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[M](2) Genesis

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
eTcetRa
Profile Joined November 2010
Australia822 Posts
Last Edited: 2012-04-19 14:33:15
January 19 2012 01:03 GMT
#1
[image loading]

Map Name oZz Genesis v2.0
Map Bounds: 152x124
Bases: 12 (Two Half-Bases)
Published on SEA


Aesthetics
+ Show Spoiler +

[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]




Change Log: Hell, too many to list! Check the overviews!



+ Show Spoiler [Old Version] +

Overview:
[image loading]

oZz Genesis v1.2

Playable Bounds: 138x118
Bases: 10 (No Golds)

Published on SEA

Created by eTcetRa (feniXsix on SEA / feniXsix on NA).


Close Ups and Details
+ Show Spoiler +

[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
Retired Mapmaker™
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
January 19 2012 01:11 GMT
#2
Looks like a 2-base all in map because of the short distance between your natural and his third?
I love.
monitor
Profile Blog Joined June 2010
United States2404 Posts
January 19 2012 01:16 GMT
#3
Nice. The aesthetics are pretty sick, but I feel like the grass is a bit out of place with all of the rocky ulnaar. Cool nonetheless.

Blistering Sands but better? I like it, but I think some of the distances between expansions are too small (is the overview picture really 138x118?). The problem is that the fourth expansion is so close to the 3rd/5th expo against the main that they can't be split between players. So really only four base is possible, with occasionally one player trying to take a fifth and either losing or winning soon after. Somehow it would be good to redesign that so it's possible for each player to get up to five bases without being too close to the opponent.

Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
TibblesEvilCat
Profile Joined March 2010
United Kingdom766 Posts
January 19 2012 01:17 GMT
#4
looks like blistering sands retexture without the backdoor
Live Fast Die Young :D
eTcetRa
Profile Joined November 2010
Australia822 Posts
January 19 2012 01:22 GMT
#5
Very much based on blistering sands but this was built from scratch, only the mains were pasted across. I think you're right about the distances after fourth base I might need to move the bases outward a bit and clean up some of the dead air space while I'm at it.
Retired Mapmaker™
a176
Profile Blog Joined August 2009
Canada6688 Posts
January 19 2012 02:09 GMT
#6
On January 19 2012 10:22 eTcetRa wrote:
Very much based on blistering sands but this was built from scratch, only the mains were pasted across. I think you're right about the distances after fourth base I might need to move the bases outward a bit and clean up some of the dead air space while I'm at it.


you might want to do more explaining how/why this is different, and better, than blistering sands.
starleague forever
goal 888
Profile Joined April 2011
167 Posts
January 19 2012 02:24 GMT
#7
Map doesn't seem to be a map where late game is viable. 4th bases are like next door neighbors. Great looking map though.
Meta
Profile Blog Joined June 2003
United States6225 Posts
January 19 2012 02:43 GMT
#8
Very aesthetically beautiful map, but I think it would be better if it was wider with more room between the middle expansions. Space it out in a style closer to Daybreak and I think the map would imrpove drastically.
good vibes only
eTcetRa
Profile Joined November 2010
Australia822 Posts
January 19 2012 02:43 GMT
#9
On January 19 2012 11:09 a176 wrote:
Show nested quote +
On January 19 2012 10:22 eTcetRa wrote:
Very much based on blistering sands but this was built from scratch, only the mains were pasted across. I think you're right about the distances after fourth base I might need to move the bases outward a bit and clean up some of the dead air space while I'm at it.


you might want to do more explaining how/why this is different, and better, than blistering sands.


Oh I don't know, a less impossible third, no super a usable back door, for starters :D

Still agree fourths & fifths too close will change it once I get home, and hopefully for the better!
Retired Mapmaker™
RumbleBadger
Profile Joined July 2011
322 Posts
January 19 2012 02:53 GMT
#10
Aesthetics are wicked baller. Very sweet. Like, I wish I could create new words to describe them they're so awesome.

Anyways, yeah I think the map is a little tight in general. I think spreading the bases like suggested will help quite a bit, but in general the map is chokier than most, which makes zerg difficult.

But still a solid map with super sold aesthetics.
Games before dames.
WniO
Profile Blog Joined April 2010
United States2706 Posts
January 19 2012 06:15 GMT
#11
aesthetics 4/5 design 2/5 looks way too similar to blistering sands, great job with the textures on the fifth picture.
eTcetRa
Profile Joined November 2010
Australia822 Posts
Last Edited: 2012-01-19 10:53:59
January 19 2012 10:53 GMT
#12
Would this be enough as far as widening the map a bit and spreading out the bases a little?

[image loading]

1: Move the fourth toward the edge of the map a bit, enough to widen the outer attackers ramp going into the third. This will also widen the path between the fourth and the fifth, which is currently a little too tight.

2: Move the third downward towards the corner of the map a little bit to compensate changes made in the natural.

3: Make additional space behind the natural for building, and move the backdoor to the natural toward the back of the expansion. (really not sure if this would be necessary


It is either that or I could just extend the map outward from the center making all the attack paths through the middle larger while increaesing the distances between the fourth and fifth bases.


As far as it being too similar to blistering sands, this does not bother me. Blistering sands has serious flaws which makes it unplayable and this map fixes almost all of them.
Retired Mapmaker™
eTcetRa
Profile Joined November 2010
Australia822 Posts
March 16 2012 09:52 GMT
#13
Okay Finally have an update!

New Overview:
[image loading]
Click Image for large hi-res version.

Since the textures are still messy here is a easy-to-view-overview!
[image loading]

Comparison Overview:
[image loading]
Click image for large hi-res version.



+ Show Spoiler [ Change Log] +

- Lighting Overhaul (From Ulnar to a customised Mar Sara Night).
- Map bounds increased (From 138x118 to 150x120).
- Two towers replaced with a single central tower.
- New three-quarter in-base natural (7 mineral 1 gas).
- Rocks removed from map.


+ Show Spoiler [Upcoming Changes] +

- Complete texture overhaul (might make a custom texture.
- New map name.
- Reduction in dead space.
- More "map features"
Retired Mapmaker™
Syphon8
Profile Joined July 2010
Canada298 Posts
March 16 2012 12:45 GMT
#14
New version looks wicked awesome, a few things though.

1) If you're going to give a backdoor expo, I would remove the rocks to the 4th base. One attack lane is too few to need to defend for 2.5 bases.

2) Maybe move those rocks to replace the void space between the 3rd and the 5/6. Right now players have to run through a pretty narrow choke to get to it from their own base, while the attacker doesn't.

3) Only keep the LOS blockers at 12 and 6.
',:/
Praetorial
Profile Blog Joined May 2011
United States4241 Posts
March 16 2012 12:52 GMT
#15
On January 19 2012 10:17 TibblesEvilCat wrote:
looks like blistering sands retexture without the backdoor


My thoughts exactly when I looked at the map, but it seems to be a seamless improvement.
FOR GREAT JUSTICE! Bans for the ban gods!
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
March 17 2012 20:19 GMT
#16
If you want a proper 3/4 backdoor base, use 6 minerals and 1 high yield gas. 7m/1g is very mineral heavy which favors terran.

Other than that, map looks great, definitely fixes a lot of Blistering Sands' problems.
vibeo gane,
Janders
Profile Joined June 2011
Mexico222 Posts
March 17 2012 23:55 GMT
#17
sick map, V2 is much better
:D
Praetorial
Profile Blog Joined May 2011
United States4241 Posts
March 18 2012 02:09 GMT
#18
Looks a lot better in the second version, and I can't suggest any improvements.
FOR GREAT JUSTICE! Bans for the ban gods!
Proko
Profile Joined February 2011
United States1022 Posts
March 18 2012 15:01 GMT
#19
I like the new version. There is a really long, slightly narrow choke from the main part of the map going into the third. This will make Terran attacks stronger and zerg ones weaker. I'm not sure a long hallway like that their is ideal.
Caster duos should compliment each others' strengths. "You look very handsome today, Tasteless."
eTcetRa
Profile Joined November 2010
Australia822 Posts
April 19 2012 14:39 GMT
#20
Map has been heavily updated since my previous update.
Some changes include:
- Middle completely remade.
- Late game bases have had the distances between each other incrased.
- Third moved to high ground.
- Tower replaced by two others.

I'm still concerned about the narrow choke between the the out of base natural and the map centre.

Oh, and the new map has been updated in the original post. Hope you all like!
Retired Mapmaker™
1 2 Next All
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