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Active: 17492 users

[M] (2) Japura River

Forum Index > SC2 Maps & Custom Games
Post a Reply
darglein
Profile Joined December 2010
Germany89 Posts
Last Edited: 2011-02-25 11:43:17
February 23 2011 17:34 GMT
#1
[image loading]

Hi,
I want to present here my map called Japura River.

General Infos:

Typ: meele
Players: 2
Size: 156x136(Playable)
Bases: 14
Xelnaga Towers: 1
Published: EU (Me), NA (Impac)
Gold: 2
Island: 2
Theme: Bel'Shir Jungle/Temple

Its a 2 player map, but the rush distance is quite long and there are a lot of expansion possibilities, so it should be a macro oriented map. The 3rd base has instead of 2 normal geysers 1 rich geyser to ge more diviation. Please leave faire criticism to help me improve this map.

Pics:

+ Show Spoiler +

[image loading]
[image loading]
[image loading]
[image loading]


Overview:

+ Show Spoiler +
[image loading]
[image loading]



Analyser:

+ Show Spoiler +
[image loading]


Corak
Profile Joined February 2010
Germany187 Posts
February 23 2011 18:10 GMT
#2
The map looks real nice. I like the layout too.

The only thing that comes to mind is, that mutas would be real strong on the map with the long paths, islands, semi-islands and unpathable high-grounds. So maybe there should be a bit more space behind some of the mineral lines to build defensive structures.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
February 23 2011 18:11 GMT
#3
woah. Nice texture design and layout. Personally I would remove those decals from the gold expansions, re-work the center, and add the decal in there somewhere. But overall the map looks beautiful
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
EunByuL
Profile Joined September 2010
Vietnam77 Posts
February 23 2011 21:11 GMT
#4
Low settings don't show trees. AFAIK.
Tôi không
iGrok
Profile Blog Joined October 2010
United States5142 Posts
Last Edited: 2011-02-23 21:45:30
February 23 2011 21:45 GMT
#5
On February 24 2011 06:11 EunByuL wrote:
Low settings don't show trees. AFAIK.

Trees affect pathing. Low Settings do show everything that affects pathing. AFAIK you're talking out your ass.

Regarding the map, its pretty good - the expansion layout is nice, and pretty clear with a few options for deviation. The middle is pretty cool as well. I would suggest making the gold areas stand out more aesthetically, add some temple debris and stuff. You got the large pieces, but the smaller pieces count too! It would also be cool to add shallow water to the trenches in the middle - just an idea.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
MonsieurGrimm
Profile Joined August 2010
Canada2441 Posts
Last Edited: 2011-02-23 22:03:11
February 23 2011 22:02 GMT
#6
Oh wow, when I realized that there were expansions in the water I shit bricks o.o

Still looks like a really cool map and I love the setup of the middle, it allows flanks, has tight and open spaces... awesome.

Not much to criticize except that the mains are kind of boring aesthetically.
"60% of the time, it works - every time" - Brian Fantana on Double Reactors All The Way // "Great minds discuss ideas; Average minds discuss events; Small minds discuss people." - Eleanor Roosevelt
WarSame
Profile Blog Joined February 2010
Canada1950 Posts
February 23 2011 22:16 GMT
#7
How do those underwater expansions work? Do they lower after a certain time? I've been looking at adding dynamic water to my maps for something like this.
Can it be I stayed away too long? Did you miss these rhymes while I was gone?
TemplarCo.
Profile Blog Joined October 2010
Mexico2870 Posts
February 23 2011 23:31 GMT
#8
A very nice map from the get go! I'd like to play it but its only published on EU... T-T still great map, (like the underwater expos, ninjas!)
With an average game length of 7m36s over his 6 games in GSL3, this is a no-brainer. BitByBit pulls more SCVs than yo momma at a club on Mar Sara. ♞
Impac
Profile Joined May 2010
Canada22 Posts
February 24 2011 01:46 GMT
#9
Would like to play it if you could get it published on NA. Or post it somewhere and I'll publish it on NA for you maybe? Only thing I would change personally would be to add a second watchtower and place them closer to each main, but that's just my taste.
101toss
Profile Blog Joined April 2010
3232 Posts
February 24 2011 02:20 GMT
#10
Is it possible to have a slowdown effect with water?
Math doesn't kill champions and neither do wards
Antares777
Profile Joined June 2010
United States1971 Posts
February 24 2011 06:27 GMT
#11
I like the design, but the middle part of the map seems awkward to ravel through. I think that the pieces of land between the gold expansions' and the low ground can be removed. That option is rather pointless anyway because if you want a height advantage, just go up on the gold.

I like how there are so many options for a third base.
darglein
Profile Joined December 2010
Germany89 Posts
February 24 2011 13:10 GMT
#12
hi guys
thanks for the positive feedback. i uploaded the map at sc2mapster so would be nice if someone could publishe the map on NA. Download

EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 24 2011 18:00 GMT
#13
On February 24 2011 11:20 101toss wrote:
Is it possible to have a slowdown effect with water?


I'm pretty sure you can't do this without removing the melee characteristic. Would be awesome though. :\
Comprehensive strategic intention: DNE
Impac
Profile Joined May 2010
Canada22 Posts
February 25 2011 07:43 GMT
#14
now available on NA server.
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