Enjoying the countryside of the Cascade Nature Reserve is a welcome change for the marines of the nearby outpost. Lately rumors abounded the swarm wants to go on vacation, too, before pushing along for the next invasion... + Show Spoiler [unlucky Marine] +
TPW Cascade TE(EU+US+SEA)
TE is an update on the SE version that was elected Top5 in MotM#8
Features:
142x116 12 bases 2 XWT n2n rush distance 131.1AU
Summary:
two directions to expand
multiple paths
different map splits depending on expansion patterns and positioning
The map offers several options of possible expansions on cascading cliff levels. The circular positioned bases connected with multiple paths surround a central area watched by two XWT situated on small highround areas.
Do not underestimate the number of paths, that allow quick counterattacks as the map is not as big as it might appear!
counterclockwise expansions: main > nat > low third in front > fourth tucked away > highround fifth > sixth
or just swing back and take your clockwise third as sixth after the highround fifth. plenty of options here really depending on race and game situation.
added a second XWT to make third in front and counter clockwise expansions easier
made third in front a regular base. not one gas seven mineral
changed LoS between centre and third in front > circular arrangement around centre
following changes were made to make the map look better and make irt easier to read.
man made cliffs are all angular to make the map easier to read
all new texturing, more specific for each map region
all new doodads, except for the scene shown in image on top of OP which is only modified.
I aimed for making the map more complex, make people use the side paths more. So I added a secon XWT, which is the biggest change to allow various strategies to position on the map and also emphasize different expansion layouts.
Ok, I played a few games on this map now and here's one little thing that bothered me; as soon as you load the map ingame, the textures in the main just jump at you with their sharpness. I dunno if this is just me, but with hp bars on they are really hard on the eyes imo.
Maybe it has something to do with the texture/lighting combination, not sure, can't really put a finger on it, just know that it's not the most pleasant thing to look at while playing even if it does look very very nice on paper(?)/screenshot.
Is there a way to make them, hmm, softer? Does anybody else have the same problem?
Wondering if you could just go into detail of what all you changed between this version and the first version you posted on TL. I've noticed some of the landscape is different as well as the XWTs are placed different but what else would be great!
I like the detail. The format reminds me a lot of Daybreak but without the high ground spots near the center. Other than that, it has been mentioned the texture layout is a bit weird on the eyes and the color is almost too bland. I dig it though overall.
On August 06 2011 08:57 spinnaker wrote: Love the new texture job! The agitated look is completely done. Did you also adjust the overall lightning or just the textures?
Thanks. good to hear that you like it! Texturing now is easier on the eye than the original, but also more detailed. All Cliffs, textures and light were redone! Lighting is almost the same.
On August 06 2011 11:13 Fearlezz wrote: Ok, I played a few games on this map now and here's one little thing that bothered me; as soon as you load the map ingame, the textures in the main just jump at you with their sharpness. I dunno if this is just me, but with hp bars on they are really hard on the eyes imo.
Maybe it has something to do with the texture/lighting combination, not sure, can't really put a finger on it, just know that it's not the most pleasant thing to look at while playing even if it does look very very nice on paper(?)/screenshot.
Is there a way to make them, hmm, softer? Does anybody else have the same problem?
Thx a lot for your constructive feedback.
So this is not caused my textures or lighting, but small doodads, that relate to the ground and change the textures' look by making them a 3d surface.
I deleted a few of my doodads that create the agitated, but also budy look in the mains.
On August 06 2011 11:30 SidianTheBard wrote: Wondering if you could just go into detail of what all you changed between this version and the first version you posted on TL. I've noticed some of the landscape is different as well as the XWTs are placed different but what else would be great!
Thanks,
As I said all cliffs, textures and doodads were redone. Lot of work.
The biggest difference is the second watchtower that makes the map's two expansions pattern more distinctive and emphasizes positioning and scouting even more.
Also the new LoSBlockers change the game in the centre and make the open third in front saver for all races, cause they split slowly apporaching tank lines.
Added a kind of changelog.
On August 06 2011 11:38 TheAmazombie wrote: I like the detail. The format reminds me a lot of Daybreak but without the high ground spots near the center. Other than that, it has been mentioned the texture layout is a bit weird on the eyes and the color is almost too bland. I dig it though overall.
Daybreak's layout was not really a starting point for this map, but I for sure like to see both maps mentioned together
In the original thread I wrote a lot about the texturing.
In short: I wanted to have a texturing that shows lot of details, but that is also rather bland to make units pop out - detailed, but greyish textures like in some FPS MP shooters instead of just blurring everything with low res settings.
On August 07 2011 01:55 Ragoo wrote: This map was very good already and you improved it even more, nice job. I love the watchtower placement!
If you haven't done it already, please change waterfall volume. I think the standard volume of waterfalls is a real annoyance in casted matches, waterfalls often make it hard to hear the commentator or are just generally an annoying constant loud sound^^
Just go to data editor-> Data Type: Sounds -> select Doodad_WaterfallMedium (and afterward Doodad_WaterfallSmall, I have no idea which is responsible for which sound exactly) and change standard volume of -6 to something like -18 or so.
Just made a couple of games on it and i think it is my favourite map I really like how it looks on non-ultra settings (high or low), because the most maps look good only on ultra graphics.
Is it right that the trees by the natural are not 100% unbuildable? There are some green placement quadrats between the red, im not sure.
The only reason that I have not commented on this thread earlier is that the map is awesome. There's nothing I can really say about it. Great aesthetics, solid gameplay, plenty of expansion options, good XWT placement. The thread is even well set up.
Just watched MotM on ESL TV and looks like they had the same concerns as me with the textures in the main. Do you still plan to keep them as they are or would you consider "toning them down"?
there is the new version called Cascade TE on EU and all old versions are taken down. US still runs Cascade SE for the moment. I'll provide images at the weekend.
Changes:
Several texture switches and paint-overs for less contrast all over. Still looks beautifull in-game.
Colossi stairs were made tankproof.You can still abuse them with siegetanks, but you won't reach the CC/Nexus/Hatch
I haven't played the map yet, but it looks great! Good setup of natural+third, a lot of expos, many paths and spaces to try counterattacks/nydus play as zerg, looks esay to turtle as terran too, i will try to get a game on it and edit