![[image loading]](http://i.imgur.com/P8VyM.jpg)
![[image loading]](http://i.imgur.com/LCh8S.jpg)
Version: 1.6
Uploaded on: EU (1.6), US (1.6)
+ Show Spoiler [Change Log] +
1.6
- Fixed minor cliff visibility issues
1.5
- Played around a bit more with the lighting (thanks to iGrok for some inspiration)
- Made the center bases into 8 minerals + 2 gas for blizz contest
- Changed the fog colour to a red-brown variant to make it look more like a wasteland
- iGrok added some omnilights, makes the doodads look even more awesome!
- Very minor fixes to pathing and placement grid (some doodads off the map still had a footprint edging into the map)
1.4 (internal release)
- Tweaked lighting a tiny bit
- Reverted the range of the Xel'naga Watchtower from 14->22 because of contest
- Used the height tool to make the textures "pop" more
1.3 (SEA only)
- Copied language strings to SEA locale
1.2
- Fixed mineral placement on top right and bottom left natural
- Reshaped holes around XWT to do away with the small chokes which prevented Siege Tanks and Thors from reaching the tower
- Made the little corner on the lowground next to the third ramp and highground pod unpathable
- Added no-fly-zones to a high building in top right corner and to cranes in the port to prevent players from hiding air units inside them
- Moved some doodads and resized them to make it impossible to hide units inside them
- Moved the cars and trashcan in the middle of the map and added unpathable square beneath them to prevent hiding marines and zerglings inside them
- Increased exposure for the lighting, to make it easier to see units
- Removed large garage doodad from the cliff edge on the bottom left main and replaced with other doodads, this to fix a building placement issue (doodads with a building footprint still keep it even though "Don't Use Doodad Footprint" is checked)
- Lowered a building made out of cliffs in the lower left corner from level 3 cliff to level 2 cliff, this to prevent air units from hiding from units placed in the natural (which is on level 2)
- Filled the little hole next to the rocks leading to the third (the crevice in the highground pod extending from the main), this to prevent units from hiding there
- Lowered parts of the highground pods next to the natural -> third ramp to prevent units from hiding behind that 2 step cliff drop
1.1
- Fixed pathing in a few highgrounds outside the normal ground pathing area
This map is meant to be a stable macro-ish 4-spawn map. I began with the terminus idea of a main-nat-third, but opened up the third and made the natural wall behind the ramp down to the third, this to make it harder to reach that 3-base which is very common on terminus. It is smaller, as I feel that Terminus is a bit too large, and I have compensated by adding additional paths through the middle and a watchtower which covers most of the middle ground.
So the main differentiating feature compared to terminus is how the third and its backdoor is placed; it enables for easier counter attacks and also an additional path to use to break a contain. It also opens up the map more and enables a better expansion pattern than what terminus does.
We have really tried to create a unique aesthetic feel for this map, and I hope you agree with us. The basic idea was an abandoned city which is partially destroyed and decayed.
This map will be used in NASL Open Tournament which will happen between 2nd and 9th October.
Hope you like it!
Overview:
![[image loading]](http://i.imgur.com/V8dgol.jpg)
Tilted Overview
Warning: ~4 MiB files
Stats:
Name: TPW Concrete Dreams
Authors: Layout: NullCurrent, Aesthetics: NullCurrent, Johanaz, Meltage, Mereel, Lefix
Type: melee
Spawns: 4
Map Size: 148x148 (playable)
Bases: 16 (16 x 8 mineral + 2 gas)
Watchtowers: 1
Rocks: 4
Tileset: Tyrador + Tarsonis + Port Zion
Number of Doodads: 2134
Rush-distance: ~116 close, ~142 cross
Analyzer:
+ Show Spoiler +
Images:
+ Show Spoiler [TPW Logo on billboard] +
+ Show Spoiler [Abandoned Garden] +
+ Show Spoiler [Blocked Highway] +
+ Show Spoiler [Trainyard] +
+ Show Spoiler [Canyon with rail] +
+ Show Spoiler [Earthquake Signs] +
+ Show Spoiler [Port] +
+ Show Spoiler [Port, more] +
+ Show Spoiler [Rob's Guns] +
+ Show Spoiler [Failed Invasion] +
+ Show Spoiler [Ruins] +
+ Show Spoiler [Failing Generator] +
+ Show Spoiler [Central XWT] +
+ Show Spoiler [Rocks and highground-pod] +
+ Show Spoiler [Dark alley] +
+ Show Spoiler [Billboard] +
+ Show Spoiler [Texturing example] +
+ Show Spoiler [Vanity shot in the middle] +
+ Show Spoiler [Another Texturing example] +
+ Show Spoiler [Natural wall-in] +
+ Show Spoiler [Old Lighting (1.2)] +
+ Show Spoiler [TPW Logo on billboard] +
+ Show Spoiler [Abandoned Garden] +
+ Show Spoiler [Blocked Highway] +
+ Show Spoiler [Trainyard] +
+ Show Spoiler [Canyon with rail] +
+ Show Spoiler [Earthquake Signs] +
+ Show Spoiler [Port] +
+ Show Spoiler [Port, more] +
+ Show Spoiler [Rob's Guns] +
+ Show Spoiler [Failed Invasion] +
+ Show Spoiler [Ruins] +
+ Show Spoiler [Failing Generator] +
+ Show Spoiler [Central XWT] +
+ Show Spoiler [Rocks and highground-pod] +
+ Show Spoiler [Dark alley] +
+ Show Spoiler [Billboard] +
+ Show Spoiler [Texturing example] +
+ Show Spoiler [Forge FE wall-in] +