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[M] (3/5) City of the Damned

Forum Index > SC2 Maps & Custom Games
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1 2 Next All
iGrok
Profile Blog Joined October 2010
United States5142 Posts
March 24 2011 07:43 GMT
#1
[image loading]

The City of the Damned - where souls spend their last moments battling by the waypoint to Hell.



You've never seen the like of this map before. I promise you that.

City of the Damned has been in the works for over two months in some form or another. I feel this is by far the best map I have created, and it is a very original setup. So, without further ado...

+ Show Spoiler [Overview] +
[image loading]

[image loading]

Thats right. 5 way rotational symmetry bitches.


Close spawns are disabled, so its effectively a 3p map. And the ring of buildings surrounding the map marks the no-fly-zone boundary.

Each base consists of a large main, a backdoor natural, and a semi-open third. The Third also has a "side-door", a passage blocked by destructible rocks that is LOS blocked from the third. In the middle, a single watchtower keeps track of all movement around the Portal to Hell. You can still move around the map without being spotted by moving through the side doors. Backdoor expos have 7 minerals and a Rich Vespene Geyser. The cliffs in front of each third are droppable, but the middle watchtowers are not.

Rush distance averages 138.

And now for some pretty shots ^^
+ Show Spoiler +
[image loading]
[image loading]
[image loading]


Wooo! Blue/Orange Contrast!
And yeah, that is a pentagram in the middle. Gateway to Hell, remember?


This isn't completely finished. Theres still more detail work to be done, and I'm not quite happy with some of the shapes. I'm looking forward to your feedback!

Huge thanks to prodiG, dimfish. Boomstevo, FlopTurnReaver, monitor, dezi, NullCurrent, Nemireck, Wildfire, Logginurkeyz, Etrnity, and everyone else who's helped me out! Its been a long crazy process, and I got the rotation down before NullCurrent made his Odd Symmetry guide... that would've really helped!

Last thing: I know that a lot of people get discouraged/bored, and stop working on a map halfway through. Let me show you the original version:
+ Show Spoiler +
[image loading]

Pretty fucking big difference. I hope this inspires someone out there to go that extra distance when creating their maps!
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Magrath
Profile Joined August 2010
Canada292 Posts
Last Edited: 2011-03-24 07:52:11
March 24 2011 07:49 GMT
#2
Incredible! It was bound to happen. Disabling close position spawning is a really nice touch with. Drops to the main and third would suck for those who spawn counter-clockwise to the opponent.



Also it's a good touch to keep the highground areas around the main small so ranged units can hit anything that drops up there. That was one flaw with LT was the size of the highground didn't allow players with just ground units deal with it.
Anything can be acheived through persistence and thought
FinestHour
Profile Joined August 2010
United States18466 Posts
March 24 2011 07:57 GMT
#3
Has this been published on all servers?
thug life.                                                       MVP/ex-
iGrok
Profile Blog Joined October 2010
United States5142 Posts
March 24 2011 08:00 GMT
#4
On March 24 2011 16:57 FinestHour wrote:
Has this been published on all servers?

Not publicly. I'm still playing with it :D

What server are you on?
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
March 24 2011 08:30 GMT
#5
Add some lava, then you've got yourself a city of the damned.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
WniO
Profile Blog Joined April 2010
United States2706 Posts
March 24 2011 08:32 GMT
#6
yeah thats pretty sexy
iGrok
Profile Blog Joined October 2010
United States5142 Posts
March 24 2011 08:34 GMT
#7
On March 24 2011 17:30 IronManSC wrote:
Add some lava, then you've got yourself a city of the damned.


I've thought about it. Its hard to add lava without ruining my colors xD. But I'll see what I can do.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
dezi
Profile Blog Joined April 2010
Germany1536 Posts
March 24 2011 10:13 GMT
#8
That last picture ... rise Satan XD
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
dimfish
Profile Blog Joined February 2010
United States663 Posts
March 24 2011 10:33 GMT
#9
Glad to see the unveil, and the straight pentagon of buildings on the edge is a nice creepy touch!
tomnov
Profile Blog Joined January 2011
Israel148 Posts
March 24 2011 10:48 GMT
#10
Close spawns are disabled, so its effectively a 3p map.


you can't put 3 players in this map without having a pair of them spawn close to each-other, so it is in fact a 2p map
I reject your reality and substitute my own
HAUER
Profile Joined April 2010
Denmark208 Posts
March 24 2011 10:51 GMT
#11
I want this! Release on EU ASAP! :D
(sym): i think of myself as a savant of the internet
dimfish
Profile Blog Joined February 2010
United States663 Posts
March 24 2011 10:54 GMT
#12
On March 24 2011 19:48 tomnov wrote:
Show nested quote +
Close spawns are disabled, so its effectively a 3p map.


you can't put 3 players in this map without having a pair of them spawn close to each-other, so it is in fact a 2p map


He means a 3-player map in terms of spawn scenarios (2). On a 2-player map there is one spawn scenario.
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
March 24 2011 10:57 GMT
#13
This city is so damned, if u zoom in rly far you can see a spawn of the devil choose what seat to take

5player map... Why arent these more common? So well worked out and strangely balanced. Is the 'inbase' blinkable?
KCCO!
Antares777
Profile Joined June 2010
United States1971 Posts
March 24 2011 11:01 GMT
#14
A (mostly) symmetrical 5P map?! Impossible!

Seriously nice work. I think that the middle may be favored for Terran because of the XWT and the 5 pillars nearby. I'd love to test this sometime.
Archivian
Profile Joined November 2010
United Kingdom362 Posts
March 24 2011 11:35 GMT
#15
Thats right. 5 way rotational symmetry bitches.

LOL awesome.

I nearly had a migraine trying to do a 3 player map, I dont think I could survive making a 5 player.

Nicely done (i bet he used magic.. dark and bad magic)

Great texturing and I like the pillars alot, nice to break up the armies a little. Its something I'm trying to fit into a map atm but I've not quite done it right yet.

Though, I'm not sure about he DRox, Its not bad or anything but I'm just wondering if they need to be there.
"you were only supposed to blow the bloody doors off!" Micheal Caine
Skrelt
Profile Joined November 2010
Netherlands306 Posts
March 24 2011 12:04 GMT
#16
this is, imo, the best looking map i have ever seen in sc2. If it plays good i dno, but i like the look soe freaking much!
The Wolfpack - Metalband from the Netherlands
lefix
Profile Joined February 2011
Germany1082 Posts
March 24 2011 14:28 GMT
#17
such a simple and yet clever idea.
i wonder if this is going to start a new trend in mapmaking :D
Map of the Month | The Planetary Workshop | SC2Melee.net
adso
Profile Joined March 2011
718 Posts
Last Edited: 2011-03-24 14:35:56
March 24 2011 14:34 GMT
#18
thank you for such engorging eye candy
edit:+ Show Spoiler +
nice adding the "base" version
monitor
Profile Blog Joined June 2010
United States2404 Posts
March 24 2011 15:37 GMT
#19
Woooaaahhhh!!!

That looks really amazing. Waaay different from when I saw it. This version looks almost perfect, but there are a couple things that I should note.

Primarily, I would slightly alter the 3rd. Right now its very easy to hold as protoss, and not so easy as zerg (since it reduces rush distance). I suggest removing the rocks at the small choke and making it wider. You should also move the LoS blockers to where the rocks where, to give Terran some extra buidling room and a less awkward wall off.

It looks like you can put a pylon behind the 3rds mineral line and warp into the in-base expansion. This could be a serious problem PvT, PvP, and maybe even PvZ, because you get past the wall-in (and free harass @ natural). The map is cool enough for me to not really worry about it, but if possible you should make it so pylons don't reach the in-base expansion.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Penke
Profile Joined October 2010
Sweden346 Posts
March 24 2011 16:01 GMT
#20
Wow, I am always impressed with 3p maps, but this...!

This is art, good job! :D
1 2 Next All
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