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[M] (4) TPW Emerald Jungle

Forum Index > SC2 Maps & Custom Games
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lefix
Profile Joined February 2011
Germany1082 Posts
Last Edited: 2011-07-24 23:59:00
July 24 2011 23:56 GMT
#1
[image loading]

TPW Emerald Jungle
by lefix

Stats:
Published on: EU
Playable Size: 158x152
Tileset: Aiur

I actually used 100% Aiur textures in this map. But i made a custom lighting for it.
This is my 'green' map, I think everyone needs at least one
Close spawns are not allowed on this map, so top vs bottom half of the map.
it also uses shifted symmetry (copyright by johanaz)

Detail Shots:
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Analyzer:
+ Show Spoiler +
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Replays:
+ Show Spoiler +
Bakuri vs Fender (Masters ZvP)
Map of the Month | The Planetary Workshop | SC2Melee.net
sCnDiamond
Profile Joined January 2011
Germany340 Posts
Last Edited: 2011-07-25 01:19:57
July 25 2011 01:17 GMT
#2
Seen it in action today with Bakuri & Fender, i really liked it . Aesthetics are really cool, although i would remove those floating banners around the XNWT. If you want to just have a quick look at the map, download the replay, game turned out to be pretty cool.
formerly spinnaker.
Reptilia
Profile Joined June 2010
Chile913 Posts
July 25 2011 01:18 GMT
#3
whats "shifted symmetry"?
anyways, nice map
The secret to creativity is knowing how to hide your sources
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2011-07-25 02:14:10
July 25 2011 02:13 GMT
#4
On July 25 2011 10:18 Reptilia wrote:
whats "shifted symmetry"?
anyways, nice map


Johanaz coined the term for his map Void Rift, which is sort of half rotational half mirror symmetry.

To be more precise, you have 180 rotational symmetry top/bottom, and 180 rotational symmetry left/right, but not 90 rotational symmetry. The overall effect is that you have a 4 player rotational map that feels slightly different going clockwise or counterclockwise from your spawn location. This style also presents the opportunity to have a mirror symmetry style in the center (or anywhere on the axes I guess).

It's a cool style! Shifted symmetry is a cool name too. I also had 3 maps with it before johanaz made void rift. But he can have it cause he's a baller.

Lefix, I think you optimized the map within its original intent. I am a little leery of the prevalence of chokepoints at such regular intervals. There's no good spots to "wait for them to try to cross the plains" (as zerg mostly I guess, but also TvP), because you can hug walls and stepping-stone chokepoints quite nicely. I don't think it's imbalanced, but it makes the map very stress-free for protoss if you plan your moves.

I'm also a little put off by 16 bases, but maybe I'm just going through a phase where I think that's too much. I wonder if you could try a version that gets rid of the 6 and 12 standard mineral bases, leaving only the gold in the 3 and 9.

Other than that it's very nice. I hope you don't take it the wrong way when I say it's a very nice take on the sanctuarium style.

Oh and also, I know it's sort of fun that you used stock aiur, only tweaking the lights. But would please consider changing those cliffs? I think they look really misplaced because I identify them with the special purpose they serve in campaign as creep-covered.
Comprehensive strategic intention: DNE
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
July 25 2011 09:59 GMT
#5
Theres a whole lot of openness in the middle that doenst really have that extra touch... The standard floordecal there... I dunno, explore new worlds I spose

and yes, that floordecal is my new protossdecals ^^
KCCO!
chocopaw
Profile Blog Joined May 2011
2072 Posts
July 25 2011 10:02 GMT
#6
[image loading]

put that guy in the map.
http://twitter.com/lechocopaw
Johanaz
Profile Joined September 2010
Denmark363 Posts
July 25 2011 13:40 GMT
#7
U know I love ur maps, Lefix.

I didn´t coin the term "shifted symmetry". It was introduced by Blizzard with Shakuras Plateau.
Void Rift is twisted because of how some bases and the central high ground are rotated.

Btw. shifted symmetry is ancient, here´s a 800 year old example of shifted rotational symmetry:

+ Show Spoiler +
[image loading]
TPW Map Maker - theplanetaryworkshop.com
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
July 25 2011 14:32 GMT
#8
I dare you to make that layout into a map Jona
KCCO!
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2011-07-25 14:44:27
July 25 2011 14:43 GMT
#9
On July 25 2011 23:32 ihasaKAROT wrote:
I dare you to make that layout into a map Jona


when you focus on one star you can recognize that this is a basic 3player rotational symmetry map.
it only loks more complex, because it is made into a pattern
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
July 25 2011 17:31 GMT
#10
I love this map and I think its beautiful. Very nice.

Looks like there's no way "through" the mineral patches at the 12 and 6 o-clock expansions. That strongly favors terran drop harass, so You might want to look into separating those out. Even the Naturals only have one path through the minerals.
Dragom
Profile Joined December 2010
194 Posts
July 25 2011 17:48 GMT
#11
... IT LOOKS LIKE A tERRAN CAN GET A PF at the gold and seige ur nat
"The second thing to go is your memory...ergh, I can't remember what the first thing is..."
dezi
Profile Blog Joined April 2010
Germany1536 Posts
July 25 2011 17:51 GMT
#12
If you take the 3rd as nat you're just dumb.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
lefix
Profile Joined February 2011
Germany1082 Posts
July 28 2011 17:42 GMT
#13
On July 26 2011 02:31 FoxyMayhem wrote:
I love this map and I think its beautiful. Very nice.

Looks like there's no way "through" the mineral patches at the 12 and 6 o-clock expansions. That strongly favors terran drop harass, so You might want to look into separating those out. Even the Naturals only have one path through the minerals.


thx for the notice, mineral placement really seems to not be my strength
changed it now.

i have also removed those flying flags around the middle.
Map of the Month | The Planetary Workshop | SC2Melee.net
mDuo13
Profile Blog Joined October 2010
United States307 Posts
July 28 2011 19:36 GMT
#14
Man, the gold minerals look really beautiful on this map.
hobbidude
Profile Joined December 2010
Canada171 Posts
July 29 2011 07:22 GMT
#15
I'm curious, although you've taken out close spawns what is the rush distance? Also how much of a change is it on close spawn rush distance if you put rocks on the ramp to the nat. Just thinking player might like to wall with a fast expand and the rocks would make that possible and open new spawn possibilities.
Meltage
Profile Joined October 2010
Germany613 Posts
July 29 2011 10:41 GMT
#16
@hobbidude still, if the rush distance becomes just OK with rocks added, once the rocks are gone it might be too close and coutner-attacks hard to stop.

http://mentalbalans.se/aggedesign
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