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![[image loading]](http://i.imgur.com/XFV1E.jpg)
ESV Sungsu Crossing AE
![[image loading]](http://i.imgur.com/KXIfL.jpg)
This map is a remake of the original Konicki made many months ago. Players are forced to use the sides, where all of the expansions are, because of an easily blocked off choke leading into the center. Two gold expansions are location on the sides, as fourth bases. Two Xel'Naga Towers are also near them next to the high-ground.
This map is set in an alien world, where the humans are taking over in order to mine the gas contained under the surface. It mixes textures from different tilesets, as follows:
Note: The natural cliff cannot be dropped. It is only for overlord scouting.
- # of Players: 2
- XelNaga Towers: 2, by golds
- Gold Bases: 2, on sides
- Playable Bounds: 116x130
- Nat-Nat In-game: 32 seconds
- Nat-Nat Real time: 22 seconds
Changelog V1.1: 1) Rocks added to part of the ramp leading to the highground third. This was done so that Zerg can still take an easy third and fourth, but it also allows Terran and Protos to defend their third slightly earlier in the game. However, the rocks don't prevent aggression or big-scale attacks once they're destroyed.
2) Added an extra mineral patch to the highground third. This is just an obvious change because it is standard to have 8 minerals, it originally had 7 which was a mistake.
3) Decreased the size of the central choke (small one) by 1 hex. Now it can be walled fully with two pylons, allowing more interesting plays and choke abusing.
4) Rocks added to the gold to prevent ninja expansions. This issue appears on all map with golds, in ZvP when Protoss does a forge fast expansion.
5) Choke between the lowground third and gold slightly widened to make it easier to attack into.
6) Made the choke around the XelNaga Tower slightly smaller to allow easier defense since it is so close to the opponent.
7) Various minor aesethetic changes like changing the LoS blocker model, moving border doodads, and removing Castanar Flood Lights which hinder gameplay FPS.
+ Show Spoiler [V1.0 Image] + I really appreciate any feedback! Please let me know what you think.
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I'm in love with those tiny middle chokes
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this map looks pretty great  would love to see a few closeups
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possibly best of the AE maps.
very solid base layout with nice details (LoSBs) and the small paths to the centre is great. Good, clean texturing (from the overview).
Looking forward to play.
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This reminds me of TPW Odyssey, as I havnt seen the original BW map. Please post an overview of that one too for comparision.
Are those ports meant to be played competive in SC2, or are you making them for some SC"BW purpose .. event, perhaps?
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dezi
Germany1536 Posts
On July 28 2011 19:03 Meltage wrote: This reminds me of TPW Odyssey, as I havnt seen the original BW map. Please post an overview of that one too for comparision.
Are those ports meant to be played competive in SC2, or are you making them for some SC"BW purpose .. event, perhaps?
![[image loading]](http://img831.imageshack.us/img831/7126/sungsucrossingdiffchoke.jpg) Old Sungsu by konicki was done nearly one year before lefix's map.
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i don't consider it similar, too. if so, then alot of 1v1 maps are.
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Why is the color of the texture in the overview brown/beige when in game it's grey/white? Is that just a picture with editor lighting or what?
Either way the aesthetics are really cool, monitor really knows how to make a map look completely baller
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Ragoo, sometimes when you use the export map image tool in sc2 editor it botches the colour a bit by showing a different light set (or no lights at all). Had this issue with my map oZz Cold Snap, where the colours would come out yellow instead of snowy white, making it look like someone pissed all over my map 
When i say different light set, it looked yellow, where no lights looked greeney blue, and with lighting looked grey/white.
Now, OT:
What is that little texture being used near the bottom gold expansion? Looks darker, and reminds me of the old cliff texture in SCBW where it would be an installation all torn up 
Map layout looks great and I do like the small chokes in mid, can't give zerg all the advantages now, can we? That's what alternative attack routes & multi-pronged attacks are for!
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Okay, I updated the OP with more info, screenshots, and descriptions.
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btw, any reason why you iCCup guys never post any analyzer images? I think it's pretty informative in terms of openness, watchtower range and distances (I'm not able to make use of these ingame second numbers )
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On August 01 2011 08:13 Ragoo wrote:btw, any reason why you iCCup guys never post any analyzer images? I think it's pretty informative in terms of openness, watchtower range and distances (I'm not able to make use of these ingame second numbers  )
I guess we just haven't really gotten into it- I agree that its definitely helpful for most people. Once you get more experience though, it's not really necessary/helpful. However, I can download the analyzer (got a new computer, no longer have it) and post some analyzer images in the future if that helps.
[edit] Extra sentence needed extracting!
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OP Updated with V1.1 Update.
Many of the changes to the map are in response to games played in the ESV/Twitch TV Korean Weekly. Statistics influence balance changes seen in the Sungsu Crossing TLPD as well as general gameplay.
![[image loading]](http://i.imgur.com/KXIfL.jpg)
Full Changelog in V1.1: 1) Rocks added to part of the ramp leading to the highground third. This was done so that Zerg can still take an easy third and fourth, but it also allows Terran and Protos to defend their third slightly earlier in the game. However, the rocks don't prevent aggression or big-scale attacks once they're destroyed.
2) Added an extra mineral patch to the highground third. This is just an obvious change because it is standard to have 8 minerals, it originally had 7 which was a mistake.
3) Decreased the size of the central choke (small one) by 1 hex. Now it can be walled fully with two pylons, allowing more interesting plays and choke abusing.
4) Rocks added to the gold to prevent ninja expansions. This issue appears on all map with golds, in ZvP when Protoss does a forge fast expansion.
5) Choke between the lowground third and gold slightly widened to make it easier to attack into.
6) Made the choke around the XelNaga Tower slightly smaller to allow easier defense since it is so close to the opponent.
7) Various minor aesethetic changes like changing the LoS blocker model, moving border doodads, and removing Castanar Flood Lights which hinder gameplay FPS.
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This map is GSL quality imo.
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On October 14 2011 13:20 Ruscour wrote: This map is GSL quality imo.
Thank you very much! Always glad to hear.
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