A 1v1 rotationally symmetrical map with 4 starting bases. I had four goals for this map: 1) Make it my most balanced work yet 2) Make it my most detail map in terms of textures/doodads 3) Attempt to remove the typical 4-base rotational issues 4) Win MotM #8 and get it into a tournament map pool
I feel I've accomplished 1 and 2 (Thanks to monitor for your help in correcting some layout issues). Item #3 is debatable when you look at a map like Sanctuarium. Item #4, well we'll just have to wait and see how I do.
Side Note: There are a few secret messages around the map. If you can determine all 3 of them and PM me with the right answers, you'll win a nice little prize...
P.S. iGrok, I'm going to be upset if this doesn't meet next months criteria ;p
Map Info: Size: 144x144 playable Bases: 4 mains, 8 full expansions, 4 single gas expansions Xel'Naga Towers: 4 Available for Play: NA Tileset: + Show Spoiler +
Castanar Mesh Braxis Alpha Plates Castanar Grating Port Zion Tiles Castanar Metal Monlyth Dirt Braxis Alpha Metal Detail
Avernus Manmade Cliffs Braxis Alpha Skybox/Parallax Port Zion Ambience Ulnar Lighting
-removed terrain "spikes" near the middle -moved several LOS blockers around the edges to more functional areas -moved several other doodads. -fixed minerals in main bases so probes can more easily move behind them.
As you can tell below, any of the small raised areas around the map that are largely covered in doodads have been no-pathed. Seige tanks on the low ground cannot hit the minerals lines of the counter-clockwise natural, but can hit just a tad bit of the wall-in at the natural choke.
Now that I see these pictures up online, I'm disappointed with their quality. My computer is old as dirt at 4 years old and will hopefully be replaced soon. There's a lot more detail to the map than I think the pics above show.
I've gotten to play a few games of it online now and it's quite fun. I don't consider the project 100% complete as it still needs further testing, so please leave some feedback!
Quick iGrok, make MotM #8 require shifted symmetry! Seriously though, nice work! My only complaint is that the main-nat-third set-up is bland and very common. Also, the map seems pretty chokey, particularly in the center. Although it is possible that the middle setup will provide interesting battles, flanks seem very difficult and slow pushes seem very strong.
I won't comment on any balance issues because I'd rather play on it first before I do that (I'm on my laptop atm which doesn't have sc2 installed, so I'll probably try it out tomorrow) but I think I would like if you added some more texture variety to the map. The textures are done well but I feel like the ground itself all looks the same no matter where you go. Why not changing up the lowest ground bases to a rocky ground (think Odysses for instance) to make some certain points in this map "pop" out more to the player.
Then again, it might look amazing ingame and just the overview makes it look like it all blurs together. If that's the case, ignore this post and I'll comment on it tomorrow when I actually get some time to play on it.
Personally I'm hoping for 5 player maps this time so everyone's map will be bad and I will have a shot. Really good job though. Does seem somewhat chokey but its really well done.
On July 28 2011 23:49 Holiver wrote: Spoiler Pyramid ftw... NOPE!
Map looks good, buddy.
What floating islands are you referring to, MDKnights23?
Like areas on the edge of maps where units can't be. I'm talking about like the holes in the middle of the maps, and the edges of maps like delta quadrant. Thanks!
On July 28 2011 23:49 Holiver wrote: Spoiler Pyramid ftw... NOPE!
Map looks good, buddy.
What floating islands are you referring to, MDKnights23?
Like areas on the edge of maps where units can't be. I'm talking about like the holes in the middle of the maps, and the edges of maps like delta quadrant. Thanks!
Open a new map of either Avernus or Braxis Alpha. Under the Terrain height tab, select the "down" tool. Click anywhere on the map. Simple as that. Flop Turn had it right above
That middle... a bit of a tower cluster going on there, I hope you put a lot of thought into that.
Overall solid map with nice, solid texturing. It will probably play out well. But nothing really interesting unfortunately I think since Crevasse/Tal'Darim/Terminus are so dominant in tournaments for so long now, new big 4spawn rotational maps have to do something really interesting to be worth it, like Ithaca, Green Harvest, Katrina, Othello etc