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Korean name by TrinitySC
Thunder Temple
v 1.0 published on EU & NA servers. -search "Thunder".
1v1 (2v2) - 142x130 - 14 bases total
I wanted to do a classic 4 spawn map balanced for 1v1 similar to Lost Temple, Metalopolis and Shakuras Plateau, but with its own distinct style.
This will not be my February entry for MotM; It´s taken forever to fine-tune and polish... -balanced and pretty, but not as good as Mud Rock!
Overview:
Angled view:+ Show Spoiler + Analyzer:+ Show Spoiler + Close ups:+ Show Spoiler +
Beta testing: Thanks to CandyCrack, Hamra, SerraAngelDK, Rhokdar & Bixs Special thanks to Kanadan & joe Beta replays : + Show Spoiler +
Tileset: Mixed+ Show Spoiler +Xil organic cliffs Korhal manmade cliffs ____________________ Port Zion dirt Port Zion cracked dirt Korhal dark concrete Korhal tiles Valhalla plates Bel shir grass light Bel shir grass dark Haven rough rock Performance issues: + Show Spoiler +This map has only 736 decals which is very low, so there should be no lag issues. Center has 1 rain emitter and 2 electrical arcs, but this hasn´t caused any lag in all of my testgames. Changelog: + Show Spoiler +1.0: Release. 0.17: Replaced ponds between gold & center with a pillar and enlarged LoS refuge. Decreased size of ponds at XWTs. Put in a step in the cliff at main entrance, allowing cliff-walking, and making nat entrance less of a tankfest. 0.15: removed rocks on islands. Added Los refuge below gold. 0.14: put rocks on gold 0.13: moved Watchtowers to low ground near center. Improved lighting - map will no longer hurt your eyes . Replaced texture (Korhal concrete -> Korhal dark concrete). 0.12: moved Watchtowers to 12 & 6 o´clock overlooking 3rd. Made space between main & gold pathable. Rebuilt high ground above 3rd. Enlarged mains. 0.11: Opened up center chokes. Rebuilt main & natural. 0.9: Posted.
My Map Thread
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tease! cause it looks brilliant
+ Show Spoiler +i'm watching wheat's stream,watching the map in itself is o so boring, but wheat is quick with ze chatterbox + Show Spoiler +, should add some backdrop music under his replay casting though , what a rhythm
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dezi
Germany1536 Posts
Nice sneak peak, really want to see more :D
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I went to your thread and looked at the overview. It has a very solid map design, though I think that the XWT placement could be a bit better. The stairs and doodad work on this map are awesome! You've got to tell me exactly how to make stairs.
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dezi
Germany1536 Posts
Didn't know there was a overview already in your map thread - the layout of main and natural seem to punish zerg a little bit. You most likely want to defend at the bottom of your ramp but with the nat being so far away runbys might be very potent.
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Is it me only or does it looks very much like Fighting Spirit? Main + nat, and double ramp to third thats what I see pretty much similiar. It still looks like a great map to play on.
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dezi
Germany1536 Posts
You should rewatch a picture of Fighting Spirit.
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Cool. I once thought about doing a map with chess-board style textures. Reminds me a bit of it. Also looks like the bumps on some of the ramps are giving you problems too. Annoying stuff.
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Well, I still see some similarities, though very much is a oversaid yeah.
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On January 07 2011 20:44 Antares777 wrote:+ Show Spoiler +I went to your thread and looked at the overview. It has a very solid map design, though I think that the XWT placement could be a bit better. The stairs and doodad work on this map are awesome! You've got to tell me exactly how to make stairs.
Stairs are simply ground decals, you can find them in Metalopolis and other maps. They become steps when you place them on ramps. Just takes a lot of adjustment and copy/pasting. What do you suggest I do with the XWTs? I started with just one in the center, but it was pretty useless. As they stand now, they are just out of sight from the high ground above because of the pillar/cliff in the corner. I think that works out nicely.
On January 07 2011 20:56 dezi wrote:+ Show Spoiler +Didn't know there was a overview already in your map thread - the layout of main and natural seem to punish zerg a little bit. You most likely want to defend at the bottom of your ramp but with the nat being so far away runbys might be very potent.
You are right. I will move main spawn and natural a bit closer to the main ramp. With that, it will be possible to connect main and nat with a single tumor.
@ Galek: I haven´t looked at Fighting Spirit recently, but I see your point. I was mainly inspired by City of the Sun and to a certain degree Lost Temple.
On January 07 2011 22:55 Koagel wrote:Cool. I once thought about doing a map with chess-board style textures. Reminds me a bit of it. Also looks like the bumps on some of the ramps are giving you problems too. Annoying stuff. Yeah, I wondered how you did it so clean with those bumpy ramps Luckily, I don´t need it to be clean since I´m doing a ruin. Also, those particular doodads have a rubble variant that is perfect for hiding imperfections and give the steps a broken look.
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I just didn't place them at the most bumpy parts tbh...
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Updated with more pics n stuff.
- moved main and nat closer to main ramp (1 tumor).
I wonder if I should disable close spawns? Rush distance is 110.
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Hey, wanted to give some feedback- I like the map a lot!
Looks like the gas can be tanked. You should prevent that by curving the mineral line in and back a bit. There seems like an awkward amount of space behind the mineral line too, possibly remove and make the map overall a bit smaller.
The island is a little smushed, and it can harass the High Yield. Is this intentional? You might consider removing it or redoing it to be less crammed in that space.
The map is extremely linear, meaning paths are straight. I like the feel of this map, but in the future you want to stray from linear paths.
Cool. I once thought about doing a map with chess-board style textures.
Check out Checkmate: http://wiki.teamliquid.net/starcraft/images/5/5b/Checkmate.jpg
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I think the centre is really cool, as their are a lot of high ground and low ground places, hopefully ending in lots of strategic and exciting battles. I like the fact that you can easily defend your natural and main, it kinda reminds me of shakuras's main and natural. This would be such an epic map for a FFA. Good luck with the MotM tournament! I think it has a good chance of winning.
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On January 08 2011 13:38 Johanaz wrote: I wonder if I should disable close spawns? Rush distance is 110.
That is about the same as on close on Steppes of War, so the distance itself doesn't warrant the disabling of it IMHO.
But if the difference in distance between the shortest, cross and side-to-side route is too large, then yes, it might be a good idea to disable close spawns to avoid having radically different games on the same map because of the differences in rush distance.
So give us the other distances and I'm sure at least someone must have an opinion
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On January 08 2011 14:32 monitor wrote:+ Show Spoiler +Hey, wanted to give some feedback- I like the map a lot!
Looks like the gas can be tanked. You should prevent that by curving the mineral line in and back a bit. There seems like an awkward amount of space behind the mineral line too, possibly remove and make the map overall a bit smaller.
The island is a little smushed, and it can harass the High Yield. Is this intentional? You might consider removing it or redoing it to be less crammed in that space.
The map is extremely linear, meaning paths are straight. I like the feel of this map, but in the future you want to stray from linear paths. Thanks! Yes, the gas can be sniped in the current layout. I will fix that and shrink mains and nats making the map 142x124 instead of 142x132. The islands are currently quite broken. I need to move them away from high yield, not to mention from the mains. I watched an AI v AI PvT that went totally epic lategame with maxed armies and tons of drop action, where terrans island expansion was sniped by a colossus standing in the main! LOL! As for the linearity, that is something I normally would avoid, but in this map it serves the theme pretty well. I am considering putting in some giant cracks to break up the pathing lines a bit.
On January 08 2011 19:05 NullCurrent wrote:+ Show Spoiler +On January 08 2011 13:38 Johanaz wrote: I wonder if I should disable close spawns? Rush distance is 110. That is about the same as on close on Steppes of War, so the distance itself doesn't warrant the disabling of it IMHO. But if the difference in distance between the shortest, cross and side-to-side route is too large, then yes, it might be a good idea to disable close spawns to avoid having radically different games on the same map because of the differences in rush distance. So give us the other distances and I'm sure at least someone must have an opinion Rush distances: 110 (close spawns) 117 (8 o´clock to 2 o´clock) 137 (cross)
I think the relative difference between close and cross are less than on most 2v2 maps, thanks to the linear paths.
On January 08 2011 14:49 TheDominator wrote:+ Show Spoiler + I think the centre is really cool, as their are a lot of high ground and low ground places, hopefully ending in lots of strategic and exciting battles. I like the fact that you can easily defend your natural and main, it kinda reminds me of shakuras's main and natural. This would be such an epic map for a FFA. Good luck with the MotM tournament! I think it has a good chance of winning.
Thanks!
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On January 08 2011 21:58 Johanaz wrote:Show nested quote +On January 08 2011 19:05 NullCurrent wrote:+ Show Spoiler +On January 08 2011 13:38 Johanaz wrote: I wonder if I should disable close spawns? Rush distance is 110. That is about the same as on close on Steppes of War, so the distance itself doesn't warrant the disabling of it IMHO. But if the difference in distance between the shortest, cross and side-to-side route is too large, then yes, it might be a good idea to disable close spawns to avoid having radically different games on the same map because of the differences in rush distance. So give us the other distances and I'm sure at least someone must have an opinion Rush distances: 110 (close spawns) 117 (8 o´clock to 2 o´clock) 137 (cross) I think the relative difference between close and cross are less than on most 2v2 maps, thanks to the linear paths.
I don't think you should disable close spawns, as the distances are close as you say (somewhat equal to the difference in Metalopolis).
But I think you should make it a bit easier to defend an attack which uses the closest route (eg. move the cliff so that attacking units can be shot at from the main if the opponent uses the closest route). Currently you have no difference in advantage/disadvantage when it comes to attack-angle dpenending on spawn. But it might not be needed, Metalopolis does not have that disadvantage for close spawns, only the mid-length routes. So I'm not so sure if you really have to do something to compensate for the short rush distance.
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I was thinking about XWT placement, and for a suggestion, you can put them above and bellow the high ground middle closer to the thirds than the high yields. This would make then farther apart from each other, which was originally my main concern.
Just an idea.
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Just finished a bunch of revisions.
Rebuilt main ramp, 3rd (chokes and high ground), islands and the area around the center. Removed center ponds and moved XWTs.
Updated all pictures in OP.
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love the 4 player spawn
the interwoven green lines are great
+ Show Spoiler +i do definitely have a fetish for a 4 player chess board tho
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