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Forum Index > SC2 Maps & Custom Games
Post a Reply
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
Last Edited: 2011-04-11 09:27:50
April 05 2011 21:12 GMT
#1
[image loading]

Corporate Industries

Description
A 3-player map with an Industrial theme. The games played will be different on the spawnlocations.

MotM #4
Participated in MotM #4
Balance / Originality / Fun / Aesthetics / Total
4.5 / 7 / 4.1 / 6.8 / 22.4

Ah well, my first 7

Overview
[image loading]
rly rly bigger version HQ

[image loading]

Aesthetics
+ Show Spoiler +

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


Analyzer
[image loading]
KCCO!
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
April 05 2011 21:14 GMT
#2
In the overview, this map is hard to look at because of the textures. At first I had no idea what bases were the mains. Other that, it looks very nice aesthetically.

How many creep tumors does it take to connect the main and natural? Looks like two.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
kef
Profile Joined September 2010
283 Posts
April 05 2011 21:15 GMT
#3
Looks really cool. I don't know/care about balance issues, but it looks cool and looks fun to play on
There are two kinds of people in this world: people who say there are two kinds of people in the world and people who know the first group of people are full of shit.
lefix
Profile Joined February 2011
Germany1082 Posts
April 05 2011 21:32 GMT
#4
good luck with motm4. i really want to see some games on this map and see how it works out :D
got any replays?
Map of the Month | The Planetary Workshop | SC2Melee.net
Silence-
Profile Joined October 2010
Canada116 Posts
April 05 2011 22:49 GMT
#5
Looks great man. If you want it published on NA let me know.
Living in the limelight, the universal dream...
dezi
Profile Blog Joined April 2010
Germany1536 Posts
April 05 2011 23:11 GMT
#6
I don't know why one should ever kill those rocks and i also think that this map favors 1 base play way to much.
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
April 06 2011 00:35 GMT
#7
This map is shiny! I like the attempt at reflection symmetry for a balanced 3p map, its a wild idea.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 06 2011 01:24 GMT
#8
I applaud your courage ihasakarot. I wanted to do reflection 3p but I wasn't brave enough. I think it's a completely viable style. Hope it works out!

Very nice screenshots btw. =)
Comprehensive strategic intention: DNE
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
Last Edited: 2011-04-06 08:26:42
April 06 2011 06:38 GMT
#9
On April 06 2011 08:11 dezi wrote:
I don't know why one should ever kill those rocks and i also think that this map favors 1 base play way to much.


Defending my dustin browder award here Origionally the middle was different, killing the topmiddle rocks provided a shorter attackpath if both players spawned up top. The mid changed but the rocks never went away. Pesky rocks. I kept them around because you can create another attackpath if you are container in the middle.

The other rocks are more for creating a bigger battlefield. Also if you look at the analyzer, killing those rocks will decrease rushdistance from the bottom spawn to the others by a good amount.

For all the other comments:

- I think 2 tumors, didnt check that yet. But I cant imagine it being 1 tumor.
- The map is shiny, its too shiny for an industrial themed map, but hey, cant have it all
- Dont do reflectional symetry on a crappy PC. I made the left-top side, flipped all the doodads and my PC bluescreened Had to mirror it by hand to not make the thing crash again ...

Im aware its hard to spot. Ingame it's alot easyer, since theres fences and clear pathingblockers in the way of everything.

Thats why the analyzer is handy

its a pain in the ass to make, took me from the time the 3p maps were annouched to 2 days ago ... the pain ... the horror ...
KCCO!
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 06 2011 06:41 GMT
#10
You are a hero. I want to generate discussion but I'm overloaded from finishing mine and looking at all the maps. Will come back soon!
Comprehensive strategic intention: DNE
adso
Profile Joined March 2011
718 Posts
Last Edited: 2011-04-06 09:26:44
April 06 2011 09:22 GMT
#11
i dunno who suggested 3 spawn maps for #4 but it made you produce this pearl :-)

However, i do think that it should be dirty.. it's too spick and spam in the pictures.
Without blood and guts spilled all over that is... so it should be great in replays...
good luck in motmt4
long live motmt

edit:
On April 06 2011 07:49 Silence- wrote:
Looks great man. If you want it published on NA let me know.

<3 players hosting crossrealms
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
April 06 2011 14:07 GMT
#12
It is too clean, but I think I will keep working on it when MotM4 is over.

@EatThePath , cant wait for your discussions, helped me on Syrany alot aswell
KCCO!
dimfish
Profile Blog Joined February 2010
United States663 Posts
April 06 2011 17:59 GMT
#13
KAROT, are you married to those wings on the end? I think they stretch out the map too much and create a lot of dead space in the upper left of the map. Maybe this simple crop is a tighter, better layout?

[image loading]
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
April 06 2011 19:36 GMT
#14
I wouldnt go as far as married But Its a part of the map I like best aesthetic-wise. I will probably redo the whole map when MotM4 is over. Those parts will then most likely go away. Noted sir
KCCO!
Archivian
Profile Joined November 2010
United Kingdom362 Posts
April 07 2011 13:46 GMT
#15
@dimfish - LOL awesome squiggly lines!!! But I see your point.

@ihasaKAROT - Are those garages destructible? please tell me they go boom!!!

btw This is an awesome map, and I really like the texturing of the city. I usually go for a darker over the top blade runner type feel, but I hadnt really thought about it in this way. I think I will be refering back to this map alot in future to get tips on how to better do urban maps of my own, especially the aesthetics.

Great job
"you were only supposed to blow the bloody doors off!" Micheal Caine
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
April 07 2011 14:02 GMT
#16
On April 07 2011 22:46 Archivian wrote:
@ihasaKAROT - Are those garages destructible? please tell me they go boom!!!
Great job


Not yet, but Im pretty sure the rework of this map will have alot go boom Garages, barrels, cars...
KCCO!
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