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[M] (2) TPW Peaks of Alamar

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
wrl
Profile Joined April 2011
United States209 Posts
Last Edited: 2012-05-01 22:10:23
April 09 2012 21:22 GMT
#1

Update: 3rd Place in Map of the Month April!
[image loading]

a Peaks of Baekdu/Crossfire remake by wrl.
Currently beta version published to NA while I test for bugs.

[image loading]
click for big


45-degree overview


News:
Update to Beta 2:
+Added official TPW tag.
+Fourth brought to low ground.
+Aesthetic overhaul.
+Fixed loading overview/minimap display bugs.


Specs:
Spawns: 2
Bounds: 108x166 playable
Rush: 132.6 units nat2nat
Tileset: Ulaan/Castanar/Zhakul'das/Valhalla

Courtesy of Starcraft Wiki
Alamar is a protoss-colonized planet only known from StarCraft: Ghost concept art.

It is home to temples which emit unstable electrical energy. They had been built by the xel'naga. The temples were surrounded by jungles which could only grow around them.


Summary:
I always really loved several of the elements in the first two versions of Crossfire, the unconnected highgrounds and the triple middle lowground in particular. I've tried variations on this theme in the past, and came to the realization that I really just wanted to do a remake of Peaks of Baekdu/Crossfire. Seen here and here.

The main issue of the original Crossfire was the complete lack of an accessible third, but other issues included too many tight chokes, a backdoor to the main, and a gold base. Rather than edit the existing Crossfire map, I started a map from scratch with similar dimensions and made the following significant changes:

+Replaced gold base.
+Increased width of most ramps.
+Replaced the main backdoor with a new third base.
+Redesigned the corner bases to better fill that space.
+Placed the towers so that it can be accessed from either side of the high-ground paths.
+Expanded the length of the map slightly to increase rush distance.
+Complete graphical overhaul.

The result I believe is an extremely technical and unique map that will be a better fit for competetive play than Crossfire was.

Detail shots:
+ Show Spoiler +

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


Analyzer:
+ Show Spoiler +

[image loading]
[image loading]


Thanks everyone, I look forward to your comments!
It's funny; I dream a lot, but I'm not a very good sleeper.
iGrok
Profile Blog Joined October 2010
United States5142 Posts
April 09 2012 21:30 GMT
#2
Can you comment on your decision for the paths behind the 4ths?
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
wrl
Profile Joined April 2011
United States209 Posts
Last Edited: 2012-04-09 22:32:12
April 09 2012 21:36 GMT
#3
On April 10 2012 06:30 iGrok wrote:
Can you comment on your decision for the paths behind the 4ths?


It was a decision made based on keeping a consistant level of technicality. There was a lot of space leftover there post-bulldozing, so I wanted to keep it a little interesting. I like it as an alternative attack route to the third as well as a place to utilize blink/tanks/infestors to assault the fourth. I could have actually made the fourth even lower than the current low-ground and made the path similar to the xel'naga caverns path, but I decided to go with this version instead.

Ultimately the path doesn't have a huge impact on the play of the map, but there are certainly times when it would be utilized for various sneak attacks.

Edit: Also it reminds me a bit of what was previously back there, a backdoor.
It's funny; I dream a lot, but I'm not a very good sleeper.
Antares777
Profile Joined June 2010
United States1971 Posts
April 10 2012 00:55 GMT
#4
I love this map! Especially the location of the Xel'naga Towers, how they are accessible from both sections of high ground, but also block pathing.

I really liked some of the key concepts on Crossfire, that are still here in this map. The natural is still vulnerable to air harassment, and there are still two middle expansions. Overall, the map is still very technical like the original was. You've also added things that I think improve the map immensely. The low ground path behind the fourth is a really nice touch.

I don't see many line of sight blockers. Is there a specific reason why they were not used that people should know about?

I would absolutely love to see this in future events. It definitely deserves a spot in any map pool in my opinion!
lost_artz
Profile Joined January 2012
United States366 Posts
Last Edited: 2012-04-10 01:35:58
April 10 2012 01:35 GMT
#5
It certainly LOOKS better than Crossfire (not aesthetically atm). The slightly larger chokes all around should definitely help deal with mobility issues.

What you should do with this map is touch up the aesthetics as much as possible along with fixing any glaring imbalance issues and submit it to the MotM April. Given it's layout is very similar to Crossfire there's a decent chance you'd get some sort of response good or bad.
wrl
Profile Joined April 2011
United States209 Posts
April 10 2012 01:55 GMT
#6
Word up Antares, thank you. I tried to find places to use Los blockers, but ultimately nothing felt like a strong choice.

On April 10 2012 10:35 lost_artz wrote:
It certainly LOOKS better than Crossfire (not aesthetically atm). The slightly larger chokes all around should definitely help deal with mobility issues.

What you should do with this map is touch up the aesthetics as much as possible along with fixing any glaring imbalance issues and submit it to the MotM April. Given it's layout is very similar to Crossfire there's a decent chance you'd get some sort of response good or bad.


I'd be curious as to what you believe needs to be touched up aesthetically, i'm fairly happy with how the map looks and the response to the aesthetics seems to be overwhelming positive, but yes I intend to submit this map to motm so I can beat out Archvile this time.
It's funny; I dream a lot, but I'm not a very good sleeper.
iGrok
Profile Blog Joined October 2010
United States5142 Posts
April 10 2012 02:15 GMT
#7
I'm with artz. Its so grey! Maybe if the fog was a different color... just something to break up the monotony would be nice.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
ObserverSix2One
Profile Joined February 2011
Israel115 Posts
April 10 2012 02:51 GMT
#8
If Crossfire and Could Kingdom had a child this map will be it...
Looks amazing would be awesome to see it in tournaments.
I'm not a Vampire.
monitor
Profile Blog Joined June 2010
United States2409 Posts
April 10 2012 02:54 GMT
#9
On April 10 2012 11:15 iGrok wrote:
I'm with artz. Its so grey! Maybe if the fog was a different color... just something to break up the monotony would be nice.


I am in agreement too. The details in the aesthetics are super awesome but... it is missing something. It is really all one dark texture- the dirt/rocks don't seperate that well from the man-made textures aside from the decals imo. I think you could change some of the textures to make it more bright and distinctive. Maybe a silver highground texture and some different organic styles?
https://liquipedia.net/starcraft2/Monitor
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
April 10 2012 04:12 GMT
#10
To comment on the aesthetics, even in the detail shots the map looks extraordinarily black and white/grey with a hint of green sticking out from time to time. I definitely agree that a wider color scheme would help a lot here.

The layout looks sick as hell, though
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Gfire
Profile Joined March 2011
United States1699 Posts
April 10 2012 04:23 GMT
#11
I would dig some of that purple shakuras rocky texture here... Still, I'd have to see it on stream or something to know if it was too boring as-is.

Layout-wise, it seems great. This design is so cool, I really hated to see it disappear with crossfire. Your version is very nice. It seems like the issues with Crossfire have been fixed, although I miss the backdoor.
all's fair in love and melodies
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 10 2012 04:33 GMT
#12
Can you pull the mineral line at the 4th one square up and over to make more room behind the minerals? I know you want shooting from below, but it's a ridiculous marine drop bunker the way you have it now. Alternatively you can move the mineral patches around to make more holes for melee units to chase out drops.

Other than that this looks sexy as hell.
Comprehensive strategic intention: DNE
wrl
Profile Joined April 2011
United States209 Posts
April 10 2012 05:16 GMT
#13
Some changes en route, stay tuned.
It's funny; I dream a lot, but I'm not a very good sleeper.
erazerr
Profile Joined March 2011
Australia86 Posts
Last Edited: 2012-04-10 06:26:28
April 10 2012 06:26 GMT
#14
make it more colourful and it will be amazing
lost_artz
Profile Joined January 2012
United States366 Posts
Last Edited: 2012-04-10 07:12:47
April 10 2012 07:09 GMT
#15
On April 10 2012 10:55 wrl wrote:
Word up Antares, thank you. I tried to find places to use Los blockers, but ultimately nothing felt like a strong choice.

Show nested quote +
On April 10 2012 10:35 lost_artz wrote:
It certainly LOOKS better than Crossfire (not aesthetically atm). The slightly larger chokes all around should definitely help deal with mobility issues.

What you should do with this map is touch up the aesthetics as much as possible along with fixing any glaring imbalance issues and submit it to the MotM April. Given it's layout is very similar to Crossfire there's a decent chance you'd get some sort of response good or bad.


I'd be curious as to what you believe needs to be touched up aesthetically, i'm fairly happy with how the map looks and the response to the aesthetics seems to be overwhelming positive, but yes I intend to submit this map to motm so I can beat out Archvile this time.


I think monitor summed it up nicely + Show Spoiler +
On April 10 2012 11:54 monitor wrote:
Show nested quote +
On April 10 2012 11:15 iGrok wrote:
I'm with artz. Its so grey! Maybe if the fog was a different color... just something to break up the monotony would be nice.


I am in agreement too. The details in the aesthetics are super awesome but... it is missing something. It is really all one dark texture- the dirt/rocks don't seperate that well from the man-made textures aside from the decals imo. I think you could change some of the textures to make it more bright and distinctive. Maybe a silver highground texture and some different organic styles?
- it's somewhat bland. The texturing there is done well, but it lacks a real 'wow-factor'.

I personally was more so touching on the doodad side of things. Something that could work very well would be adding some of the crystal doodads and re-coloring them to match the green of the protoss doodads that are lining the high-ground areas (if possible) since the green is such a dominate color in this map.
CaptainCrush
Profile Blog Joined November 2010
United States785 Posts
April 10 2012 12:23 GMT
#16
I like it! Could use some more details as far as aesthetics, but I like crossfire and I like the similarities here as well. Nice job.
Xaulior
Profile Joined August 2011
24 Posts
April 10 2012 15:02 GMT
#17
wrl, I think it looks brilliant! The detail shots add depth and feeling to the map. I don't know much about map making but it looks like a fun map to play on, especially as Protoss: it seems suited to Protoss. I also love the green lines, very futuristic and clean cut. I hope we can get that map over in Europe too. Thank you!
NewSunshine
Profile Joined July 2011
United States5938 Posts
April 10 2012 17:37 GMT
#18
I think a decent first step to livening up the aesthetic would be replacing the castanar tiles with the avernus ones, as they are slightly brighter. There are probably other things you can do, but I don't have it to open in the editor, so I can't say for sure. It looks good, very nicely detailed, but is a bit monotone. Who knows, maybe you're already on it!
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
wrl
Profile Joined April 2011
United States209 Posts
April 10 2012 18:33 GMT
#19
A preview of some of the changes I'm working on for the next version:

+Replaced dirt with a brighter color sand. Level distinction should now be black at the highest level, grey at the middle level, and white on the lowest level.
+Added blue crystal detailing around cliff faces to break up the greens and greys.
+++++The fourth has been dropped to the low ground, this way units can attack from behind more easily and in general the base is harder to hold.


[image loading]
[image loading]
It's funny; I dream a lot, but I'm not a very good sleeper.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 10 2012 21:22 GMT
#20
Looks nice. ^^

I like the low 4th because it plays up control of the large platform in front of it.
Comprehensive strategic intention: DNE
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