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Current Version: 1.0 Uploaded :D
Description: + Show Spoiler +CloudNine is a map made in the style of Desert Oasis (2 players with close air). The map has a few twists however, such as a Xel'naga tower that can only be controled by air units, and mined out mineral patches to block expansions (BW style).
Textures: + Show Spoiler +-Bel'Shir Dirt -Aiur Tiles -Aiur Small Bricks -Aiur Large Bricks -Bel'Shir Grass Light -Bel'Shir Grass Dark -Bel'Shir Small Tiles -Bel'Shir Bricks Large
Theme: + Show Spoiler +The map is grey and foggy, used old protoss temple pieces to make it seem like a shrine of sorts. The very low ground holds a demolished city-scape veiled in fog and patrolled by large sharks. Symbolism i hope a few people get  .
Overview Pic's: + Show Spoiler +Whole Map, 90 degree's: ![[image loading]](http://i.imgur.com/MvAo9.jpg) Whole Map, angled view: ![[image loading]](http://i.imgur.com/D3gqv.jpg) Main, Nat, and Third: + Show Spoiler [Explanation of layout] + At first i had the ramp to the third only halfway blocked by rocks (a 6x6) but i considered an early tank push before the player had secured his third would be devestating, as the main mineral line is siegable from the third quite easily. The player can place a pylon/depot/overlord on the small jut of high ground in the main to keep watch of the rocks. Side bases, and Gold base: + Show Spoiler [Explanation of layout] +In the south is the south players possible fourth, depending on how the map splits in a game the high ground expansion could be taken as his fifth, or he could go for his corresponding gold base which is on the other side. Custom Xel'Naga Watchtower: + Show Spoiler + ![[image loading]](http://i.imgur.com/QPucf.jpg) + Show Spoiler [Explanation] +The watchtower can only be controled by air units, this does not nessicaraly punish a player for not going air. Any unit controling the tower can easily be shot down by any races ground to air units (stalker/marine/hydra)
Use of mineral patches: + Show Spoiler + Main ramp: + Show Spoiler [Explanation] +I could use rocks, or lowered depot's, but i like mineral patches better. Currently they are both set at 50 minerals (10 workers).
Some detailed pic's: + Show Spoiler +![[image loading]](http://i.imgur.com/ZbATF.jpg) The wall-off as protoss ![[image loading]](http://i.imgur.com/rXQe2.jpg) Lots of spots along the main attack route for overlords, and a good spot for a proxy pylon ![[image loading]](http://i.imgur.com/32eRC.jpg) Each base has a small spot for cliff walkers that is closest to the center of the map. The Xel'Naga watchtower only gives vision to the first level, and even with vision a pylon will not be able to warp in units to the main from the bottom level. note, in the map analyzer it doesnt give vision of the first level on the south main, but even with vision you still need vision to the top level to make a difference.
Map Analyzer: + Show Spoiler +Overview: ![[image loading]](http://i.imgur.com/Q9iuU.jpg) Openess: ![[image loading]](http://i.imgur.com/iXSHP.jpg) Shortest paths (Main to Main) ![[image loading]](http://i.imgur.com/WazzV.jpg) Shortest paths (Nat to Nat) ![[image loading]](http://i.imgur.com/MjNyh.jpg) Not sure if anybody would want to cliff walk through the other guys main to get to his natural... but the distance should be relativly close.
This version is uploaded now, and being submited to MOTM 9 :D everybody check out all the cool maps there. http://www.teamliquid.net/forum/viewmessage.php?topic_id=261867#15
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i dont think the fog color fits with the overall theme.
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What did you have in mind, i didnt want anything too vibrant as the ground above is the part that should stick out as the "utopia" above the destroyed city. I just went with grey... well just cuz
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It's a beautiful map and it looks like a fun one too!
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That watchtower is pretty cool (:
I always encourage people to use more minerals blocks since in many situations they could be better than destructible rocks. This is not the case for blocking the gold on this map tho, I think rocks would be fine there , or rather better cause right now Terran has the easiest time mining those minerals by just floating a CC next to them when they want to take the gold.
+ Show Spoiler [off topic about mineral blocks] +If you use minerals to block paths imo you should make them non-mineable by MULEs cause MULEs can often make it imbalanced. I was trying to make a new color of minerals to indicate that it can't be mined by MULEs but I can't even figure out how to change the mineral model +rage+
On the layout: This map will probably suffer from the same problem my last map Sauerkraut Heights had, Desert Oasis layout is very very counterattack heavy, making it extremely hard to move out vs Zerg and often resulting in basetrades. Overall I think the bases are in nice positions tho 
Did you change the lighting? Seems the brightness is way too high.
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i dont remember how to make the spoiler thing quote a post where its used to find out.
Imo this map favors terran vs zerg because: 1. its very easy to expand towards enemy. 2. most bases are very droppable and siegable abusing terrain behind the bases. 3. gold base seem quite easy to defend. 4. the mineral path blocking gold dosnt effect terran becuse they can build/ land next to it and then relocate.
Also zerg would be too strong in this map vs protoss because thers are no real chokes, very many attack paths and taking 3rd is not eaay for toss and 4th is very hard.
ps. i have no clue whatz the point of the path in the amin ramp.
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You can tint the unit under the actor in the Data editor. There's resources on exact steps in the Blizz custom maps forum, and SC2mapster.com
I like the innovation going on here! Balance definitely looks like it will need testing and work, but I like the way you're thinking.
For the middle watchtower, doesn't zerg get a big advantage, since they can claim it from the early game with their overlord? It may still be viable for the map though, considering alternate attack paths and the terran just pushing out once he has a sizable force.
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Thanks for advice guys.
Will be posting update, Rocks will now cover gold expo (didnt think about that)
I have to disagree that the gold is ez to take, the high ground above it is easy to access for the oponent and its very open.
As for the counter attacks, i think thats true after the rocks at the third are taken down. But i tried to make it hard to do that, as the player should always be aware of that area (can see from main).
SeaFood please give examples of terrain abuse?
oh and as for brightness, yes its very bright. Too much?
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On August 22 2011 02:03 FoxyMayhem wrote: You can tint the unit under the actor in the Data editor. There's resources on exact steps in the Blizz custom maps forum, and SC2mapster.com
Sorry for being off topic but thank you so much!
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ps. i have no clue whatz the point of the path in the amin ramp.
what.... (idk what you said) lol.
@FoxyMayhem:
I did think that zerg will have an early advantage with the overlord, but i did make it easy to shot down.
I looked in the data editor and i can exlude types of units like "biological" or "mechanical" but not specific units like "overlord"... I would if i knew a way.
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Update: 0.2
Changes: lighting has blue/green tint, exposure tuned down (was very bright) Gold base minerals arranged differently, now more open towards the center. Rocks cover the minerals in the style of Testbug Path leading from natural to Watchtower has been narrowed.
New Pictures:
![[image loading]](http://i.imgur.com/jA7WC.jpg)
![[image loading]](http://i.imgur.com/abDqq.jpg)
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On August 22 2011 02:16 Gl!tch wrote: SeaFood please give examples of terrain abuse?
This is how the TvZ goes in this map. + Show Spoiler [image heavy] +
I used the 0.1 version map on pics, but the 0.2 version really doesn't change anything in this case.
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You assume Zerg will never take that third and be able to stop "step 2" (and thus step 3 and 4)
I dont know how u think terran will take the other players gold and hold it btw.... ?
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On August 22 2011 04:12 Gl!tch wrote: You assume Zerg will never take that third and be able to stop "step 2" (and thus step 3 and 4)
I dont know how u think terran will take the other players gold and hold it btw.... ? now i see that you tried to desing the map so players would expand countter clockwise, but atleast in tvz imo expanding clockwise is much better strat. this is because for terran it makes the better attack route the main attaxk route. for zerg its forced thus they want to exp away from opponent. if the zerg takes what you intended as third, the rush distance becomes too short for them.
Also, the only reason why step 3 and 4 exist are because the step 2 attack is holdable. Stopping the attack in no way pervents step 3 or 4.
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The only problem i see is that it might be too easy to turtle on 3 bases as toss.
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It looks like an amazing map, my only issue with it is its somewhat difficult to grasp some of the features- they seem too lightly colored. However, in-game it might be totally different, so take it with a grain of salt.
Its an interesting idea, close air, far by ground, and I think you did a marvelous job of doing it, making a possibly "rush" map able to have huge macro and space control issue(s) potential. If that makes sense to someone besides myself, <3 u.
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On August 22 2011 07:35 Fishgle wrote: The only problem i see is that it might be too easy to turtle on 3 bases as toss. This goes for all the races. Also, 2 pronged attacks are easy to pull off, the third and natural are pretty far apart and would be difficult to defend both at the same time.
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On August 22 2011 01:13 Gl!tch wrote: Help plz: (If somebody could teach me how to do those fancy titles with the picture and map name, would be great.)
I call that a "thread header".
Made an example for you:+ Show Spoiler +![[image loading]](http://i.imgur.com/SL0wK.jpg) Feel free to use this if you like it How to:+ Show Spoiler +You take your most snazzy screen, open it in PhotoShop (or Gimp, if you don´t have Photoshop), then open a new document at 590x250ish pixels. Then copy/paste your screenshot into the new document, the resize (pasted image, not document) until you have the best looking background for the title. Then you use the type tool to write the map name. Pick a font that fits the maps overall theme. If you want you can manipulate the text as well ( I used PhotoShops layer effects, gradient overlay, outer glow and inner glow, then rasterize type followed by some smudge tool).
Finally save as jpeg (or png).
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