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Forum Index > SC2 Maps & Custom Games
Post a Reply
LS
Profile Joined March 2011
Korea (South)145 Posts
Last Edited: 2011-03-13 16:06:08
March 12 2011 13:46 GMT
#1
Map Overview
+ Show Spoiler +

[image loading]

[image loading]



[image loading]

[image loading]

[image loading]

Created by LSPrime
www.SC2Prime.net
cafe.naver.com/xlalc

Bases - 10 ( 0 gold bases )
2 Xel'naga Towers
Rush distance - Nat2nat 30 seconds
Size: 120x136 playable

Outskirts screen shot
+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]

LunaticSounds KeSPA/GSL Map Creator TeamCrux [Twitter @LunaticSound]
Doz
Profile Joined July 2010
United States145 Posts
March 12 2011 13:59 GMT
#2
I can definitely tell that you put a lot of time into doodading this map, it really shows. In fact there's probably more detail here than almost any other map I've seen.

That being said, I tried to look at the overview pictures, and on my 47" LED LCD TV, my eyes are strained in trying to differentiate areas of the map. After about 15 seconds I could discern what the overall layout was, but after that had to look away. Basically, you should consider using some different textures throughout the map, something that will help players more easily identify where they want to be. I know it might mess with the overall theme of the map, but would really help it's playability imo.

I do like the overall layout though (I think)
Check out my map thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=192306
Ragoo
Profile Joined March 2010
Germany2773 Posts
Last Edited: 2011-03-12 14:01:35
March 12 2011 14:00 GMT
#3
Wow, this map improved a lot since I harshly criticized it for being too much like Crossfire with a choky middle and easy to hold 3-4 bases. I like it much more now
Also the visuals are sick :O

Only thing I don't like is that it's really hard to look at this overview, analyzer picture would be great :/

edit: And I have to agree with Doz, it's much easier for both players and -especially- spectators if different areas have different textures, so you can always quickly see where you are on the map.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
FlaShFTW
Profile Blog Joined February 2010
United States10528 Posts
March 12 2011 15:07 GMT
#4
you need to use best space mechanics IMO. the map is just purely land with space at the corners. to make the map interesting, try to add spaces that may prove crucial and strategical.

also, the texturing is EXTREMELY hard to see. my eyes were blind, and all i saw was this grey chunk.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
LS
Profile Joined March 2011
Korea (South)145 Posts
March 12 2011 16:11 GMT
#5
[image loading]
it looks hard too?
LunaticSounds KeSPA/GSL Map Creator TeamCrux [Twitter @LunaticSound]
Serejai
Profile Blog Joined September 2010
6007 Posts
Last Edited: 2011-03-12 16:28:32
March 12 2011 16:26 GMT
#6
I think the texturing looks fine. It's always harder to see in a screenshot than it is in-game.

Also, if you guys need an NA account to publish any of these let me know. Otherwise, keep up the awesome work and hope to see these in GSL/NASL soon~

EDIT: I think what the poster above means is that when you look at the map from a top down view, it's hard to see the cliff edges and stuff. Maybe you could draw in a yellow and black caution line or something around the edges of cliffs so they're defined better? Not sure, really.

It looks fine in-game at an angled view because the walls glow green.
I HAVE 5 TOAST POINTS
InfestedHydralisk
Profile Joined October 2010
Netherlands110 Posts
Last Edited: 2011-03-12 16:34:03
March 12 2011 16:33 GMT
#7
I personally like the theme of the map and it has a very interesting layout. The overview image is hard to look at, but if you puzzle enough you will figure it out. I don't think it will be a problem ingame, if you know the layout you will just figure out where you are always, and you watch the minimap anyway too.

I really want to see some games being played on this map. ^_^

Edit: forgot to mention great usage of doodads!
Champion seed spitting.
LS
Profile Joined March 2011
Korea (South)145 Posts
March 12 2011 17:41 GMT
#8
Texturing Finished.
LunaticSounds KeSPA/GSL Map Creator TeamCrux [Twitter @LunaticSound]
Kinetik_Inferno
Profile Joined December 2010
United States1431 Posts
March 12 2011 17:45 GMT
#9
map analyzer please? I can't see the layout.

Until then I will say that you should work for blizzard as a texturer. Go. Now. Wtf are you waiting for.

At least get PAID to do what you're good at!
Ragoo
Profile Joined March 2010
Germany2773 Posts
March 12 2011 17:55 GMT
#10
New texturing is really beautiful and practical. I love it C:
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
LS
Profile Joined March 2011
Korea (South)145 Posts
March 13 2011 03:16 GMT
#11
thats a relief
LunaticSounds KeSPA/GSL Map Creator TeamCrux [Twitter @LunaticSound]
Yoshi Kirishima
Profile Blog Joined July 2009
United States10380 Posts
Last Edited: 2011-03-13 04:35:09
March 13 2011 04:34 GMT
#12
To be critical, yes the map's color palette looks ugly, in that the color, while fitting for the theme of the map, isn't very attractive.

However, once I saw the in-game pictures with the lighting and shading, it looks way better; it's dark and bright, rather than just grey. It looks nice now.

The map itself looks really great however. The rush distance looks a bit short for a 2 player map, but I guess the game was sort of balanced to be this way. Isn't the rush distance only a couple seconds longer than close-position Metal?
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
March 13 2011 05:45 GMT
#13
On March 13 2011 13:34 Yoshi Kirishima wrote:
Isn't the rush distance only a couple seconds longer than close-position Metal?

That's hardly short...
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
LS
Profile Joined March 2011
Korea (South)145 Posts
Last Edited: 2011-03-13 06:23:02
March 13 2011 06:07 GMT
#14
On March 13 2011 14:45 prodiG wrote:
Show nested quote +
On March 13 2011 13:34 Yoshi Kirishima wrote:
Isn't the rush distance only a couple seconds longer than close-position Metal?

That's hardly short...

fixed.
center route was deleted.

Before
[image loading]

After
[image loading]
LunaticSounds KeSPA/GSL Map Creator TeamCrux [Twitter @LunaticSound]
Yoshi Kirishima
Profile Blog Joined July 2009
United States10380 Posts
March 13 2011 06:53 GMT
#15
fixed.
center route was deleted.


Ok cool
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
badcop
Profile Joined October 2010
United States176 Posts
March 13 2011 07:14 GMT
#16
My favorite map of yours! :D
BatCat
Profile Blog Joined November 2010
Austria630 Posts
March 13 2011 09:38 GMT
#17
Looks like a great map indeed!
¯\_(ツ)_/¯
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