I agree with the post above.. this map seems so goddamned small and why the hell are you closed in your main?

If zerg is supposed to be always one base ahead of enemy then good luck!

edit - plus all the places are seem soooo tight, no open places, no surrounds. can you run this map through the map analyzer or how they call it
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
December 30 2010 10:57 GMT
#4
--- Nuked ---
MuteZephyr
Profile Joined August 2010
Lithuania448 Posts
December 30 2010 17:27 GMT
#5
The map looks absolutely gorgeous, but I do agree with the other posters: way too small. All of the games are going to be one base all-ins and zerg won't even bother playing.

I say just stretch it out one expo worth and make the rock rush distance a bit longer (it looks almost like siege tanks can hit the main). Also, encourage people to take the natural. IMO that should be enough to make expanding actually viable, yet keep the claustrophobic, 'my base is up your butt' kinda feeling. Definitely keep the design though, looks totally badass :D .
I don't Micro, I FEMTO. That's 9 orders of magnitude more extreme.
WniO
Profile Blog Joined April 2010
United States2706 Posts
December 30 2010 17:57 GMT
#6
Zergs have the huge advantage of scouting, the first overlord gets to the opponents base in like 5 seconds. plus you can always see which direction the opponent is going since there are so many places to camp overlords along the paths. and like ive said before zerg can safely get 15+ drones at the start since proxies really cant happen.
On December 30 2010 18:31 Whomp wrote:
I'm not entirely sure if you meant this map to be a No Zergs allowed map but how is one suppose to FE when you have rocks to your nat?

there's only 400 hp if you take out the garage. you can build 2 lings and the garage goes down in no time.
@barrin - yeah i do like that idea, maybe for my next map ill make it have like 18+ spawns haha but still make it tight
EffectS
Profile Joined May 2010
Belgium795 Posts
December 30 2010 18:19 GMT
#7
Can I see an analyzer pic? I can't see what parts are paths and what parts are elevated terrain :D.
TEEHEE
lovablemikey
Profile Joined October 2010
264 Posts
December 30 2010 18:25 GMT
#8
I love the purple fog. It's very cool. I also like that the map is not symmetrical. I tried making a few asymmetrical maps and most people didn't care for them. So, kudos for trying something that isn't typical. It looks like an action packed map!
baskerville
Profile Blog Joined April 2010
541 Posts
December 30 2010 23:35 GMT
#9
love the purple, like the rush distance, however I feel it should be starwars' type gate(s) and not debris or rocks blocking.
http://www.teamliquid.net/mirror/smilies/random-big.gif
WniO
Profile Blog Joined April 2010
United States2706 Posts
December 30 2010 23:42 GMT
#10
On December 31 2010 08:35 baskerville wrote:
love the purple, like the rush distance, however I feel it should be starwars' type gate(s) and not debris or rocks blocking.

Oh thats a sweet idea! im gonna revamp those areas to make it like the scene with obi vs maul haha.
baskerville
Profile Blog Joined April 2010
541 Posts
Last Edited: 2010-12-31 01:09:54
December 31 2010 00:09 GMT
#11
u should edit the models displayed by the actor of several destructible units to get something original (the doodad list is huge, the unit list is petite)
come to think of it you should edit the name to something starwarzy... what's keeping you?
http://www.teamliquid.net/mirror/smilies/random-big.gif
Koagel
Profile Joined October 2010
Austria167 Posts
December 31 2010 11:15 GMT
#12
I like that you used a consistent colour concept and didn't break it with doodads or such. Looks to me like you had a plan what you were doing. That's the way to do aesthetics, good job.
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