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your Country52797 Posts
Old post: + Show Spoiler +Golgotha is an aramaic word meaning "the skull". Made by: Me, duh! Published on: NA. Map image: + Show Spoiler +Bounds: 120x124. 10/28 update!
Changes: Smaller nat chokes Slightly larger rush distance Bottom base is an island Top base is a gold Top base is on high ground Random aesthetic changes Bigger mains (not much) LoS blockers I will probably take out.
![[image loading]](http://i.imgur.com/nESwo.jpg)
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So its like scrap but the rocks in the middle have been removed. Because of that further changes really do not matter.
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your Country52797 Posts
What if I told you it wasn't like scrap?
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This is nothing like scrap station. I am curious where the spawn locations are. I'm assuming the 2 bottom corner locations? I like the heart in the middle. Seems a bit simplistic of a map but could bring about a lot of interest situations in game I think.
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Okay, I am sorry. Maybe its not like Scrap. Still, my point was this map hsa too short rush distances = unplayable.
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Take out the 12oclock base and connect the highground there instead. If this were 130x134 you'd be golden. Jut the corners out a bit more to make the routes more zig-zaggy and it'll increase the nat-to-nat as well.
This is a good layout. The center tower and the high ground at the lategame side of the map are excellent in concept.
These textures make me want to shower.
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Looks like you improved alot in the last couple months when it comes to layout and terrain work. Now it's about time to start improving texture work
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your Country52797 Posts
One of the most defining features of scrap station was the enormous amount of air space on the edges. I see almost none here.
Hard third was another thing, don't see that here.
No double ramp main.
No semi-islands.
Lots of pathing between the 4 lategame bases (which are pretty close together).
No gold base far away.
Base between mains is ground-pathable and fairly open
Being in the 2-base mirror symmetry with close air position mains category does not automatically mean scrap station style.
<3
Summed it up ^^
<3
This is nothing like scrap station. I am curious where the spawn locations are. I'm assuming the 2 bottom corner locations? I like the heart in the middle. Seems a bit simplistic of a map but could bring about a lot of interest situations in game I think.
The spawn locations are in the bottom left and the bottom right. The heart was almost on accident  And yeah, I was aiming for a very interesting late-game more than a fancy design.
Okay, I am sorry. Maybe its not like Scrap. Still, my point was this map hsa too short rush distances = unplayable. Apology accepted! I will test the rush distance and report back to you!
Take out the 12oclock base and connect the highground there instead. If this were 130x134 you'd be golden. Jut the corners out a bit more to make the routes more zig-zaggy and it'll increase the nat-to-nat as well. This is a good layout. The center tower and the high ground at the lategame side of the map are excellent in concept. These textures make me want to shower.  Can I have the 12 o'clock base there instead? Rush distance, I think, is a little longer than it looks. I dunno, I'll check. Layout: I'd never done reflectional symmetry well, so I just mimic'ed a lot of other designs. Textures: 
Looks like you improved alot in the last couple months when it comes to layout and terrain work. Now it's about time to start improving texture work  ty! Textures:
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The reason why I say the dimensions should be slightly increased is because the 3rd and 4th are too close to each other and the natural (just a little). It would also increase the rush distance which looks a bit more (20%) than close positions Shattered Temple.
The 12oclock is incredibly vulnerable, so it's only purpose is "the last base(TM)" which I think the 6oclock serves much better as. If the highground was connected there it would make a more contentious (not campy) fight at the top of the map between the 4th bases. But I'm liking it more the way you have it now actually. I just can't think of a good reason to have that base, but it's just me.
Also, if it was enlarged, the 12oclock wouldnt be so awkward and would serve a much bigger role as a waypoint between the 4ths on top of the map.
This is a very good layout imo, I think you should pursue it.
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your Country52797 Posts
The reason why I say the dimensions should be slightly increased is because the 3rd and 4th are too close to each other and the natural (just a little). It would also increase the rush distance which looks a bit more (20%) than close positions Shattered Temple.
The 12oclock is incredibly vulnerable, so it's only purpose is "the last base(TM)" which I think the 6oclock serves much better as. If the highground was connected there it would make a more contentious (not campy) fight at the top of the map between the 4th bases. But I'm liking it more the way you have it now actually. I just can't think of a good reason to have that base, but it's just me.
Also, if it was enlarged, the 12oclock wouldnt be so awkward and would serve a much bigger role as a waypoint between the 4ths on top of the map.
This is a very good layout imo, I think you should pursue it. Dimensions: Correct on rush distances. It's about 135 Main-to-main and about 110 Nat-to-Nat. I guess I could make it a little wider. 12 o'clock. I don't like having maps with fewer than 10 bases, but I could remove that and add 2 extra side bases if I make the map wider. lol@The Last Base™. I think I will keep that base, just because it's sort of a contested base that can change the game if it is taken late-game. I will make it taller too ^^. I wonder if anyone noticed the reference(s) in the name of the map?
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United States10017 Posts
tuck in natural more toward the main, then make the nat choke less. so hard to take natural.
make 12 gold.
nice. this looks like scrap right off the bat, but really it is nothing like it. very nice.
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your Country52797 Posts
On October 04 2011 04:49 FlaShFTW wrote: tuck in natural more toward the main, then make the nat choke less. so hard to take natural.
make 12 gold.
nice. this looks like scrap right off the bat, but really it is nothing like it. very nice. Ty for feedback!
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your Country52797 Posts
Yeah, that's the inspiration I got for this map ^^
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Hmm I dislike the top XWT. It reveals the sneakiest and longest path between the bases. I'd think that the map would be more skill orientated if it ceased to exist.
I like the RoV inspiration, I always thought that it was a good map, but was never sure on its SCII compatibility.
Just an idea, but since the 6 o'clock is the most vulnerable location, maybe it could become a semi-island like the original version of Shakuras Plateau and Incineration Zone? I haven't seen that concept used in any maps other than those two, though I think it could work out. Might not be what you want with this map though, because then the mains would have a backdoor into one another.
12 o'clock should be a gold expansion in my honest opinion. I'd think it would spice up gameplay a bit.
Love the <3!
Textures... meh. Fix 'em.
Cool map bro
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your Country52797 Posts
On October 04 2011 07:56 Antares777 wrote:Hmm I dislike the top XWT. It reveals the sneakiest and longest path between the bases. I'd think that the map would be more skill orientated if it ceased to exist. I like the RoV inspiration, I always thought that it was a good map, but was never sure on its SCII compatibility. Just an idea, but since the 6 o'clock is the most vulnerable location, maybe it could become a semi-island like the original version of Shakuras Plateau and Incineration Zone? I haven't seen that concept used in any maps other than those two, though I think it could work out. Might not be what you want with this map though, because then the mains would have a backdoor into one another. 12 o'clock should be a gold expansion in my honest opinion. I'd think it would spice up gameplay a bit. Love the <3! Textures... meh. Fix 'em. Cool map bro  Top XWT: That's actually almost an aesthetic easter egg... See if you can find it...... mwahahahahahahaha! I can remove it though  RoV inspiration: I like that map, despite me never playing broodwar seriously. Idea for semi-island- It could work. The thing about both mains leading into it is that you have to break down your own rocks (or use air) to break down his rocks. It might make late game completely focused on that one base, with sneaky counter-attacks in the upper area. 12 o'clock: kk The <3 : Was almost an accident- I was messing with the width of attack paths and noticed an almost-heart shape in it, so I decided to keep it and make it more noticable/heart-shaped. Textures:  "Going to do that every time someone mentions the textures." + Show Spoiler +What's sad is that this is almost exactly how I wanted it to look. The map is (almost) in the shape of a skull. The cracked char dirt is the bone of the skull, the red lava cracks makes it look more scary (lol) and there is the easter egg I mentioned. Oh and thanks!
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^This.^
Beat me to it.
I like, but my one complaint... is that the heart should be upside-down to make a proper skull nose.
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your Country52797 Posts
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