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Active: 1790 users

[M] (2) Razed by Samro225am

Forum Index > SC2 Maps & Custom Games
Post a Reply
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2011-07-05 06:55:07
June 05 2011 22:29 GMT
#1
TPW (2) Razed by Samro225am online on EU

No artifacts shall be found in the ruins of a once shinging temple. Razed walls are the sole remainders of the deserted shrine.

playable size: 132 x 116
playerstarts: 2 player
bases: 14 (5 regular, 1 triple-vespene, 1 high yield per player)

[image loading]

UPDATE I(June 8th):
  • new improved Lighting and fog with crisper textures, better contrasts and some violet light highlights
  • main ramp now facing towards nat and bigger distance to main minerals
  • easy ForgeFE or Terran wall-off with 2 bunkers + 1 supply


UPDATE II (July 5th):
  • redone Lighting
  • new texturing, more details, more contrast




+ Show Spoiler [Main] +
[image loading]

+ Show Spoiler [Nat] +
[image loading]

+ Show Spoiler [Third] +
[image loading]

+ Show Spoiler [forward oriented alternative Third] +
[image loading]

+ Show Spoiler [Fourth] +
[image loading]

+ Show Spoiler [HighYield] +
[image loading]

+ Show Spoiler [TripleVespene] +
[image loading]

Antares777
Profile Joined June 2010
United States1971 Posts
June 05 2011 22:48 GMT
#2
I love the textures on this!

How would one wall their natural expansion?
Gfire
Profile Joined March 2011
United States1699 Posts
June 05 2011 22:56 GMT
#3
I agree. I think the ramp should be moved to face the natural so it can be walled.

I like the position of the golds. It kind of feels like a player might take either of them depending on how the game goes.

I think it would be cool to have some unique pros/cons for the thirds. There seem to be two potential options, but it would be good to make it kind of dynamic where in some scenarios you would get one, or sometimes the other.

Love the triple gas expos, I think we need to see that more in maps.
all's fair in love and melodies
iGrok
Profile Blog Joined October 2010
United States5142 Posts
June 05 2011 23:27 GMT
#4
This looks like a heavily modified Shrike :p

I like it!

I feel that the mains should be moved slightly farther from the ramps though
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
June 06 2011 01:10 GMT
#5
On June 06 2011 08:27 iGrok wrote:
This looks like a heavily modified Shrike :p

I like it!

I feel that the mains should be moved slightly farther from the ramps though


iGrok wrote my post for me. ;D
Comprehensive strategic intention: DNE
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
June 06 2011 01:30 GMT
#6
This layout reminds me a LOT of Leviathan, except with a lot of its problems fixed. I like it 8)
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Zaphid
Profile Blog Joined April 2010
Czech Republic1860 Posts
June 06 2011 08:47 GMT
#7
I think there are almost too many bases, but that leads to more interesting expansion patterns, nice job otherwise.
I will never ever play Mech against Protoss. - MVP
Meltage
Profile Joined October 2010
Germany613 Posts
June 06 2011 09:59 GMT
#8
Isn't this Shirke II? In a good way!

I don't know what to think about so many bases on a small map - as it is not too common, it might be good, unless it's bad for some reason I cant comprehend

I actually dislike how the xelnaga texture is being used. I know you want contrast to the rock ground, but I don't think it blends well. I'd rather see it used consistently on the edges, next to manmade cliffs ... but the xelnaga kind, not teh tarsonis ones
http://mentalbalans.se/aggedesign
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2011-06-06 12:10:07
June 06 2011 12:08 GMT
#9
on texturing:

On June 06 2011 07:48 Antares777 wrote:
I love the textures on this!


On June 06 2011 18:59 Meltage wrote:
I actually dislike how the xelnaga texture is being used. I know you want contrast to the rock ground, but I don't think it blends well. I'd rather see it used consistently on the edges, next to manmade cliffs ... but the xelnaga kind, not teh tarsonis ones


I am quite happy with my idea to add the xelnaga texture. NullCurrent pushed me to add something that is different from a regular ulaan set and I think the stone mand-made cliffs and the xelnaga ist not 100% coherent, but they work well with the rest.

The idea was to create the look of a destroyed fortification or razed temple. That is the reason why the xelnaga texture is almost exlusivly used at places where also man-made cliffs are also present.

I mainly used the tarsonis cliff because of its light texture that makes it very sensitive for lighting hence there is a redish color in some areas that corresponds to the trees and plants quite nice in my opinion.
probably I should change the cliff, as meltage suggests?


on main and nat:

On June 06 2011 07:48 Antares777 wrote:
How would one wall their natural expansion?


On June 06 2011 07:56 Gfire wrote:
I agree. I think the ramp should be moved to face the natural so it can be walled.


On June 06 2011 08:27 iGrok wrote:
I feel that the mains should be moved slightly farther from the ramps though


I guess I should put in some work here to help wall-ins and extend the distance between minerals and main ramp. both could be done by changing the ramps orientation.


on general layout:

On June 06 2011 10:30 prodiG wrote:
This layout reminds me a LOT of Leviathan, except with a lot of its problems fixed. I like it 8)


On June 06 2011 07:56 Gfire wrote:
I like the position of the golds. It kind of feels like a player might take either of them depending on how the game goes.


On June 06 2011 08:27 iGrok wrote:
This looks like a heavily modified Shrike :p

I like it!


On June 06 2011 18:59 Meltage wrote:
Isn't this Shirke II? In a good way!


Leviathan was part of MotM3 while Shrike was already in MotM2. Shrike was put together in two nights and that showed in its bad central area. When you trace back the way the expansions line up in the counterclockwise direction you can also see that the design was initially based on my map apparatus that was never really finished. The share a style of one clear expansion pattern with one that goes in he counter direction which might helpccertain agressive strategties, teran style forward expand, etc. To be honest I never really thouht about Leviathan in the process.
because Shrikes middle was so bad i decided to make a second version, but then changed the time, because it really is a completly diferent map built from scratch. the only stuff I copied initially is the deco in the corners.

The layout tries to give three options: third in front or at back; to go to the gold after third; to play very layed back and take fourth and triple-vespene which is in short air distance to the opponent's main.

also there are multiple pathes to be abused to outrun or outmaneuver opposing forces.

Thanks to lefix and NullCurrent the XWT does not see the gold expansions. These guys spotted this problem in he last minute...

on bases:

On June 06 2011 17:47 Zaphid wrote:
I think there are almost too many bases, but that leads to more interesting expansion patterns, nice job otherwise.


On June 06 2011 07:56 Gfire wrote:
I like the position of the golds. It kind of feels like a player might take either of them depending on how the game goes.

I think it would be cool to have some unique pros/cons for the thirds. There seem to be two potential options, but it would be good to make it kind of dynamic where in some scenarios you would get one, or sometimes the other.

Love the triple gas expos, I think we need to see that more in maps.


On June 06 2011 18:59 Meltage wrote:
I don't know what to think about so many bases on a small map - as it is not too common, it might be good, unless it's bad for some reason I cant comprehend


I tried to put in as many bases as possible coming from my map apparatus which was good, but too wide spread. it produces a lot of options to have ore bases and pathes that are of reasonable size. it might even be a quality in mapping to produce many options in few space.
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2011-07-05 06:46:25
June 08 2011 21:38 GMT
#10
update with new light and especially a new nat thanks to your criticism (:

IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 09 2011 05:58 GMT
#11
I'm comparing the 2 nat pics and I don't see any changes...
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2011-06-09 07:35:29
June 09 2011 06:59 GMT
#12
On June 09 2011 14:58 IronManSC wrote:
I'm comparing the 2 nat pics and I don't see any changes...


I updated all images... The ramp is now oriented towards the nat.
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2011-07-05 06:45:59
July 04 2011 13:35 GMT
#13
updated OP with new images.

Map is update with more detailed texturing and better contrasts for the various heightlevels.
Meltage
Profile Joined October 2010
Germany613 Posts
July 05 2011 09:12 GMT
#14
The new texturing makes the map so much brighter (which is not bad, beacuse it was darker before). I was anxiuous about that low ground texture, beacuse it doesnt look good on the overview image (but much easier to read low/middle/high ground). I can see on the detail pictures that the low groudn looks great ingame, though. Nice work before submittion to Motm #7
http://mentalbalans.se/aggedesign
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