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![[image loading]](http://i.imgur.com/dKZEa.png) LoS_Artemis On NA/EU Finalist for MoTM#8 Hey guys, Finally a new map from LoS. 
Intro This map was created from an idea that I was making for a 2 player map, but there was some problem with it, so I decided to copy paste a part of the map and make it a 4 player map. Theme The theme of this map is a Greek style, I had visited 1 year ago Greece and I really liked the country and all (food). What really marked me was the landscape and the ruins of the ancient Greece. The landscape was a wasteland in term of starcraft and I taught that I could really well make it look like it. I added a bit of special touch in some part of the map. Textured used: + Show Spoiler +Tarsonis Cracks Tarsonis Dirt Haven Grass Rocky Tarsonis Grass Aiur Small Bricks Aiur Large Bricks Meinhoff Sand Dunes Valhalla Rock Overview + Show Spoiler + Main + Show Spoiler + Natural + Show Spoiler + Third + Show Spoiler + Forth + Show Spoiler + Middle + Show Spoiler + Nice picture + Show Spoiler + + Show Spoiler + Analyzer: + Show Spoiler + + Show Spoiler + + Show Spoiler + + Show Spoiler + + Show Spoiler + Changes 0.6 + Show Spoiler +-Added more doodad -Made the texture a bit better cause on low some place appear airbrushed
I hope you like it and helps people want to join LoS. LoS is right now working on a website. This map will be submitted to MoTM#8 and I hope this time LoS can make a big opening, probably not like TPW, but still. @Edit 1: The bounds are now okay= fixed. Added the textured used. Please comment on it :D
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great map hopefully will be entered into next MotM
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Looks similar to Backwater Gulch with better expansion routes. Very nice :D
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My first thought was "... this is basically Rhinelands by monitor ...". Then I saw the Backwater Gulch middle Interesting and solid layout, I like it.
I like the texture work, are those custom ones?
I wonder who in this forum is a very good mapmaker and doesn't have a team now ^^ gl recruiting.
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thats pretty goooood.
i like the layout...it has this 'flow' thing that a good map should have. texturework is also really good. now test it...there is nothing 'wrong' that i could talk about.
some people will say rotational symmetry is imba but i dont really care about that, it is what it is
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The only reason it looks like backwater is because of the middle, I didn't have any good idea, so I went with that.
@Ragoo It was never my intention to make it really similar to Rhineland, in fact monitor helped me a bit in the skype room of MoTM. For the texture, I used completly all blizzard texture, but from other tileset. I will edit my post with the texture I used. Also, don't forget that LoS is recruiting and you seem promising and having you with LoS would be quite nice.
@Barrin Thank you very much of the praise, but this hasn't really planned to be that prefect, but seems it came up really good.
Do not forget that if you are a good map maker and have experience, would gladdly have you in our team LoS.
Keep up with the comment, I want to have a lot of in sight.
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dezi
Germany1536 Posts
Uhm - you stopped work right at the cam borders (there is no terrain behind). This looks awful.
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Is the natural siegable from this point??
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dezi Uhm - you stopped work right at the cam borders (there is no terrain behind). This looks awful.
Is there a reason to work on things that the players can't even see? Won't that just slow down the map for no reason?
EDIT: i just checked it as well, and i see what you mean. isn't that a problem with the map bounds and just not having enough extra terrain around the edges, and not the camera/playable bounds?
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On July 25 2011 07:46 SmashHammer wrote:Show nested quote + dezi Uhm - you stopped work right at the cam borders (there is no terrain behind). This looks awful. Is there a reason to work on things that the players can't even see? Won't that just slow down the map for no reason? The players CAN see beyond the camera bounds... Camera bounds mean the camera can't move any farther on the map.
![[image loading]](http://i.imgur.com/s3iIg.jpg)
A player should *never* be able to see the black void of the edge of the map. Maps with proper aesthetics will fill the unplayable boundary with scenery as far as the camera can see. If a player can see this void space... you fucked up.
This map reminds me a lot of Rhinelands by monitor which is inspired by (4) Byzantium but adds the weird center from Backwater Gulch that I'm not personally a fan of as they're 100% winner's expansions. The aesthetics are cool to draw parallels to old European architecture though~
I suggest finding more interesting and original alternatives for the center. (Be creative!)
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wow, the visuals are really good
I usually don't like the look of wasteland maps, but you made it pretty lush like greece like you said
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That center is just scary O_O Have you considered a different position for your towers?
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Yeah forgot to make the bond longer and and add doodad and texture. But it is fix.
@AaronJ The natural isn't siegable.
I've updated the image for the background.
Right now I'm thinking of some idea, but can't seem to find something that can suit well the map in term of openess.
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What about a Fighting Spirit style center expo? Or a gas only? How about this? + Show Spoiler + That's a watchtower in the center. The green is trees / void space. This makes a really interesting diagonal high ground positions on NW vs SE cross map spawns. You could do this 4 ways, but I think that might crowd the middle / zone too much.
Personally I don't think the adjacent spawns are any more problematic than say, Crevasse. A zerg can always go to the left. In fact I think this would almost always be preferable for a game with standard (not too fast) expansion timings. The zerg can fill in at the high ground 3rd later and use it as a sort of 2nd natural. It is liable to be attacked but it's just a freebie. In PvT / TvP I don't think it's a big problem because of how those races tend to pressure and defend each other and the options over the course of the game. A zerg defense is always contingent on available space and alternate routes.
[edit] I forgot to mention, I love the stairs you made with temple bricks! ;D
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I kinda like the middle, I think it's interesting. Obviously there are other interesting things you could do with it.
I would personally rather stay away from a mirrored middle in a rotational map just because it means 6 different spawn scenarios you could be in (36 if you take all matchups into account) instead of only 3 (18).+ Show Spoiler + 2 spawn maps have 1 (6); mirrored 4spawns have 3(18), only 2 (12) with one spawn possibility (close position) disabled; 3spawn maps also only have 2 (12) I mean - 36 - that's quite a lot of possibilities you have to balance.
But maybe you can make it balanced anyway
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I have 4 main idea right now to how to change the middle. 1- Let it like that cause it's simple and the middle of gulch is pretty nice to use 2- Make it a 4 rich mineral and 3 gas 3-Make a mix of metal+gulch middle so making the tower on highground (this way makes it to cramped and makes tanks stronger.) 4- If I do a sort of fighting spirit it will be to open like the middle of Tal'darim (my opinion on Tal'darim(I'm random))
Any other suggestion?
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I would do a middle like Lost Temple or Neo Enigma, just some stuff in the middle to make it not 100% open and then you can decide whether or not you want a watchtower in the middle or not.
That might sound a bit boring but I don't think any middle expos are necessary and as I said I'm not a fan of mirrored middle in a rotational map cause of the many spawn possibilities and possible imbalances (can be seen very clearly when you look at Antiga Shipyard what happens if you don't do it perfectly).
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