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Active: 2021 users

LoS_Destiny Platform (4)

Forum Index > SC2 Maps & Custom Games
Post a Reply
Icetoad
Profile Joined May 2010
Canada262 Posts
Last Edited: 2011-05-07 15:29:25
April 23 2011 20:18 GMT
#1
LoS_Destiny Platform
On US server

Intro:
+ Show Spoiler +
This was my real first attempt of doing a map with rotational symmetry. I wanted to make a macro map that had the style of Tal'darim and Crevasse. I wanted to make a map with in base natural that couldn't be warp-in, but can be sieged if you have vision. The map as a smaller size than Tal'darim and creates an illusion of making looking huge.


Map info:
- 4 spawn
- 20 bases
- Xel'naga tower 4
- playable 160x160
- Texture: Castanar
- On US

Map Overview:
+ Show Spoiler +
[image loading]

Angled View:
+ Show Spoiler +
[image loading]


Analyzer:
Summary
+ Show Spoiler +
[image loading]

Distance:
+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]


@Edit 2:
Change Log 0.2:
-Changed the name to LoS_Destiny Platform
-Added doodads
-Did some tweaks to layout

Hope you like it and please comment
Map Maker of Nimbus
Syphon8
Profile Joined July 2010
Canada298 Posts
April 23 2011 22:19 GMT
#2
194 in cross is way, way too far.

I'd shrink it so the walls behind the Gold bases met up with the ones in the center ring, make the golds full bases, and move the rocks at the blue fourths to the gold bases.
',:/
adso
Profile Joined March 2011
718 Posts
April 23 2011 22:25 GMT
#3
i love the tiles you choose
WniO
Profile Blog Joined April 2010
United States2706 Posts
April 23 2011 22:55 GMT
#4
On April 24 2011 07:19 Syphon8 wrote:
194 in cross is way, way too far.

I'd shrink it so the walls behind the Gold bases met up with the ones in the center ring, make the golds full bases, and move the rocks at the blue fourths to the gold bases.

its mostly a straight path across the middle so its not as far as it seems
G_Wen
Profile Joined September 2009
Canada525 Posts
April 24 2011 00:20 GMT
#5
Have you tested your map? It looks like some of the mineral patches such as the one in 10 oclock's natural aren't going to be reachable. Other than that I think it feels alright but it seems everything is a bit too spread out.
ESV Mapmaking Team
Icetoad
Profile Joined May 2010
Canada262 Posts
April 24 2011 00:50 GMT
#6
On April 24 2011 09:20 G_Wen wrote:
Have you tested your map? It looks like some of the mineral patches such as the one in 10 oclock's natural aren't going to be reachable. Other than that I think it feels alright but it seems everything is a bit too spread out.

It is reachable, the map bonds just doesn't show well. Yes, I've tested it a few time, they were all macro games. Right now I'm thinking of cuting a part of the large area of the third. In the first version the third was the side were it is empty.
By everything spread out do you mean like it's to open and base are to far away?
Map Maker of Nimbus
sob3k
Profile Blog Joined August 2009
United States7572 Posts
April 24 2011 02:40 GMT
#7
3-4base is WAYYYY too easy to hold.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
Panzamelano
Profile Joined September 2010
Colombia248 Posts
April 24 2011 04:20 GMT
#8
cant give a free full base thats so easy to defend. either take out 1 gas geyser on the natural or make rocks or something to get into it because thats the reason crevasse actually went over soooo much changes because when you get 6 gases so easily it makes protoss sorta OP
G_Wen
Profile Joined September 2009
Canada525 Posts
Last Edited: 2011-04-24 14:28:19
April 24 2011 14:27 GMT
#9
On April 24 2011 09:50 Icetoad wrote:
Show nested quote +
On April 24 2011 09:20 G_Wen wrote:
Have you tested your map? It looks like some of the mineral patches such as the one in 10 oclock's natural aren't going to be reachable. Other than that I think it feels alright but it seems everything is a bit too spread out.

It is reachable, the map bonds just doesn't show well. Yes, I've tested it a few time, they were all macro games. Right now I'm thinking of cuting a part of the large area of the third. In the first version the third was the side were it is empty.
By everything spread out do you mean like it's to open and base are to far away?

A little bit of both. Specifically the area between the gold and the natural is just a large chunk of land and it makes the natural very difficult to defend because the ramp that leads to the natural is very far away and very side. The fact that there are 2 of them doesn't help either.

Edit: By natural I mean not the inbase one. I'm wary of giving them an extra base for "free".
ESV Mapmaking Team
Icetoad
Profile Joined May 2010
Canada262 Posts
April 25 2011 20:36 GMT
#10
Here is some big change that I hope will make it a little bit more balance. There is still one thing that I would like to change, but I don't find a good solution for the big ramp that countain all 3 base.
Change log
-Change the layout a bit ( less open, cut off some unnecessary piece of land)
-Added some terrain that will favour more certain type of harass (drop, reaper harass)
- Cut off 1 gas and 1 mineral for the inbase natural.
-The inbase natural is now a semi-island
All image will be change to match the newer version of the map on the first post.

Overview:
+ Show Spoiler +
[image loading]
Map Maker of Nimbus
Icetoad
Profile Joined May 2010
Canada262 Posts
May 07 2011 15:25 GMT
#11
Change Log 0.2:
-Changed the name to LoS_Destiny Platform
-Added doodads
-Did some tweaks to layout


I will edit my first post with the new image.
This map will be submit to MoTM #5.

Sorry for the double post.
Map Maker of Nimbus
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